Kobold

Hishok's page

10 posts. Organized Play character for CuriousTrout.


Gender

Male LN Cavalier 1 | HP: 13/13 | AC: 21/Touch: 12/Flat: 19 | CMB: +4, CMD: 16 | F: +4, R: +2, W: +1(+2 vs Poisons, Mind Affecting) | Init: +2 | Perception +3, Sense Motive +1 | Low-Light Vision

Strength 18
Dexterity 14
Constitution 14
Intelligence 6
Wisdom 12
Charisma 12

About Hishok

Common Dice Rolls:

Standard Attack Actions
[dice=Mounted Lance Attack]1d20+5[/dice]
[dice=Mounted Lance Damage]1d8+6[/dice]

[dice=Falcata Attack]1d20+5[/dice]
[dice=Falcata Damage]1d8+6[/dice]

[dice=Charging Lance Attack]1d20+9[/dice]
[dice=Charging Lance Damage]2d8+12[/dice]

[dice=Javelin Attack]1d20+3[/dice]
[dice=Javelin Damage]1d6+4[/dice]


Botting Hishok:

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BOTTING HISHOK
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As it is the responsibility of the player to play, if a GM is forced to bot me, they have 100% freedom to play him as they see fit.


Basic Information:

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INFORMATION
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Hishok
Pathfinder Society# 246666-6
Sovereign Court
Medium Male LN Nagaji (Humanoid, Reptilian)
First Mother's Fang, Emissary Cavalier 1
Initiative +2 (+2 DEX)
Senses Perception +3 (+1 WIS, +2 Serpent's Senses), Low-Light Vision (Nagaji Trait)
Languages Common, Draconic

Defense:

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DEFENSE
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AC 21, Touch 12, Flat-footed 19 (+5 Armor, +3 Shield, +1 Natural Armor, +2 DEX)
HP 13 (+10 Cavalier 1, +1 Favored Class Bonus, +2 CON)
Fort +4 (+2 Cavalier 1, +2 CON)
Ref +2 (+2 DEX)
Will +1 (+1 WIS)
CMD 16 (+1 BAB, +3 STR, +2 DEX)

Offense:

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OFFENSE
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Speed 20 ft. (Base 30, Medium Armor -10)
BAB +1 (Cavalier 1)
CMB +4 (+1 BAB, +3 STR)
-Melee-
Lance +4 (+1 BAB, +3 STR) (1d8+3) (+3 STR)
Bastard Sword +4 (+1 BAB, +3 STR) 1d10+3 (+3 STR)
-Ranged-
Javelin +3 (+1 BAB, +2 DEX) (1d6+3) (+3 STR)

Skills and Favored Class Bonuses:

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SKILLS AND FAVORED CLASS BONUSES
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Armor Check Penalty -6 (-4 Armor, -2 Shield)
Skill Ranks 2 (+4 Cavalier 1, -2 INT Per Level)

Skills:
Acrobatics* -4 (+2 DEX, -6 ACP)
Appraise -2 (-2 INT)
Artistry -2 (-2 INT)
Bluff +1 (+1 CHA)
Climb* -3 (+3 STR, -6 ACP)
Craft -2 (-2 INT)
Diplomacy +7 (+1 Rank, +3 Class Skill, +2 Illuminator, +1 CHA)
Disguise +1 (+1 CHA)
Escape Artist* -4 (+2 DEX, -6 ACP)
Fly* -4 (+2 DEX, -6 ACP)
Handle Animal +5 (+1 Rank, +3 Class Skill, +1 CHA)
Heal +1 (+1 WIS)
Intimidate +1 (+1 CHA)[/ooc]
Linguistics -2 (-2 INT)
Perception +3 (+1 WIS, +2 Serpent's Sense)
Perform +1 (+1 CHA)
Ride* +4 (+2 Militia Veteran, +2 DEX)
Sense Motive +1 (+0 WIS)
Stealth* -4 (+2 DEX, -6 ACP)
Survival +1 (+1 WIS)
Swim* -3 (+3 STR, -6 ACP)

*These skills have Armor Check Penalty Applied

Favored Class Bonuses
Level 1 - HP +1


Traits and Feats:

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TRAITS AND FEATS
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Nagaji Racial Traits
Serpent's Sense
+2 to Perception and Handle Animal Checks with Reptiles.
Armored Scales
+1 to Natural Armor
Ability Bonuses
+2 Strength, +2 Charisma, -2 Intelligence
Reptilian
Nagaji are Humanoids with the Reptilian Subtype.
Low-Light Vision
Nagaji can see twice as far as Humans in Low-Light.
Resistant
+2 Racial Bonus to Saves vs Mind-Affecting Effects and Poisons.
Languages
Nagaji begin play understanding Common and Draconic.
Background Traits
Illuminator, Militia Veteran (Ride).
Feats Mounted Combat, Combat Expertise, Exotic Weapon Proficiency (Falcata), Exotic Weapon Proficiency (Heavy Crank Crossbow)

Special Abilities:

Weapon and Armor Proficiency

Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Additionally, a mother’s fang is proficient in one exotic melee weapon of his choice and one exotic ranged weapon of his choice.

An emissary does not gain proficiency with heavy armor.

Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Serpent Mount (Ex)

A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

Instead of the usual choices for a cavalier’s mount, mother’s fangs ride on giant riding constrictors.

These use the statistics of the constrictor snake druid animal companion, except that they are suitable mounts and begin as size Large at 1st level with no other adjustments to their abilities or statistics based on this size change.

A serpent mount is considered to be a quadruped for the purpose of determining its carrying capacity, and its base land speed is 40 feet (other speeds are unaffected). At 4th level, a giant riding constrictor doesn’t increase in size again, but it does receive all the other usual 4th-level benefits.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Honored Warrior (Ex)

A mother’s fang is expected to act as a military leader in wartime and a governor in peace time, and as a result, he must be versed both in the martial and political arts. At 1st level, he gains Combat Expertise as a bonus feat, and if his Intelligence score is less than 13, it counts as 13 for the sole purpose of meeting the prerequisites of combat feats that require Combat Expertise as a prerequisite.

At 2nd, 8th, and 15th levels, the mother’s fang gains a vigilante social talent and a bonus combat feat. When selecting his vigilante social talent, a mother’s fang can select celebrity discount, celebrity perks, great renown, incredible renown, instant recognition, loyal aid, renown, social grace, or triumphant return. He treats his cavalier level as his effective vigilante level when determining whether he meets a talent’s prerequisites, as well as its effects. He gains the improved attitude and Intimidate bonuses from renown as if he were in both social and vigilante identities.

When selecting skills with social grace, he must choose from the following list: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, or nobility), Perform, Profession (soldier), or Sense Motive.

He is always considered to be in his social identity for the purpose of social grace (though he continues to receive the benefits for both identities from renown). When selecting his bonus combat feat, he can choose from only combat feats that list Combat Expertise as a prerequisite.

In or Out of the Saddle (Ex)

At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.

This ability replaces tactician.


Serpent Mount:

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INFORMATION
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Wanda
Large Constrictor Snake
Init +3 (+3 DEX)
Senses Scent, Low-Light Vision, Perception +1 (+9 Using Scent)

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DEFENSE
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AC 19, Touch 13, Flat-footed 16 (+3 Dex, +2 Natural Armor, +4 Armor)
HP 12 (+10 Animal Companion 1, +2 CON)
Fort +4 (+3 Animal Companion 1, +1 CON)
Ref +6 (+3 Animal Companion 1, +3 DEX)
Will +1 (+1 WIS)

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OFFENSE
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Speed 40ft. Climb 20ft. Swim20ft.
BAB +1
CMB +2 (BAB +1, STR +2)
Melee Bite +4 (+1 BAB, +2 STR) (1d3+2+Grab)(+2 STR)

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STATISTICS
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STR 15
DEX 17
CON 13
INT 1
WIS 12
CHA 2

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FEATS
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Narrow Frame

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SKILLS
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Armor Check Penalty: -3
Acrobatics* +0 (+3 DEX, -3 ACP)
Climb* +11 (1 Rank, +3 Class Skill, +8 Climb Speed, +2 STR, -3 ACP)
Escape Artist* +0 (+3 DEX, -3 ACP)
Fly* +0 (+3 DEX, -3 ACP)
Intimidate -4 (-4 CHA)
Perception +1 (+3 DEX, -3 ACP) (+9 With Scent)
Stealth* +0 (+3 DEX, -3 ACP)
Survival +1 (+1 WIS)
Swim* +11 (+1 Rank, +3 Class Skill, +8 Swim Speed, +2 STR, -3 ACP)

*[I]These skills have Armor Check Penalty applied.

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TRICKS
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Total Tricks: 7 (+6 Combat Trained, +1 Animal Companion 1)
Attack
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Second Trick Taken.

Come
The animal comes to you, even if it normally would not do so.

Defend
The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down
The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Guard
The animal stays in place and prevents others from approaching.

HeelThe animal follows you closely, even to places where it normally wouldn’t go.

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SPECIAL ABILITIES
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Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

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GEAR AND EQUIPMENT
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Carrying Capacity
Light 0-66lb. Medium 67-133lb. Heavy 134-200lb.
Current Load Carried
Equipment
Lamellar Leather Cuirass (60gp, 25lbs)
Gear


Gear and Equipment:

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GEAR AND EQUIPMENT
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Carrying Capacity
Light 0-100lb. Medium 101-200lb. Heavy 201-300lb.
Current Load Carried 84lbs
Money 24 GP 9 SP 7 CP
Equipment
Lance (10gp, 10lbs)
Scale Mail (50gp, 30lbs)
Falcata (18gp, 4lbs)
Javelins x5 (5gp, 10lbs)
Gear
Common Backpack (2gp, 2lbs)
Bedroll (1sp, 5lbs)
Blanket (5sp, 3lbs)
Drill (5sp, 1lb)
Earplugs (3cp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb)
Lamp Oil x3 (3sp, 3lbs)
Rations (5sp, 1lbs)
Rope, 50ft (1gp, 10lbs)
Waterskin (1gp, 4lbs)
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