Nagaji

Hskavati's page

3 posts. Alias of Art Burd.


About Hskavati

Nagaji Bard 1//Chosen One Soul Sentinel Paladin 1
LG Female Humanoid (Reptilian)
Init +; Senses: Low-Light Vision; Perception: +

DEFENSE
AC: , touch: , flat-footed: (10 + Armor + Dex + 1 Natural Armor)
HP:
Fort: +, Ref: +, Will: +;

OFFENSE
Speed: ft.
Melee: Greatsword + (2d6+ / 19-20 x2)
or Glaive + (1d10+ / x3)
or Iron Brush + (1d3+)
or Dagger + (1d4+ / 19-20 x2)
Ranged: Shortbow + (1d6 / x3)
or Iron Brush + (1d3+)
or Dagger + (1d4+ / 19-20 x2)

STATISTICS
Str: 17 (+3), Dex: 11 (+0), Con: 14 (+2), Int: 10 (+0), Wis: 10 (+0), Cha: 16 (+3)
Base Atk: +1; CMB: +4; CMD: 14
Feats: Power Attack
Traits: Indomitable Faith, Reactionary
Skills:
*Acrobatics +5 (1 rank, +1 dex, +3 class)
*Appraise +1 (0 rank, +1 int)
*Bluff +6 (0 rank, +3 cha, +3 familiar)
*Climb +8 (1 rank, +4 str, +3 class)
*Craft +1 (0 rank, +1 int)
*Diplomacy +10 (Perform (Oratory))
Disable Device +NA (0 rank, +1 dex)
*Disguise +3 (0 rank, +3 cha)
*Escape Artist +1 (0 rank, +1 dex)
Fly +1 (0 rank, +1 dex)
*Handle Animal +NA (0 rank, +3 cha, +2 racial (reptiles))
*Heal +4 (1 rank, +0 wis, +3 class)
*Intimidate +3 (0 rank, +3 cha)
*Knowledge (Arc) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Knowledge (Dun) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Knowledge (Eng) +3 (0 rank, +1 int, +2 bardic know.)
*Knowledge (Geo) +3 (0 rank, +1 int, +2 bardic know.)
*Knowledge (Hist) +3 (0 rank, +1 int, +2 bardic know.)
*Knowledge (Local) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Knowledge (Nature) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Knowledge (Nob) +3 (0 rank, +1 int, +2 bardic know.)
*Knowledge (Planes) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Knowledge (Rel) +8 (2 rank, +1 int, +3 class, +2 bardic know.)
*Linguistics +5 (1 rank, +1 int, +3 class)
*Perception +9 (4 rank, +0 wis, +3 class, +2 racial)
*Perform (Oratory) +10 (4 rank, +3 cha, +3 class)
*Profession (Painter) +4 (1 rank, +0 wis, +3 class)
*Ride +1 (0 rank, +1 dex)
*Sense Motive +10 (Perform (Oratory))
*Sleight of Hand +NA (0 rank, +1 dex)
*Spellcraft +6 (2 rank, +1 int, +3 class)
*Stealth +6 (2 rank, +1 dex, +3 class)
Survival +0 (0 rank, +0 wis)
Swim +4 (0 rank, +4 str)
*Use Magic Device +9 (3 rank, +3 cha, +3 class)
*Class Skill

Languages: Celestial, Common, Draconic, Sylvan
Height: 6'10"
Weight: 227 lbs
Age: 26
Special Qualities: Armored Scales, Aura of Courage, Aura of Good, Bardic Knowledge, Bardic Performance, Cantrips, Channel Positive Energy, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Lay on Paws, Mercy (Fatigued), Resistant, Serpent's Sense, Smite Evil (2/day), Versatile Performance (Oratory), Well-Versed
Mundane Gear: MW Backpack, Bedroll, Belt Pouch, Cheap Holy Text, Dagger, Explorer's Outfit, Glaive, MW Greatsword, Iron Brush, Ink, Inkpen, Journal, Mess Kit, Silk Rope, Silver Holy Symbol, Shortbow (30 arrows), Spell Component Pouch, Torches (10), Trail Rations (5), Traveler's Outfit, Waterskin, Whetstone, 14 gp, 9 sp, 8 cp
Magic Gear: Ioun Torch, +1 Mithral Breastplate, Potions of Cure Light Wounds (3), Oil of Magic Weapon

Bard Spellcasting
0-Level Spells (DC 13): Cantrips
0-Level Spells Known: Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Spark 6
1st Level Spells (DC 14): 4/day
1st Level Spells Known: Expeditious Retreat, Grease, Heightened Awareness, Saving Finale
2nd Level Spells (DC 14): 2/day
2nd Level Spells Known: Glitterdust, Heroism

Paladin Spellcasting
1st Level Spells (DC 14): 1/day
1st Level Spells Typically Prepared: Bless

Appearance:
Hakavati stands head snd shoulders above most other people. Her body is covered in thick green scales, several of which have been painted in a variety of other colors. Her face is especially decorated, with an intricate orange and red design on each cheek and her forehead. These provide contrast to her vibrant blue eyes, slit-pupiled eyes. Hers nose and ears are both quite small, and are quite flat. These, combined with her lidless gaze, unnerves many other people due to her quite bizarre appearance. With broad shoulders and thick limbs, she is heavily built, with most of her weight coming from muscle mass and bones.

In everyday scenarios, or times when she knows that she will be needing to look nice, Hskavati typically wears a calf-length, simple green and red dress, as well as a pair of colorfully painted sandals. The only weapon that she openly carries in such situations is her dagger, although she does carry her Iron Brush as well, and she will typically keep Moshki (her familiar) about her neck. However, in situations where when know there will be danger, she wears her magical breastplate over a sleeveless white shirt and leather trousers, with a pair of sturdy boots on her feet. In such situations, she bears her weapons openly, with the greatsword and glaive crossing each other behind her back. During these situations, Moshki will typically stay around her neck most of the time, but will occasionally slither into her backpack.

Backstory:
Hskavati never knew her parents. She was found abandoned on the steps to a temple to Shelyn. Always ones to see the beauty in anything, the priests there raised her, teaching her the ways of the temple. While there, she learned a variety of things, ranging from how to paint and tell stories, to methods that allow her to inspire others with her words, to training with the sword, glaive, and bow. Originally, she intended to become a cleric similar to her adoptive parents. However, her plans changed when Moshki, a divine envoy from Shelyn, came to her. They revealed that she was destined to become a paladin in service to Shelyn, spreading beauty across the land and stamping out evil in those places where it destroys beauty. Since then, she has done just that.

Armored Scales:
Nagaji have a +1 natural armor bonus from their scaly flesh.

Aura of Courage:
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Good:
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Bard Spellcasting:
A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge:
A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Cantrips:
Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Channel Positive Energy:
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Detect Evil:
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Divine Grace:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health:
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay on Hands:
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Lay on Paws:
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

Mercy (Fatigued):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

• Fatigued: The target is no longer fatigued.

• Shaken: The target is no longer shaken.

• Sickened: The target is no longer sickened.

Paladin Spellcasting:
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

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

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

Smite Evil (2/day):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Versatile Performance:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed:
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

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Moshki
Viper Emissary Familiar 4
N Tiny Animal
Init +3; Senses: Low-light vision, scent; Perception: +12

DEFENSE
AC: 19, touch: 15, flat-footed: 16 (10 + 3 Dex + 3 Nat. Armor + 2 size)
HP: 18 (4 HD)
Fort: +3, Ref: +7, Will: +5;

OFFENSE
Speed: 20 ft., climb 20 ft., swim 20 ft.
Melee: Bites +7 (1d2-3 plus poison)
Space: 2-1/2 ft
Reach: 0 ft
Special Attacks: Poison (Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.)

STATISTICS
Str: 4 (-3), Dex: 17 (+3), Con: 8 (-1), Int: 7 (-2), Wis: 13 (+1), Cha: 2 (-4)
Base Atk: +4; CMB: -1; CMD: 12
Feats: Weapon Finesse
Skills:
*Acrobatics +7 (1 rank, +3 dex, +3 class)
Appraise -2 (0 rank, -2 int)
Bluff -4 (0 rank, -4 cha)
*Climb +11 (3 rank, -3 str, +3 class, +8 racial)
Craft -2 (0 rank, -2 int)
Diplomacy -4 (0 rank, -4 cha)
Disguise -4 (0 rank, -4 cha)
Escape Artist +3 (0 rank, +3 dex)
*Heal +4 (1 rank, +0 wis, +3 class)
Intimidate -4 (0 rank, -4 cha)
Knowledge (Arc) +0 (2 rank, -2 int)
Knowledge (Dun) +0 (2 rank, -2 int)
Knowledge (Local) +0 (2 rank, -2 int)
Knowledge (Nature) +0 (2 rank, -2 int)
Knowledge (Planes) +0 (2 rank, -2 int)
*Knowledge (Rel) +3 (2 rank, -2 int, +3 class)
Linguistics -1 (1 rank, -2 int)
*Perception +12 (5 rank, +0 wis, +3 class, +4 racial)
Perform (Oratory) +0 (4 rank, -4 cha)
Profession (Painter) +1 (1 rank, +0 wis)
Ride +3 (0 rank, +3 dex)
*Sense Motive +0 (0 rank, +0 wis)
Spellcraft +0 (2 rank, -2 int)
*Stealth +15 (5 rank, +3 dex, +3 class, +4 racial)
Survival +0 (0 rank, +0 wis)
*Swim +11 (3 rank, -3 str, +3 class, +8 racial)
Use Magic Device -1 (3 rank, -4 cha)
*Class Skill

Languages: Understands Celestial
Age: ?
Special Qualities: Divine Guidance, Divine Influence, Empathic Link, Improved Evasion, Lay on Paws, Share Will
Gear: None

Appearance:
A little over two feet long, Moshki is a small green snake. They have a broad flat head, covered with keeled spines, that is distinct from the neck. Whenever they twist their body, the scales along their flanks will poke slightly away from the body. The majority of the scales along their body are sage green, the occasional scale has been painted either a slightly darker or lighter shade of green.

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Divine Guidance:
An emissary can cast guidance at will.

Divine Influence:
At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.

Chosen Domain: Luck
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Empathic Link:
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion:
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Lay on Paws:
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

Share Will:
Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.