Female nagaji Druid 18/Fighter 1/Monk 1 | hp 211/192 [211] | AC 32, T 18, FF 30 | Fort +20, Ref +11, Will +19 | Grapple +37, Perception +34
About Salrann
Salrann was born in Tian Jia in the gutter of a small city, and was taken in by a local Iroran temple after her parents died in a horrible accident involving a cart of fruit and several horses (don't ask...)
She was trained by the monks for a short time in the art of hand-to-hand combat, but when she became of age she decided to go searching for information on her racial background, as she found human society a bit dull. She eventually found a druidic cult of nagaji who worship the naga almost as gods, and she thought she had found her calling. She spent several years learning the secrets of these druids, but found soon that their cultish attitude was difficult for her to bear, and moved on once more. Being around these powerful nagaji druids, however, gave her a strong sense of racial superiority that manifests itself often in her attitude toward other races.
Salrann then found a place in the Pathfinder Society, who was actively recruiting new agents in Tian Jia to expand their influence at the time. Their ideals of "Explore, Report, Cooperate" hit home for her, and she has spent the past ten years journeying around Golarion and learning about hidden relics, quietly quelling rebellions, and fighting demons near the Worldwound, just to name a few of the exploits she's participated in as a Pathfinder. She's self-taught herself more of the druidic secrets of the nagaji druids, and can now take on the form of a true naga. She also has studied the fighting style of crocodiles in detail thanks to her dwarf caiman familiar, Lucie, and has learned to use the deadly "death roll" technique when grappling an opponent.
Salrann is now well-known as a roaming Venture Captain of the Pathfinder Society, having not yet found the perfect place to found her own Pathfinder Lodge. She has numerous ties through the Society with both Taldor and Qadira, mostly friendly but some less favorable. One aspiring Pathfinder that Salrann has run into many times is a human called Alathos, an Inquisitor that follows the teaching of Aroden. The two of them feel a kinship both in their monastic beginnings and in their shared belief that following the "prescribed path" by their respective religions is less important than their personal journey. Salrann and Alathos have worked together several times during their Society assignments, and find that their fighting styles complement each other well, and that their respective knowledge of both the natural world and the realms of the gods make them formidable at identifying creatures and clues during their assignments.
Defense AC 32, Touch 18, FF 30 (+11 armor, +2 Dex, +5 deflection, +1 insight, +1 natural, +2 shield)
hp 192 (18d8 + 1d10 + 83)
Fort +20, Ref +11, Will +19 (+2 vs. mind-affecting effects and poison, +4 vs. special abilities of nagas)
DR 10/adamantine, 3+ hours
Offense
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +28/+23/+18 (1d6+12 plus 1d4 bleed)
OR flurry of maneuvers +40(grapple)/+31/+26/+21 (1d6+12 plus 1d4 bleed)
Ranged shuriken +16/+11/+6 (1d2+12)
Special attacks Ambush (+2d6 sneak attack), belier's bite (1d4 bleed on unarmed strike or bite), Cleave, Death roll (5/day, +6 CMB, 1d8 and prone), Flurry of maneuvers, Power Attack (-4 atk, +8 dmg), Spit venom (30 ft., ranged touch attack)
Druid spells prepared (current) (CL 18th, concentration +23)
9th - mass cure critical wounds, shapechange, regenerate*
8th - finger of death (DC 23), reverse gravity, summon nature's ally VIII, mass heal*
7th - sunbeam (DC 22), siege of trees, wind walk, true seeing*
6th - liveoak, mass owl's wisdom*, summon nature's ally VI, greater dispel magic
5th - baleful polymorph (DC 20), legend lore*, stoneskin, summon nature's ally V, communal air walk
4th - divine power, echolocation, greater invisibility, strong jaw*, kiss of the first world, reincarnate
3rd - burrow, dispel magic, displacement, mad monkeys, spit venom (DC 18), water walk*
2nd - delay poison, glide, savage maw*, see invisibility, summon nature's ally II, tar ball
1st - aspect of the falcon, entangle (DC 16), expeditious retreat, produce flame, summon nature's ally I, touch of the sea*
0 (at will) - create water, detect magic, light, read magic
* = Domain spell
Domain Crocodile
Statistics
Str 34, Dex 14, Con 18, Int 14, Wis 20, Cha 16
Base Atk +14; CMB +26; CMD 38 (+11 grapple)
Feats Belier's Bite, Chokehold, Feral Combat Training (bite), Greater Grapple, Improved Grapple, Natural Spell, Quick Wild Shape, Power Attack, Weapon Focus (bite), Rapid Grappler, Unfair Grip, Powerful Shape
Traits Open Palm of Irori (1/day, +2 damage on unarmed strike), Eyes and Ears of the City (+1 Perception and class skill), Blessed Touch (+1 hit point healed when casting cure spells)
Drawback Xenophobic (-2 Diplomacy and Sense Motive against non-nagaji)
Skills Acrobatics +6, Heal +34, Kn (nature) +35, Kn. (religion) +8, Perception +34, Spellcraft +14, Stealth +28, Survival +33
SQ armored scales, resistant, serpent's sense, low-light vision, nature bond (Crocodile domain), dwarf caiman familiar, nature sense, wild empathy, woodland stride, death roll, aspirant's bond, ambush (+2d6), wild shape (8/day)
Languages Common, Draconic, Druidic, comprehend languages
Gear:
Wands and Scrolls:
Wand, cure light wounds, 12 charges
Wand, speak with animals , 46 charges
4 Scroll, campfire wall
1 Scroll, defoliate
2 Scroll, delay disease
2 Scroll, eagle eye
Wand, endure elements, 50 charges
1 Scroll, fire trap
1 Scroll, fog cloud
9 Scroll, pernicious poison
4 Scroll, lesser restoration
1 Scroll, hydrophobia
1 Scroll, meld into stone
2 Scroll, resist energy
1 Scroll, earth glide
1 Scroll, life bubble
10,333 gp
Gear:
+5 Wild Brawling Determination Righteous Ironwood Breastplate (+7 Amor bonus even when wild shaped, +2 untyped bonus to grapple and unarmed strike, 1/day can cast breath of life when reduced below 0 HP, once per day for 10 rounds gain effects of righteous might as the spell)
Planar Mighty Cleaving Lifesurge amulet of mighty fists (Free Cleave feat, -10 to DR of outsiders, keen against unead, other abilities vs. undead)
Cloak of fangs (Swift action 5/day, increase bite damage by 1 size)
Gauntlets of the skilled maneuver (+2 untyped bonus to grapple)
Ring of protection +5
Belt of Physical might +6 (Str, Con)
Sandals of quick reaction (Can take both Move and Standard action during surprise round)
Headband of mental superiority +6
Sipping Jacket <- Keep potion of lockjaw stored in at all times, Swift action to use 1 round of duration
+1 Spell-Storing Body Wrap of Mighty Strikes <- Keep pernicious poison stored in it at all times, Free action to cast on target of successful bite
Darksight goggles (Darkvision 120)
Longarm bracers (3/day as a Swift action, +5 ft reach with unarmed strikes)
Thorny violet ioun stone
(+2 competence to grapple)
Dusty rose prism ioun stone
(+1 Insight to AC)
Ioun stone of the eastern star (constant comprehend languages)
Mossy Disk Ioun Stone (+5 competence to Knowledge [nature])
Permanency cast on greater magic fang: +3 enhancement bonus to bite attack
Defense AC 32, Touch 18, FF 30 (+11 armor, +1 Dex, +5 deflection, +1 insight, +5 natural, -1 size, +2 shield)
hp 211
Fort +20, Ref +11, Will +19 (+2 vs. mind-affecting effects and poison, +4 vs. special abilities of nagas)
Offense
Speed 40 ft. (30 ft. in armor)
Melee bite +33 (1d6+15 plus 1d4 bleed plus venom)
or unarmed strike +28/+23/+18 (1d6+12 plus 1d4 bleed) and bite +33 (1d6+15 plus 1d4 bleed plus venom)
OR flurry of maneuvers +40(grapple)/+31/+26/+21 (1d6+15 plus 1d4 bleed plus venom)
Special attacks Ambush (+2d6 sneak attack), belier's bite (1d4 bleed on unarmed strike or bite), Cleave, Death roll (5/day, +6 CMB, 1d8 and prone), Flurry of maneuvers, Venom [DC 19 Fort, 1/round for 6 rounds, 1 Con damage, cure 1 save], Spit venom (30 ft, ranged touch attack), Power Attack (-4 attack, +8 dmg)
Constant grapple bonuses: +2 untyped Improved Grapple, +2 untyped Greater Grapple, +2 untyped Gauntlets of the Skilled Maneuver, +2 untyped Brawling armor, +2 Competence Thorny Violet Ioun Stone, +1 Unfair Grip, +1 Powerful Shape
Situational grapple bonuses: +3 Enhancement when using bite to grab (permanent greater magic fang), +4 untyped when affected by lockjaw Extra spells available:lockjaw potion in sipping jacket (5 rounds, use 1 round as Swift action), pernicious poison in spell-storing bodywrap (Free action to cast when hitting with unarmed strike or bite, target takes -4 on saves vs. poison)
Current buffs
Statistics
Str 38, Dex 12, Con 22, Int 14, Wis 20, Cha 16
Base Atk +14; CMB +28; CMD 39 (+11 grapple)
AC 20, touch 11, flat-footed 20 (+9 natural, +1 size)
hp 96 (18 HD)
Fort +17, Ref +8, Will +13
SR 23
OFFENSE
Speed 10 ft., swim 30 ft
Melee bite +13 (1d4)
STATISTICS
Str 10, Dex 11, Con 15, Int 11, Wis 11, Cha 2
Base Atk +14; CMB 13; CMD 23
Feats Skill Focus (Stealth), Alertness
Skills Acrobatics +6, Heal +20, Kn (nature) +20, Kn (religion) +2, Perception +27, Stealth +30 (+38 in water), Survival +20, Swim +8; Racial Modifiers +8 Stealth in water
Languages speak with master, speak with animals of its kind
SQ Improved evasion, share spells, empathic link, deliver touch spells
SPECIAL ABILITIES
Hold Breath (Ex): A dwarf caiman can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Sprint (Ex): Once per minute, a dwarf caiman may sprint, increasing its land speed to 20 feet for 1 round.