Sonthonax

Krstani's page

134 posts. Organized Play character for heavydisking.


Race

female nagaji bronze draconic sorceror 1 | HP 9/9, Level 1 spells 0/4 | AC 14 (18), T 13, FF 11 (15) | F +2, R +3, W +2 (+2 vs mind-affecting/poison) | CMB +0, CMD 13 | Spd 30' | Perc +2 | Init +7

Strength 11
Dexterity 16
Constitution 14
Intelligence 5
Wisdom 10
Charisma 18

About Krstani

KRSTANI
female nagaji sorceror (bronze draconic bloodline) 1
neutral medium humanoid (reptilian)

Init +7; Senses low-light vision; Perception +2

XP 1 Fame 2 Prestige 0
PFS # 161871-22 Faction Silver Crusade

DEFENSE
AC
14, touch 13, flat-footed 11 (+0 armor, +3 dex, +1 natural)
HP 9 (1d6 +2 Con +1 FC)
Fort +2, Ref +3, Will +2
Special Defenses +2 saves vs. mind-affecting and poison

OFFENSE
Speed
30 ft
Melee 2 claws (1d4) or dagger (1d4, 19-20/x2)
Ranged light crossbow +3 (1d8, 19-20/x2, 80' range)
Special Attacks claws 7 rounds/day, a sure thing 1/day

STATISTICS
Str
11 (+0), Dex 16 (+3), Con 14 (+2), Int 5 (-3), Wis 10 (+0), Cha 18 (+4)
BAB +0, CMB +0, CMD 13

Feats
Proficiencies:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.
Eschew Materials bonus feat
Improved Initiative: You get a +4 bonus on initiative checks.

Traits
Ease of Faith:
You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll against an evil creature. If the creature is not evil, this ability is wasted with no benefit.

Skills 2 skill points/level -3/level (Int)= 1
Diplomacy +5, Perception +2, Use Magic Device +8
AC Penalty 0

Languages
Common, Draconic

Racial Abilities
Armored Scales:
Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant: Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense: Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Low-Light Vision: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.

SQ
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score. A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Draconic (Bronze) Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type ELECTRICITY, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Bloodline Class Skill: Perception

Spells Known
1 (4/day) – burning hands, shocking grasp
0 (at will) - acid splash, detect magic, light, mage hand
Caster Level 1 Concentration +5

GEAR
Combat Gear

dagger, light crossbow, 20 bolts

Other Gear wand of cure light wounds (49 charges), explorer's outfit, 2x scroll of mage armor, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 433 gp

Temporary Gear 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin, and a piece of the Trail Map, 3 torches

FLUFF
Description

Krstani's bronze draconic heritage is very evident in her features. She is confident of her powers, perhaps too much so sometimes.

History
In Krstani's home tribe, her family was venerated for their draconic ancestry, although that led to jealousy and ultimately violence. Rather than face the quasi-imprisonment of a small-town feud, Krstani fled to the safety of the city. She joined the Silver Crusade because she wants to do some good in the world and knows she is capable of it.

Age 72

Chronicles:

5-08: The Confirmation:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 0

Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
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 of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Items Available for Purchase:
amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)