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About Kaa SlithNagaji Bloodrager 6 | HP: 52/52 | AC: 18 (11 Tch, Kaa
DEFENSE
Fort +9 (+5 rager +2 Con +2 cloak) +1 when in bloodrage
Defensive Abilities
OFFENSE
Bloodrage: 16 of 16 rounds remaining (4 + 2 Con/+2/+2/+2/+2/+2) free action
Enlarge Person:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Melee (+6 BAB +4 Str +1 BR Str}) Bloodrage: +2 Att and +2 Dmg (+4 morale to Str & Con, +2 Will, -2 AC) Power Attack: -2 to hit, +4 to damage Enlarged: Reach 10 ft, 15 with Naginata, Base Dmg increases, +2 Str, -2 Dex, -1 Att, -1 AC Charge: Double move +2 Att, -2 AC Naginata Base Damage 1d8 (med) 2d6 (large) (Crit:x4) Slashing, 2 handed 1.5 Str Bonus Claws Considered magic vs DR Naginata Charge + Power Attack + BR, 10’ Reach, AC -4 (Full Round, two-handed):
Attack (Str + Charge - PA + BR) 1d20+6+4+2-2+2 Damage (1.5Str + 1.5PA + 1.5BR): 1d8+6+6+3 Enlarged Damage: (1.5Str + 1.5PA + 1.5BR): 2d6+7+6+3 Stand and Deliver, Full Attack + Power Attack + BR, 10’Reach (Full Attack):
Full attack with reach (10’ normal, 15’ enlarged), plus bite for any adjacent targets. Naginata Attack 1 (Str - PA + BR) 1d20+6+4-2+2 Damage (1.5Str + 1.5PA + 1.5BR): 1d8+6+6+3 Enlarged Damage: (1.5Str + 1.5PA + 1.5BR): 2d6+7+6+3 Naginata Attack 2 (Str - PA + BR) 1d20+6+4-2+2
Adjacent only
Wolverine-mode, BR, Power Attack 5’ reach (Full attack):
Claw Attack 1 (Str - PA + BR): 1d20+6+4-2+2 Damage (Str + PA + BR) 1d6+4+4+2 Enlarged Damage (Str + PA + BR) 1d8+5+4+2 Claw Attack 2 (Str - PA + BR): 1d20+6+4-2+2
Bite Attack (Str - PA + BR) 1d20+6+4-2+2
Ranged
Spells
STATISTICS
SKILLS 18 (4 -2 Int +1 FC/3/3/3/3/3)
The bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). COINS
EQUIPMENT
Naginata (35 gp, 9 lbs.)
backpack (2 gp)
wand of cure light wounds (42 charges) Free purchase up to 150 gp 1 PP
FEATS
TRAITS
SPECIAL ABILITIES:
Nagaji Racial Traits +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size. Reptilian: Nagaji are humanoids with the reptilian subtype. Normal Speed: Nagaji have a base speed of 30 feet. Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light. Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh. Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison. Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks. Serpent’s Fang (Ex): At 3rd level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. Bloodline: Abyssal
Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage. Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid. Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed. Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
BACKGROUND
However Kaa's origins really came about, however, were lost with the death of this shaman during a conflict with an army of Tien locals lead by a few Pathfinders. These Pathfinders found the wild young Kaa living a brutal life, training in battle with the orc barbarians, assaulting local villages and caravans. Kaa, not being a particularly bright individual, never learned the orcish language, and so never questioned his existence. One of the Pathfinders, a wizard named Gunther Critsburden, decided to study this strange beast that was raised and trained by orcs, once he managed to capture and calm the creature. Initially, Kaa was angry and frightened, but as the wizard also was able to communicate in the draconic tongue, they begin to develop a rapport. As Kaa became calmer, the wizard gave him more freedom, and even began to teach him the common tongue. He brought in specialists in Nagaji culture, and noted some differences, namely the tusk like fangs and bulkier frame, and eventually discovered the abyssal taint to the creatures blood. He also knew that this barbaric monstrosity could not be free to his own devices, lest be become a murderous beast again. So the wizard began to train and recruit him into the ranks of the Dark Archives as an enforcer and someone that could be monitored.
Planning:
S 10 +2 18 +4 D 2 12 +1 C 5 14 +2 I -2 -2 6 -2 W 10 -- Ch 5 +2 16 +3 (+1 Strength @ level 4) Charmer and then close up psycho-killer Good feats: Iron Will,Intimidating Prowess (Combat) Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
BOONS:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
HISTORY:
01.1 The Confirmation (+1XP/+2PP/+2FP/+430GP) Start: 6 End: 436 Spent 2 PP on Wand, CLW 01.2 The Wounded Wisp (+1XP/+2PP/+2FP/+430GP) Start: 436 End: 866 01.3 The Fallen Fortress (+1XP/+1PP/+1FP/+479GP) Start: 866 End: 1345 1 charge CLW (Lissaya), 2 more after trogs, 4 more at altar, 1 more on self Level 2: Added 02.1 GM Credit #7 Among the Living (+1XP/+2PP/+2FP/+420GP) Start: 1345 End: 1765
Level 3: Added
03.3 #2 The Hydra's Fang Incident (GM Credit) (+1XP/+2PP/+2FP/+1038GP) Start: 4,033.5 End: 5071.5 Level 4: Added, +1 Str 04.1-04.3 Giantslayer Book 1 (GM Credit) (+3XP/+4PP/+4FP/+3711GP) Start: 5071.5 End: 8782.5 Level 5: Added 05.1-05.3 Giantslayer Book 2 (GM Credit) (+3XP/+4PP/+4FP/+8712GP) Start: 8782.5 End: 17,494.5 Level 6: Added
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