Serpent God Statue

Jǐnguǎn, the Two-headed Serpent's page

No posts. Alias of Vetus Relator.


About Jǐnguǎn, the Two-headed Serpent

Statistics:
Male Nagaji Fighter (Two-Weapon Warrior/Gladiator) 1
Chaotic Neutral Humanoid (Reptilian)
Favored Class: Fighter
Favored Class Bonus: +1 HP
Init +0; Senses Perception +0
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DEFENSE
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AC 10, touch 10, flat-footed 10 (+0 armor, +0 dex, +0 shield, +1 natural armor, +0 size bonus)
HP: 15
Fort: +2, Ref: +1, Will: +2
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OFFENSE
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Speed: 20 ft. While Armored (30ft Unarmored)

Melee: +3 to Hit - Morningstar 1d6 + 1 (B or P)/Longspear 1d6 + 1 (P, Brace & Reach)

Ranged: +3 to Hit - Sling 1d3 + 1 (B, 50ft Range)
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STATISTICS
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Str 16, Dex 13, Con 13, Int 10, Wis 12, Cha 18
BAB: +1 (+3 Melee/+3 Ranged); CMB +1; CMD 11
Feats: Toughness
Languages: Common, Draconic

Skills:

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ADVENTURING SKILLS
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(EARNED=2)

*Acrobatics: -7
Bluff: (4 non-Reptilian Humanoids)/(1 Reptilian Humanoids)
*Climb: -7
(1)+Diplomacy: (9 non-Reptilian Humanoids)/(6 Reptilian Humanoids)
*Disable Device: -7
Disguise:
*Escape Artist: -7
*Fly: -7
(1)+Heal: 4
Intimidate:
Knowledge (arcana):
Knowledge (dungeoneering):
Knowledge (local):
Knowledge (nature):
Knowledge (planes):
Knowledge (religion):
Perception:
*+Ride: -7
+Sense Motive:
+Spellcraft:
*Stealth: -3
Survival:
*Swim: -7
Use Magic Device:

Armor Check Penalty: -8 (-6 Armor + -2 Shield)
(*=Armor Check Penalty Applies)

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BACKGROUND SKILLS
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(EARNED=2)

Appraise:
Artistry:
(1)+Craft (Cooking): 4
+Handle Animal:
Knowledge (engineering):
Knowledge (geography):
Knowledge (history):
+Knowledge (nobility):
(1)Linguistics: 1 (Common)
Lore:
Perform:
+Profession (Chef)
Sleight of Hand:

(+=Class Skill)

Special Abilities:

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

Detect Evil(Sp): 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.

Bondless: A chosen one does not gain the divine bond class feature.

Divine Emissary(Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor(Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace(Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

Familiar:

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FAMILIAR STATS
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LG Tiny Magical Construct
Name: Vox
Description: The center stone of Vox's construction is a well-carved claw-shaped opalescent stone. A single quartz sphere revolves around the center stone representative of each Metallic Dragon breed. At the center of each sphere is a disc-shaped anomaly that shines brilliantly of its associated breed. The anomalies always appear as a vertical disc with an almost mirror finish.
Init: +2
Senses: Blindsight 30 ft.; Perception: +2

DEFENSE
AC: 16, Touch: 16, Flat-footed: 12 (+2 Dex, +1 dodge, +2 size, +1 natural armor)
HP: 7
Fort: +2, Ref: +4, Will: +4
Immune: Death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage.

OFFENSE
Speed: fly 30 ft. (average)
Melee: slam +0 (1d4–3)
Space: 2-1/2 ft., Reach: 0 ft.
COMBAT STATS
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
BAB: +1(+3 Melee); CMB: +1; CMD: 9
Feats: Dodge
Skills: Fly +10, Perception +2
Languages: Common
SPECIAL ABILITIES
Ioun Affinity(Su): An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns(Su): A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he’s within 30 feet of the ioun wyrd.

Divine Guidance(Sp): An emissary can cast guidance at will. This ability replaces alertness.

Improved Evasion(Ex): 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.

Share Will(Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save 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. This ability replaces share spells.

Empathic Link(Su): 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.

Bestiary Description:Ioun wyrds appear to be extraplanar creatures somewhat resembling earth elementals, but they’re actually bizarre constructs, assembled in laboratories throughout Golarion to serve equally unusual masters. Ioun wyrds have occasionally been found in the wild, typically in regions near hidden wizards’ towers or discreet arcane laboratories in the Nexian highlands or Thuvian deserts, if only because mages sometimes find it difficult to keep track of these wily beings. Left to their own devices, ioun wyrds seek out abandoned mines, gem-rich caverns, or lonely grottos where they might find pretty stones, which they see as somehow related to themselves.

A typical ioun wyrd is roughly 2 feet in diameter and weighs 15–20 pounds.

Spells:

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Spells
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0th (at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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-Banded Mail (250gp, 35lbs)
-Heavy Steel Shield: Apsu Emblem (21gp, 15lbs)
-Morningstar (8gp, 6lbs)
-Long Spear: Apsu Banner (6gp, 9lbs)
-Backpack (2gp, 2lbs)
-Common Artisan's Tools: Chef (5gp, 5lbs)
-Bedroll (1sp, 5lbs)
-Flint & Steel (1gp, -)
-The Waybringer's Catechisms: Holy Text (1gp, 1lb)
-Rope: Hemp 50ft (1gp, 10lbs)
-Torch: 3 (3cp, 3lbs)
-Sling

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 0 lb.

Money 2gp 26sp 27cp

Traits:

Racial Traits
+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision.
Armor: Kobolds have a +1 natural armor bonus.
Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a gold dragon, lending a draconic power to your dealings with others. You gain a +2 racial bonus on checks with Diplomacy, and it is always a class skill for you. This racial trait replaces crafty.
Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Golden Scales (RACE)
Your distinctive golden scales strongly reflect the light, making other kobolds mistrust you, but aboveground races favor you. You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.

Student of Faith (CAMPAIGN)
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Inspiring Leader (RELIGION)
Imitating the leadership of your deity, Apsu, you spur others on to great deeds. When you cast a spell that grants allies a morale bonus, you cast that spell at +1 caster level.

Background, Appearance, & Personality:

BACKGROUND
Reviled by his people early in life due to the bizarre appearance of his scales: shimmering gold with opalescent patches, Aurex was touched by the divine beyond his ken.
A band of adventurers raided his tribe's warren almost immediately after he hatched and slaughtered the other kobolds, who were caught off-guard due to bickering over who got to eat the gold-scaled hatchling.

The raiding party's cleric was immediately struck by the hue of his scales and a premature crown of horns and named him Aurex. Whisking the touched kobold to Absalom and presenting him to a travelling coterie of Apsu's followers earned the party a hefty reward and the babe was raised as an adherent to Apsu, Patron of Good Dragons.

Upon maturity, Aurex began training as a champion of his adopted faith and became one of the few Paladins of Apsu.

His crown of horns has become quite striking with a bright ivory coloring and is contrasted by his large eyes of a brilliant blue struck with greens and oranges.

To add to his mystique, Aurex has been blessed with a curiously deep speaking voice. His time in training has granted him empathy, courage, and a host of other traits that other kobolds can hardly comprehend.

APPEARANCE/MINUTIA
Age: 11
HT: 2'7" WT: 33lbs
Voice Timber: Aurex's voice is strangely deep for his size and not displeasing to hear. Ocassionally he carries an 'S' or 'Sh' too long and he works hard at correcting what he considers a speech impediment. Even in Draconic his speech is painstakingly verbose with great flourishes and descriptors.
Eye Color: Bright Sky Blue with Orange & Green Flecks
Horn & Claw Color: Polished Ivory
Primary Scale Color: Polished Gold
Underbelly Scale Color: Matte Sandstone
Additional Scale Design & Color: Mottled along the spine and upper arms/legs with a silvery/opalescence that has progressively begun overtaking the golden scale coloring of most of his body.

PERSONALITY
Aurex has lived his life dedicated to the cause of his patron deity, Apsu, and owes a special debt to adventurers for having saved his life. This lends him to be excessively trusting with most adventurers but recent dealings with less-than-reputable types in his journey to Sandpoint has taught him valuable life lessons concerning the spectrum of personalities he may yet encounter.

As far as other faiths are concerned he favors interaction with Lawful or Good aligned individuals as often as possible and has gotten into the habit of memorizing prayers of various clerics of good-aligned deities. Some would see this as a violation of his duties as a paladin but even in The Waybringer's Catechisms there is a clear intent to ally oneself with all that is good against all that is evil. It's this predilection that sets him apart from many other paladins who lean closer to the law end of the moral spectrum.

Chaotic or Neutral characters are gracefully tolerated if they are good or lawful in bent, however, Chaotic Neutral types: Opportunists if you will, really get under his skin. The behavior of thieves and mercenaries gnaws at Aurex's psyche, sometimes more so than his ingrained hatred for minions of Dahak or Tiamat, her name be cursed.

RECENT HISTORY & MOTIVATIONS
Being drawn to the town of Sandpoint by circumstance, his caravan just kind of leaving him there over night, Aurex has learned of this new cathedral having been built and soon to be consecrated.

A place of worship to the gods seems a good place as any to begin his exploration of this, the land of Varisia, and the a festival sure would lift his spirits after being abandoned... again.

As if there was some kind of racism he was yet aware of, Aurex has been largely discarded by virtually every caravan he's been in. The soothing presence of Vox helps the pain to recede but ultimately the darkness of resentment has begun to fester, a new emotion that has gnawed at him for the last few days and even more so once he awoke to the disappearance of the latest 'fellow-travelers' he'd met.

Maybe those who had saved him all those years ago were just as fallible and crooked as these others were? Perhaps... These new doubts have largely been forgotten as Aurex continues his regimen of prayers derived from his leather bound holy book: The Waybringer's Catechisms. The recent prayers he's learned of Sarenrae have also warmed his heart, as if Sarenrae was somehow closer than his Lord Apsu, or perhaps more receptive...