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About Entaro YotoriSenses: Perception +1, Low-light vision Initiative: +4 Hit Points: 12/12 (1d10, +1 Con, +1 FC) Melee: Whip +5 (1d3+4, 20/x2, S, disarm, nonlethal, 15 ft. reach, trip)
Armor Class: 17, 15 flat-footed , 12 touch (+2 Dex, +4 armor, +1 natural armor)
Base Attack Bonus: +1
Size: Medium
Nagaji Racial Traits:
Armored Scales (Ex): Nagaji have a +1 natural armor bonus from their scaly flesh. Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison. Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks. Lore Warden Class Features:
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Scholastic: Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Character Traits:
Reactionary: You gain a +2 trait bonus on Initiative checks. Skills:
Feats:
Intimidating Prowess: Add strength in addition to Charisma on intimidate checks. Weapons: Whip, Morningstar, Longspear
Pressure Suit:
This magical full-body suit completely protects the wearer from temperature extremes (as if by endure elements) and pressure dangers of hard vacuum and all worlds in the system (save the sun). It carries a limitless supply of air. However, if the suit’s seal is broken—such as the helmet being removed—all the air escapes in 2d6 rounds and must be recharged in breathable atmosphere (such as that inside a ship). A suit with a broken seal confers only the benefits of endure elements. The suit automatically repairs small holes, but if it is struck by a critical hit from a piercing or slashing weapon, the wearer of the pressure suit must succeed at a Reflex save (DC equal to the opponent’s confirmation roll) or the seal breaks. A suit with a broken seal can be repaired with a DC 18 Craft (armor) check or a make whole spell. Otherwise, the suit repairs itself after 2d10 hours. The suit provides all sustenance necessary, negating the need for food or water. While the suit allows for normal movement in high gravities, it does not compensate for changes in low gravity. The two outer pockets are extradimensional and function as portable holes. Since it takes up both the body and helm slots, armor can be worn over a pressure suit, but robes and helms cannot. Money and Treasure: 56 Experience Points: 0
Appearance and Personality:
Though what Entaro does for a living may be seen as torture to some, he doesn't view it that way. He sticks to a very strict code to prevent himself from ever treading toward the Evil side of torture and interrogation and he does not take pleasure in bringing pain to anyone. He can be intimidating, especially to humanoids who have never encountered the Nagaji before. However, when one gets to know him, they find him to be trustworthy, loyal, and good-hearted. Background:
Entaro's interest in learning led many of his peers to shun him and, in some cases, bully him. He had to learn rather quickly how to defend himself. The solution he came up with was to become a more intimidating figure. He trained to increase his strength and worked out ways to make his bullies feel inferior to him. These skills that he developed translated into a career. Rather than become a warrior, Entaro became an interrogator. Using intimidation as his primary tactic, Entaro had a knack for being able to extract information from enemies of the Naga. Despite his job verging on torture, Entaro kept a strict code. First, he would never interrogate a child or a man of simple mind. Second, he would never do lasting harm to his subject. Bruises and other minor injuries that heal quickly were the most he ever inflicted. And finally, he would immediately stop receiving information, never harming his subject more than absolutely necessary. Entaro did not enjoy hurting people, but a job was a job and he was good at it. The code he kept to gave him a reason to continue, to justify what he had to do to protect the citizens of his native land and the Naga they served. One night, Entaro took a stroll through the jungle to a clearing he found a few years ago. He sometimes went there to clear his head after especially trying days. Looking up, he saw the clouds part and the stars align. When he mentioned this to his friends and coworkers, they mostly laughed, thinking he was playing a joke. But the strange occurrence brought him back to the clearing the next night and the next, and the same event happened again and again. Finally, one night when the stars appeared brighter than ever, the sky went suddenly bright and he felt weightless. That is the last anyone in Nagajin has seen of Entaro. Adventuring Companions:
Campaign:
Feats of Interest: Weapon Focus (Whip), Weapon Mastery, Improved Trip Character Progression:
Level 1: 25 point buy, +1 HP, Intimidating Prowess, Enforcer |