Lizardfolk Sorcerer

Glickly's page

109 posts. Alias of PJP.


Full Name

Glickly

Race

NG Male Nagaji Cleric 3

Classes/Levels

HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Strength 16
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 14
Charisma 15

About Glickly

N Male Nagaji Cleric 3
Init +0; Low-light vision
Languages: Common, Draconic

Background:
Glickly is the offspring of a pair of Nagji priest-warriors who came to Sandpoint as part of the Kaijitsu family when they moved to the area. While his family knew Lonjiku well, Glickly only recalls bits and pieces from his childhood. Instead, he preferred to watch others from atop the cliffs and sit in solitude. He is a friendly sort, but was often concerned with his appearance, so clearly different from everyone else. As such, he sometimes resorted to fear and bullying to get his way, and even occasionally magical charms. Still, he has made a few good friends in Sandpoint, and he has always considered it his home.

Glickly’s family are devout worshippers of Nalinivati, the Serpent’s Kiss, and raise the young nagaji in these traditions, including some dabbling into arcane magics and of course, the weapon of their religion.

HP ?? (d8 +1FC+1Con)

DEFENSE
AC 20, touch 10, flat-footed 20 (+6 armor +2 shield +2 natural+0 Dex)
CMD 15 (10 +2 BAB +3 Str +0 Dex)[smaller]
Fort +4 [smaller](+3 Cleric +1 Con)

Ref +1 (+1 Cleric +0 Dex)
Will +5 (+3 Cleric +2 Wis)

Defensive Abilities
+2 trait bonus on Fortitude saves against disease and poison.
+2 racial saving throw bonus against mind-affecting effects and poison.

OFFENSE
Speed 20 ft (30-10ft armor)
Base Attack +2; Melee Touch +5; Ranged Touch +2
CMB +5 (+2 BAB +3 Str)

[dice=Urumi Attack]1d20+7[/dice] (+2 BAB +3 Str +1 WF +1 MW)
[dice=Slashing Damage]1d8+3[/dice] Critical 18-20/x2; Range —; Type S; Special distracting

Hypnotic gaze (DC 13) - 1x per day, lasts 1 rounds only

Dazing Touch (Sp): 5 of 5 remaining
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Concentration Check: 1d20+5 (+3 CL +2 Chr)
Channel: 2d6 5 of 5 remaining

Prepared Spells:

0: (4) DC 12
0.1: Detect Poison
0.2: Light
0.3: Mending
0.4: Resistance

1: (2+1+1D) DC 13
1.1: Bless
1.2: Cause fear
1.B: Compel hostility
1.D: Charm person

2: (1+1+1D) DC 14
2.1: Aid
2.B: Bull’s strength
2.D: Animal trance

STATISTICS
Abilities Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 8 (-1), Wis 14 (+2), Cha 15 (+2)

SKILLS 3/3 (2-1 Int x 3)
Acrobatics +0 (+0 Dex)
Appraise* +0 (-1 Int +1 trait)
Bluff +2 (+2 Chr)
Climb -1 (-1 Str)
Diplomacy* +6 (1 rank +2 Chr +3 class)
Escape Artist +0 (+0 Dex)
Fly +1 (+1 Dex)
Heal* +2 (+2 Wis +3 class)
Intimidate* +7 (1 rank +2 Chr +3 class +1 trait)
Perception +4 (1 rank +2 Wis +1 trait)
Ride +0 (+0 Dex)
Sense Motive* +2 (+2 Wis)
Spellcraft* +3 (1 rank -1 Int +3 class)
Stealth +9 (1 rank +1 Dex +3 class +4 size )
Survival +5 (1 rank +1 Wis +3 class skill)
Swim +2 (+2 Str)

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

EQUIPMENT
Urumi, Masterwork (330 gp, 6 lb)
Breastplate (200 gp, +6 AC, -4 ACP, 25% SF, 30lb)
Shield, heavy wooden (7gp, +2 AC, -3 ACP, 10 lb)
Amulet of Natural Armor +1 (2000)

COINS
PP – 0
GP – 463
SP – 0
CP – 0

FEATS
Arcane Strike +1 dmg and Magic vs DR(1st)
Weapon Focus: Urumi (3rd)

TRAITS
Bully
You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Urumi
Source Ultimate Equipment pg. 20, Pathfinder #9: Escape from Old Korvosa pg. 83, Pathfinder Campaign Setting pg. 209, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 33, Ultimate Combat pg. 134
Statistics
Cost 30 gp Weight 6 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 18-20/x2; Range —; Type S; Special distracting
Category One-Handed; Proficiency Exotic
Weapon Groups Flails; Monk
Description
Commonly known as a whip sword, this deadly weapon is fashioned from one to four 5-foot-long, razor-sharp blades of flexible steel, almost like a metal cato’- nine-tails. The weapon is wielded by whipping the blades at one’s opponent. The coiled blade is fine and flexible enough to be worn as a belt, and its wielders often carry the blades wrapped around themselves in this fashion.

SPECIAL ABILITIES
Nagaji
The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Their physical forms are otherwise humanlike, raising wary speculation about their origins. It is widely believed that true nagas created them as a servitor race, through crossbreeding, magic, or both, and indeed nagaji revere nagas as living gods. Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery.

Nagaji Racial Traits
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.

Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.

Reptilian: Nagaji are humanoids with the reptilian subtype.

Normal Speed: Nagaji have a base speed of 30 feet.

Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.

Armored Scales: 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.

Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

Hypnotic Gaze (Sp): The nagaji's gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the nagaji's Hit Dice). The DC of this effect is equal to 11 + the nagaji's Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent's sense.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

Scalykind
Source Book of the Damned pg. 181, Inner Sea World Guide pg. 216, Pathfinder #37: Souls for Smuggler's Shiv pg. 69, Gods and Magic pg. 51
Deities: Apep, Apsu, Ardad Lili, Dahak, Jalaijatali, Nalinivati, Ragadahn, Rytara, Sobek, Teshallas, Vois, Vorasha, Ydersius, Yig

Granted Powers: You are a true lord of reptiles, and your gaze can drive weak creatures into unconsciousness.

Venemous Stare (Sp): As a standard action, you can activate a gaze attack with a 30-foot range (Pathfinder RPG Bestiary 300). This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those that fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake (Pathfinder RPG Core Rulebook 54) as your companion.

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—greater magic fang, 4th—poison, 5th—animal growth*, 6th—eyebite, 7th—creeping doom (takes the form of Diminutive-sized reptiles), 8th—animal shapes*, 9th—shapechange.*Only reptiles.

Charm Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Deity
Nalinivati
The Serpent's Kiss
Source Dragon Empires Gazetteer pg. 58
Pathfinder Wiki Nalinivati
Details
Alignment N
Pantheon Deities of Tian Xia
Areas of Concern Fertility, nagaji, snakes, sorcery
Domains Charm, Magic, Nobility, Rune, Scalykind
Subdomains Arcane, Aristocracy, Captivation*, Divine, Leadership, Love, Lust, Rites*, Wards
* Requires the Acolyte of Apocrypha trait.
Favored Weapon Urumi
Symbol Snake coiled in a lotus flower
Sacred Animal(s) Snake
On Golarion
Centers of Worship Dtang Ma, Nagajor, Xa Hoi, Xidao
Nationality Naga

Build History:

S 5 14 +2 16 +3
D 0 10 10 +0
C 2 12 12 +1
I 0 10 -2 8 11
W 5 14 14 +2
Ch 3 13 +2 15 +2