Gav

Nax Branson's page

4 posts. Alias of themightyjello.


About Nax Branson

Nax Branson
Male Human Conscript 1 / Incanter 1 / Martial Hedgewitch 1 / Whitesmith 2
NG Medium Humanoid(Human)
Init +2; Senses Perception +11
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Defense
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AC 26, touch 12, flat-footed 24 [+9 Armor, +5 Shield, +2 Dex]
hp 41 (5 HD; 3d10+1d6+1d8+10) (10+6+6+4+5+10)
Fort +7, Ref +4, Will +7
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Offense
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Speed 30 ft.
Melee +2 Frost Dueling Sword +8 (1d8+1d6+4/19-20 x2)
Melee +2 Merciful Combat Scabbard +8 (2d6+4 nonlethal/x2)
Melee +2 Flaming Dagger +8 (1d4+1d6+4/19-20 x2)
Ranged +2 Shocking Composite Longbow (+2) +8 (1d8+1d6+4/x3)
Special Attacks None
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Magic
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Caster Level 2 (5 Enhancement, 6 Object Enhancement); MSB +4; MSD 15; Concentration +7
Tradition Custom (7 drawbacks, 1 boon); CAM Wis
Spell Points 11 (1 Alteration, 2 Conjuration, 2 Enhancement, 2 Fate, 3 Life, 1 Protection)
Alteration Sphere - CL 2; DC 14; Duration Concentration or 1 minute per level; Range Touch; Talents Agile Transformation, Animalistic Transformation; Drawbacks Rebound, Unnatural Transformation
- Shapeshift (traits available: Dodge, Evasion, Initiative, Uncanny Dodge, 40 ft. land speed, Scent, 2 hoof attacks, [blank form traits])
Conjuration Sphere - CL 2; DC 14; Duration Concentration or 24 hours; Range 5 ft.; Talents Altered Size, Avian Creature, Greater Summoning, Lingering Companion; Drawbacks Elongated Summoning, Figment Companion, Material Weakness, Object Bound
- Summon (1 companion)
Enhancement Sphere - CL 5 (6 Object Enhancement); DC 15-16; Duration Concentration or 10 minutes per level; Range Close (35-40 ft); Talents Deep Enhancement, Greater Enhancement, Increase Speed; Drawbacks Obvious Enhancements, Personal Magics, Special Delivery
- Animate Object (cannot use due to drawback)
- Enhance Equipment (+3, 60 minutes, can apply up to +1 from Armorist table)
- Enhance Speed (+20 ft., 50 minutes, can apply 1 alteration trait)
Life Sphere - CL 2; DC 14; Duration None or 1 minute or 1 hour or 24 hours; Range Touch; Talents Sustaining Vitality, Water of Life; Drawbacks Medicinal
- Cure (1d8+2, can apply vitality)
- Invigorate (2 temporary, can apply vitality)
- Restore (1d4 ability damage, or remove fatigued/sickened/shaken/staggered/dazzled/battered, or lessen exhausted/nauseated/frightened/panicked, can apply vitality)
Protection Sphere - CL 2; DC 14; Duration Concentration or 1 round per level or 1 hour per level; Range Touch, or 20 ft. radius; Talents Energy Resistance; Drawbacks Protected Soul
- Aegis (Deflection or Energy Resistance)
- Ward (Barrier or Energy Resistance)
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Martial
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Tradition Chemist; PAM Wis
Alchemy Sphere - DC 15; Duration None; Range None; Talents Formulae Package, Salve; Drawbacks None
- Salve (max 4, 2d8+3, 5 per person per day)
Athletics Sphere - DC 15; Duration None; Range None; Talents Run Package; Drawbacks None
- Coordinated Movement
Barroom Sphere - DC X; Duration 2 rounds (drunk status); Range None; Talents Double Chug, Had a Few (drunk), High on Fumes, Iron Liver; Drawbacks Alcoholic
- Hard Drinker (10 per day before sickened for 1 hour per additional drink)
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Statistics
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Str 14, Dex 14, Con 15, Int 12, Wis 16, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Endurance, Drunken Brawler, Mutagenic Enhancements, Combat Stamina, Missile Shield; Associated Feats Quick Draw, Shield Focus, Run
Skills Appraise +9, Climb +2, Diplomacy +8, Handle Animal +4, Heal +7, Knowledge(Religion) +9, Linguistics +5, Perception +11, Sense Motive +7, Spellcraft +9, Stealth +2, Survival +7, Swim +2; Associated Skills Acrobatics +3, Craft(alchemy) +9; Background Skills Appraise +9, Knowledge(Nobility) +5, Profession(Driver) +11
Traits Fortified Drinker, Gift for Magic(Enhancement)
Languages Common, Celestial, Sylvan
SQ None
Other Gear +3 Agile Breastplate, +3 Light Steel Quickdraw Shield, Shawl of Life-Keeping, Aegis of Recovery, Tengu Drinking Jug, Boots of the Cat, Heavyload Belt, Force Hook, fine wine, numerous misc. items
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Special Abilities
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Feats, Traits and Talents:
DRINK: Consuming an alcoholic drink (a move action via the Hard Drinker feature) grants: -2 penalty on reflex throws for 1 hour, 1 temporary HP per HD (5) for 1 hour, +2 alchemical bonus to fortitude and will saving throws until the temporary HP expire, +2 trait bonus on saves against mind-affecting effects for 1 hour, and the drunk status as per the barroom sphere.
-- Had a Few (drunk) (Barroom Sphere): Expend drunk status to gain CON + BAB (6) temporary HP for 1 minute.
-- Double Chug (Barroom Sphere): May perform a Double Chug as a move action, granting a +1 circumstance on all saving throws while drunk and doubling the duration of the drunk status.
-- Iron Liver (Barroom Sphere): +2 circumstance bonus on fortitude saves against poisons and effects that would cause the sickened or nauseated conditions.
-- High on Fumes (Barroom Sphere): As a swift action, expend martial focus to gain the drunk status.

The Green Fairy: When Nax drinks, he hallucinates a tiny flying biped creature (figment conjuration companion). Sometimes other people also see this hallucination!

Spellcasting:
Casting Tradition: Boons: Overcharge; Drawbacks: Material casting (alcohol), Focus casting (holy symbol), Extended casting (mix drink), Prepared caster (drink mix), Verbal caster (drinking songs), Magical signs

Class Features:
Resolve (Conscript): 1 use per day, restores on enemy KO. Can be spent to (1) remove fatigued, shaken, or sickened condition as a standard action; (2) roll twice on a fortitude or will saving throw and take the better result; (3) as an immediate action when dropping below 0 hit points stabilize and remain conscious.

Physical Enhancement (Incanter): Adds a +1 enhancement bonus to a single physical ability score chosen at the start of each day.
Elysium's Call (Azata Domain [Incanter]): 6 times per day (3+wis) as a standard action touch a creature to grant an immediate reroll against a failed save for an ongoing charm or compulsion effect with a +2 sacred bonus, a +2 sacred bonus on CMB checks to escape grapple, and ignore 5 feet of difficult terrain per round, for 1 round.
Agile Feet (Travel Domain [Incanter]): 6 times per day (3+wis) as a free action ignore all difficult terrain for 1 round.

The Mystic Crucible (Whitesmith): May spend some of the enhance equipment bonus for special qualities according to the table: bound equipment, up to a maximum of +1.
Personal Refinement (Whitesmith): Whenever a whitesmith enhances a piece of equipment she is holding or wearing, she does not need to concentrate to maintain the enhancement so long as the item is on her person.

Channel Spirit Allies (Hedgewitch): 4 times per day (3+1/2 class level minimum 1) as a standard action grant 1 magic talent or combat feat for 1 minute.
Spiritualism Tradition (Hedgewitch): Make knowledge checks untrained, roll twice and take the better result on all knowledge checks.

Favored Class Bonus: +2 skill points from 2 Armorist levels