Viper

Kaa Slith's page

246 posts. Organized Play character for PJP.


Full Name

Kaa Slith

Race

Nagaji

Classes/Levels

Nagaji Bloodrager 6 | HP: 26/52+12 tmp | AC: 18 (11 Tch, 17 Fl) | CMD: 21 | F: +9, R: +5, W: +4/+9* | Init: +3 | Perc: +8, SM: +0 | Active conditions: Bloodrage, enlarged

Gender

Male

Size

Medium

Alignment

Chaotic Neutral

Languages

Common, Draconic

Occupation

--

Strength 19
Dexterity 12
Constitution 14
Intelligence 6
Wisdom 10
Charisma 16

About Kaa Slith

Nagaji Bloodrager 6 | HP: 52/52 | AC: 18 (11 Tch, 17 Fl) | CMD: 21 | F: +7, R: +3, W: +2* | Init: +3 | Perc: +7, SM: +0 | Active conditions: None

Kaa
#150786-23
XP 15 / PP 19 / FP 23
CN Male Nagaji Bloodrager 6
Faction Dark Archives
Languages Common, Draconic
Initiative +3

DEFENSE
AC 18 (+6 Armor +1 Dex +1 Natural Armor), touch 11, flat-footed 17 -2 AC when in bloodrage
CMD 21 (+6 BAB +4 Str +1 Dex)
HP 52 (10 +2 Con/+6+2/+6+2/+6+2/+6+2/+6+2 )

Fort +9 (+5 rager +2 Con +2 cloak) +1 when in bloodrage
Ref +5 (+2 rager +1 Dex +2 cloak)
Will +4 / +7 vs mind-effect / +4 vs poison (+2 rager +0 Wis +2 cloak) +2 when in bloodrage

Defensive Abilities
Improved Uncanny Dodge - not flatfooted, cannot be flanked, no penalty vs invisible
+2 racial saving throw bonus against mind-affecting effects and poison.
+3 racial saving throw bonus against mind-affecting effects (Chr from steadfast personality)
+2 save vs spells cast by self or allies

OFFENSE
Speed 40 ft / 30 in armor (fast movement +10 even in med armor)
Base Attack +6/+1; Melee Touch +10; Ranged Touch +7
CMB +10 {+6 BAB +4 Str}

Bloodrage: 16 of 16 rounds remaining (4 + 2 Con/+2/+2/+2/+2/+2) free action
Can enlarge person as part of bloodrage
Fangs: 6 of 6 rounds per day (3 + 3 Chr)
Enlarge Person (Hill Giant) as spell-like cast - 1 per day (CL2, 2 minutes, +6 HP during spell)

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
Damage (1.5Str + 1.5PA + 1.5BR): 1d8+6+6+3
Enlarged Damage: (1.5Str + 1.5PA + 1.5BR): 2d6+7+6+3

Adjacent only
Bite Attack (Str - PA + BR -secondary) 1d20+6+4-2+2-5
Damage (0.5Str + 0.5PA + 0.5BR) 1d4+2+2+1
Enlarged Damage (0.5Str + 0.5PA + 0.5BR) 1d6+3+2+1
...plus poison (Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save).

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
Damage (Str + PA + BR) 1d6+4+4+2
Enlarged Damage (Str + PA + BR) 1d8+5+4+2

Bite Attack (Str - PA + BR) 1d20+6+4-2+2
Damage (Str + PA + BR) 1d4+4+4+2
Enlarged Damage (Str + PA + BR) 1d6+5+4+2
...plus poison (Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save).

Ranged
Sling +7; 1d4+4 B x2 50 ft range {+6 BAB +1 Dex / +4 Str}

Spells
Level 1: 2 of 2 remaining (DC 14)
Spells Known:
Level 1: (4) burning hands, chill touch, stone fist, shocking grasp

STATISTICS
Abilities Str 19 (+4), Dex 12 (+1), Con 14 (+2), Int 6 (-2), Wis 10 (+0), Cha 16 (+3)

SKILLS 18 (4 -2 Int +1 FC/3/3/3/3/3)
Acrobatics* +5 (1 rank +1 Dex +3 class)
Appraise -2 (-2 Int)
Bluff +3 (+3 Chr +1 trait)
Climb* +8 (1 rank +4 Str +3 class)
Diplomacy* +15 (5 rank +3 Cha +3 class +3 skill focus +1 trait)
Disguise +3 (+3 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Handle Animal* +7 (1 rank +3 Cha +3 class)
Heal +0 (+0 Wis)
Intimidate* +10 (3 rank +3 Cha +3 class +1 trait)
Knowledge, arcana* -- (-2 Int)
Perception* +8 (3 rank +0 Wis +3 class +2 racial)
Ride* +5 (1 rank +1 Dex +3 class)
Sense Motive +0 (+0 Wis)
Spellcraft* +2 (1 rank -2 Int +3 class)
Stealth +1 (+1 Dex)
Survival* +4 (1 rank+0 Wis +3 class))
Swim* +8 (1 rank +4 Str +3 class)

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
PP 0
GP
SP 5
CP 0

EQUIPMENT
Four mirror armor (+6 AC +2 Max Dex –5 Skill penalty 45 gp 45 lbs)
Cloak of resistant +2
Cold weather gear

Naginata (35 gp, 9 lbs.)
Sling
Bullets

backpack (2 gp)
2 fire resist potions
2 vial of acid (20 gp)
2 alchemist fires (40 gp)
hemp rope (1 gp)
grappling hook 1 gp)

wand of cure light wounds (42 charges)

Free purchase up to 150 gp 1 PP
Free purchase up to 750 gp 2 PP

FEATS
Skill Focus: Diplomacy (1st level)
Eldritch Heritage: Serpentine (3rd level) - provided Serpent’s Fang
Eschew Materials (4th level class bonus feat)
Steadfast Personality (5th level)
Power Attack (6th level bloodline bonus feat)

TRAITS
Extremely Fashionable - Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate. One of these skills (Diplomacy) becomes a class skill.
Reactionary - +2 bonus to Initiative

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
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

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.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can attempt concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.
Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on the table above. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Damage Reduction (Ex): At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage reduction can reduce damage to 0, but not below 0.
[spoiler=DESCRIPTION AND BACKGROUND]
Kaa is a bulky, hulk of a serpentine creature with sharp fangs extending from its mouth when he smiles. Wearing oddly Eastern clothing, armor and weapons, he is definitely exotic looking, and yet there is most certainly a barbaric aura about him. Still, he is quite charismatic and seems friendly, until you get on his bad side.

BACKGROUND
Kaa Slith was hatched by an orc tribe of eastern philosophy influence. The oldest orc shaman of the tribe claimed that the baby nagaji was destined to be a great source of power to the tribe some day. Being one to play with the conjuration of demons and experimenting with mutating creatures, including dragons, the leaders of the tribe was inclined to believe his claims. The shaman taught him only draconic, claiming that it was the language of power, although perhaps it was simply that he didn't wish Kaa to be able to speak to the rest of the tribe.

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
02.2 GM Credit Crypt of the Everflame (+3XP/+4PP/+4FP/+1398GP) Start: 1765 End: 3163

Level 3: Added
03.2 #13 The Prince of Augustana (+1XP/+2PP/+2FP/+870.5GP) Start: 3163 End: 4,033.5

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
Spend 4600 gp on cloak of resistant+2 and 2 fire resist potions
8 gp for cold weather gear.
2 Prestige for wand of endure elements