About Jǐnguǎn, the Two-headed SerpentStatistics:
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 ------------------------------ DEFENSE ------------------------------ 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 ------------------------------ OFFENSE ------------------------------ 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)
Skills:
------------------------------ ADVENTURING SKILLS ------------------------------ (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) ------------------------------
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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:
------------------------------ FAMILIAR STATS ------------------------------ 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
OFFENSE
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:
------------------------------ Spells ------------------------------ 0th (at will) 1st (0/day) Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ -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
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)
Student of Faith (CAMPAIGN)
Inspiring Leader (RELIGION)
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
PERSONALITY
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
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...
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