Lizardfolk Scion

Jeskit Thersis's page

580 posts. Organized Play character for OG3.


Full Name

Jeskit Thersis

Race

Nagaji

Classes/Levels

Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

About Jeskit Thersis

For botting:

mwk sansetsukon +6 (1d10+7)
raging: +8 (1d10+10)

Jeskit Thersis
Male nagaji bloodrager (urban bloodrager) 3 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 4 199, Ultimate Wilderness 210)
LN Medium humanoid (reptilian)
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural; +2 deflection vs. evil)
hp 31 (3d10+9)
Fort +6, Ref +4, Will +3; +2 trait bonus against mind-affecting effects, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil
Defensive Abilities restrained magic, share will, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk sansetsukon +6 (1d10+7/19-20) or
. . or
. . greatsword +5 (2d6+7/19-20)
Special Attacks bloodrage (10 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 13
Base Atk +3; CMB +5; CMD 18
Feats Power Attack, Raging Vitality[APG]
Traits deathtouched, indomitable faith
Skills Acrobatics +4, Climb +4, Diplomacy +5, Intimidate +5, Knowledge (arcana) +4, Knowledge (local) +4, Perception +8, Spellcraft +4, Survival +0 (+2 to avoid becoming lost), Swim +4; Racial Modifiers +2 Perception
Languages Common, Nagaji
SQ controlled bloodrage, fast movement, resistant, serpent's sense, spell catalyst
Combat Gear oil of magic weapon, potion of protection from evil (2), scroll of see invisibility (x5), scroll of shield (x2), wand of infernal healing (50 charges), antiplague[APG], antitoxin; Other Gear +1 breastplate, darkwood composite longbow (+3 Str), greatsword, mwk sansetsukon[UC], cloak of resistance +1, dull grey ioun stone, hex nail, wayfinder[ISWG], backpack, belt pouch, blanket[APG], familiar satchel[UE], flint and steel, soap, torch (5), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 562 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Bloodrage (10 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Restrained Magic (Su) Grant any in spell's area +2 to save vs. your spell, on success not affected.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Tetch (Bloodline Familiar:
Tetch CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +2 size, -1 untyped penalty)
hp 15 (1d8+1)
Fort +4, Ref +7, Will +4
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee unarmed strike +4 (1 nonlethal) or
. . bite +4 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Spell-Like Abilities (CL 1st; concentration +1)
. . At will—guidance
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 13, Int 7, Wis 14, Cha 11
Base Atk +3; CMB +4; CMD 12
Feats Lightning Reflexes
Tricks Come, Down, Flee, Guard, Stay, Watch
Skills Acrobatics +8 (+0 to jump), Climb +7, Diplomacy +1, Fly +11, Intimidate +1, Perception +8, Spellcraft -1, Swim +7
SQ come, domain influence, down, empathic link, flee, guard, share will, stay, watch
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Down [Trick] The animal will break off combat on command.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flee [Trick] Attempts to run away or hide.
Fly (40 feet, Good) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Stay [Trick] The animal will stay where it is.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
Watch [Trick] Stands watch over designated area.