| Race |
CG Male Nagaji Fighter (Venomblade) 8 |
| Classes/Levels |
92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5 |
| Strength |
18 |
| Dexterity |
16 |
| Constitution |
18 |
| Intelligence |
8 |
| Wisdom |
12 |
| Charisma |
9 |
About Hanzi Logain
#16 Hanzi Logain
Nagaji Fighter
CG Medium humanoid (reptilian)
Init +5; Senses low-light vision; Perception +11
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Defense
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AC 23, touch 14, flat-footed 21 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 92 (8d10+40)
Fort +11, Ref +7, Will +5; +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 silversheen greatsword +14 (2d6+8/19-20) or
cold iron greatsword 12 (2d6+6) or
adamantine greatsword 12 (2d6+6) (in scabbard of vigor)
dagger +9 (1d4+4/19-20)
Ranged spit +11 touch (poison)
Special Attacks
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Statistics
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Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 9
Base Atk +8; CMB +11; CMD 24
Feats 1) Spit Venom, 1B) Power Attack 2) Viscous Venom, 3) Virulent Venom 4) Cleave 5) Cleaving Finish 7)Hemmorhaging Venom 8) Vital Strike
Traits reactionary, unshackled
Skills Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Escape Artist: +15 Perception: +11 Profession Librarian +5
Languages Common, Nagaji
SQ resistant, serpent's sense
Combat Gear scroll of knock, wand of cure light wounds(41/50); Other Gear +2 Agile Breastplate, Armor Spikes, +2 silversheen Greatsword[UC], cold iron greatsword[UC], adamantine greatsword, dagger, cloak of resistance +2, Alexandrite (heightened Continual Flame) Belt of Might Constitution and Strength +2, Ring of Protection +1, talisman of life, talisman of warrior's courage, talisman of good winds, traveler's any-tool[UE], scabbard of vigor, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wand of air bubble (5 charges),2869 gp
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison
Spit Venom (6/day, DC 19) Spit poison up to 30 feet as a ranged touch att dealing 3d6 damage is entangled, and must make a fort save to negate being blinded 1d6 rds and begin to bleed 2d6. An entangled target can break free from the sticky goo with a successful DC 15 Strength or Escape Artist check as a fullround action or by dealing 15 points of damage to the gooey substance with a slashing weapon
Sneak Attack: +1d6