Hissk's page

No posts. Organized Play character for Tangaroa.


About Hissk

Hissk
Male Nagaji paladin 2
LG Medium humanoid (reptilian)
Init +1, Senses low-light vision; Perception +1
Aura aura of good,
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +1 natural, +2 shield, )
hp 22 ((2d10)+6)
Fort +8, Ref +4, Will +5

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OFFENSE
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Speed 20 ft.
Melee katana +5 (1d8+3/18-20)
Melee shield (heavy/wooden) +5 (1d4+3)
Melee mace (heavy) +5 (1d8+3)
Melee pick (heavy) +5 (1d6+3/x4)
Melee gauntlet +5 (1d3+3)
Special Attacks smite evil 1/day (+3 hit +2 damage)
Spell-Like Abilities
At-will - detect evil
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STATISTICS
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Str 17, Dex 12, Con 14, Int 10, Wis 9, Cha 16
Base Atk +2; CMB +5; CMD 16
Feats exotic weapon proficiency (katana)
Skills Bluff +7, Climb +0, Diplomacy +7, Sense Motive +3
Traits Fashionable (Sovereign Court Faction) (Bluff), Seasoned Climber
Languages Draconic, Nagaji, Tien, Taldane
SQ armored scales, aura, lay on hands (1d6, 2/day), serpent's sense
Combat Gear
Other Gear banded mail, heavy wooden shield, heavy mace, heavy pick, katana, rope (hemp/50 ft.), traveler's outfit , 1220.0 gp
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SPECIAL ABILITIES
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Armored Scales (Ex) Nagaji have a +1 natural armor bonus.

Aura of Good (Ex) You project a moderate good aura.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Fashionable (Sovereign Court Faction) (Bluff) You spent your youth as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 4 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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

Resistant Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Seasoned Climber Your time on the slopes of the Wall of Heaven has improved your ability to surmount great peaks. You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +2 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.