Lizardfolk Sorcerer

Kinshasa's page

246 posts. Organized Play character for Ietsuna.


Full Name

Sir Kinshasa of Taldor and Nagajor

Race

| HP 31/31 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +6, R: +3, W: +1 | Init: +1 | Perc: +1

Classes/Levels

| Speed 30ft (20ft in armour) | Active conditions: None.

Gender

Male LG Nagaji Cavalier (First Mother's Fang) 3

Deity

Nalinivati

About Kinshasa

PFS # 204997-15
Experience 6
Faction Sovereign Court
Wealth 787.4 GP, 2 PP, 9 Fame

Statistics:
Male Nagaji Cavalier (First Mother's Fang) 3
LG Medium Humanoid (Reptilian)
Init +1; Senses Low-Light Vision, Scent, Perception +1
------------------------------
DEFENSE
------------------------------
AC 17, touch 11, flat-footed 16 (+5 armor, +1 dex, +1 natural armour)
hp 31
Fort +6, Ref +3, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20ft in armour)

Melee Masterwork Bastard Sword +8 (1d10+4/19-20x2)
Melee Lance (Mounted) +7 (1d8+4/x3) (Double damage on mounted charge)
Melee Lance +7 (1d8+6/x3)

Ranged Net +4 (RTA)
Ranged Sling +4 (1d4+4)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 12, Con 14, Int 10, Wis 9, Cha 14
Base Atk +3; CMB +7; CMD 18
Traits Armour Expert, Irrepressible
Feats Combat Expertise, Mounted Combat, Shake it off, Exotic Weapon Proficiency (Net), Exotic Weapon Proficiency (Bastard Sword), Pack Flanking
Skills (12 points; 12 class, 0 INT) Acrobatics -1 , Bluff +2, Climb +2 , Diplomacy +12, Disguise +2, Escape Artist -1 , Fly -1 , Handle Animal +8, Handle Animal (Reptiles) +10, Handle Animal (Mount) +14, Heal -1, Intimidate +6, Knowledge (Nobility) +5, Perception +1, Ride +5, Ride (Mount) +7, Sense Motive -1, Stealth -1, Survival -1, Swim +2
ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Draconic

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Weapon and Armor Proficiency A first mother’s fang is proficient with all simple and martial weapons. Additionally, a first mother’s fang is proficient in one exotic melee weapon of his choice and one exotic ranged weapon of his choice. This alters the cavalier’s weapon proficiencies.

Challenge (Ex): 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 1 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Serpent Mount Instead of the usual choices for a cavalier’s mount, first mother’s fangs ride on giant riding constrictors. These use the statistics of the constrictor snake druid animal companion, except that they are suitable mounts and begin as size Large at 1st level with no other adjustments to their abilities or statistics based on this size change. A serpent mount is considered to be a quadruped for the purpose of determining its carrying capacity, and its base land speed is 40 feet (other speeds are unaffected). At 4th level, a giant riding constrictor doesn’t increase in size again, but it does receive all the other usual 4th-level benefits. This alters mount.

Honored Warrior (Ex): A first mother’s fang is expected to act as a military leader in wartime and a governor in peace time, and as a result, he must be versed both in the martial and political arts. At 1st level, he gains Combat Expertise as a bonus feat, and if his Intelligence score is less than 13, it counts as 13 for the sole purpose of meeting the prerequisites of combat feats that require Combat Expertise as a prerequisite.
At 2nd, 8th, and 15th levels, the first mother’s fang gains a vigilante social talent and a bonus combat feat. When selecting his vigilante social talent, a first mother’s fang can select celebrity discount, celebrity perks, great renown, incredible renown, instant recognition, loyal aid, renown, social grace, or triumphant return. He treats his cavalier level as his effective vigilante level when determining whether he meets a talent’s prerequisites, as well as its effects. He gains the improved attitude and Intimidate bonuses from renown as if he were in both social and vigilante identities. When selecting skills with social grace, he must choose from the following list: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, or nobility), Perform, Profession (soldier), or Sense Motive. He is always considered to be in his social identity for the purpose of social grace (though he continues to receive the benefits for both identities from renown). When selecting his bonus combat feat, he can choose from only combat feats that list Combat Expertise as a prerequisite. This ability replaces order.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Social Grace The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. (Diplomacy)

Cavalier's Charge At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Caravan (5 PP) You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Gear masterwork scale mail, masterwork bastard sword, lance, net, sling, uniform (soldier's), pouch (belt), backpack, rope (hemp/50 ft.), wand of Cure Light Woulds (50 charges), waterskin, wayfinder, potion of mage armour (2), Cloak of Resistance +1
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 69.5 lb.

Money 787 GP 4 SP 0 CP

Background:

Amid the lower-class districts of a medium sized town in Nagajor Kinshasa spent his childhood. Nightly he would return home with what little he had managed to scavenge to help supplement what his mother was able to bring in. Kinshasa, his mother and younger brother eeked out an existence on what the could get for the items that they scavenged (they never stole, never ever stole. That was a line that would never be crossed).

Despite his daily search for discarded goods of value Kinshasa always made time to watch anytime the First Mother’s Fangs rode through the city. His nights were filled with dreams of great battles and his heart was filled with a longing to become one of them. Fate, it seemed, would grant Kinshasa’s wish as one day he fell from the ledge from which he was watching a procession and landed in front of an aged rider as he rode toward the rear of the line. The soldier stopped and spoke to Kinshasa, determining if he was injured and took an instant liking to the boy. Within hours Kinshasa was packed and walking beside Ansida’s mount to the training academy. He would be a First Mother's Fang. He would bring glory to Nagajor.

Kinshasa has traveled to Absalom and joined the Pathfinder Society to further the interests of Nagajor.

Appearance and Personality:

Kinshasa is covered in olive green scales. He stands just over 6 feet tall and his well muscled beneath his armour. He has a ready smile and laughs easily.

Kokina

Statistics:
Female Snake Mount 1 (Charger)
LG Large Snake (Constrictor)
Init +3; Senses Perception +9
------------------------------
DEFENSE
------------------------------
AC 19, touch 14, flat-footed 15 (+0 armor, +4 dex, +5 natural armour)
hp 24
Fort +4, Ref +7, Will +2
------------------------------
OFFENSE
------------------------------
Speed 40 ft land (30 ft when carrying Kinshasa), 20ft climb, 20ft swim

Melee Bite +5 (1d3+4/x2)

------------------------------
STATISTICS
------------------------------
Str 16, Dex 18, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5; CMD 19
Feats Toughness, Improved Natural Armour
Skills (3 points; 3 class, 0 INT) Acrobatics +8, Climb +15, Escape Artist +4, Fly +4, Intimidate -4, Perception +5, Stealth +4, Survival +1, Swim +11
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
Racial bonus +8 Acrobatics, +4 Perception, +4 Stealth

Languages None

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Grab

TricksYou can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks.

Attack(2)The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

DefendThe animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.

Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.

Link (Ex): A cavalier can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier’s challenge class feature. This ability replaces share spells.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear torch (10), rations (trail/per day) (2), feed (per day) (4); Other Gear bedroll, flint and steel, pot (iron), mess kit, soap (per lb.), bit and bridle, saddle (exotic/riding), saddlebags
Carrying Capacity
Light 0-198 lb. Medium 199-399 lb. Heavy 400-600 lb.
Current Load Carried 102 lb. (Medium Enc. when carrying Kinshasa)

Money 0 GP 0 SP 0 CP

Appearance and Personality:

Kokina is a rich jade green in colour and her scales glisten in the light as her muscles ripple beneath the surface. Kinshasa keeps her exquisitely brushed and gleaming. The leather straps of her saddle and saddlebags also are impeccably clean and the metal buckles shine.
She is not overly aggressive, however is powerful in battle when paired with Kinshasa.

PFS Career:

We Be Goblins - GM Credit 1PP
For Honor's Echo - 2PP (and a knighthood)
God's Market Gamble - 0PP
Before the Dawn—Part I: The Bloodcove Disguise - 2PP
Before the Dawn-Part II: Rescue at Azlant Ridge - 2PP
Scars of the Third Crusade - 2PP
We Be 5uper Goblins - 2PP (Not yet applied)