Udjebet

Chandrabha's page

78 posts. Organized Play character for ‘Eκάτη.


Race

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

About Chandrabha

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- THE CURRENT DEMON LORD OF WAR AND GRAPPLING -

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DETAILS
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Alignment CN
Pantheon Nascent Demon Lords
Areas of Concern Locusts, snakes, stranglers
Domains Chaos, Destruction, War
Subdomains Blood, Catastrophe, Demon, Insect, Tactics
Favored Weapon Scythe
Symbol Snake with insect's wings
Sacred Animal(s) Constrictor snake
Sacred Color(s) Red, yellow

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Mortal Career:

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CN F nagaji humanoid (reptilian) | Init +5; Perc +18, LLV, Scent
Art | Fighter IV / Cavalier IV / Brawler II / Oracle I
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Str 20 (+5) | Deх 12 (+1) | Con 14 (+2) | Int 10 | Wis 12 (+1) | Cha 16 (+3)
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DEFENSE
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AC 29, touch 12, flat-footed 28 (+10 armor +5 shield +1 dex +1 def +1 natural +1 trait)
hp 102 (10d10 +1d8 +22 con +11 feat)
Fort +17, Ref +11, Will +12
+2 vs mind-affecting effects and poison
+1 vs exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
DR 2/- vs nonlethal damage and while in grapple
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OFFENSE
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Base Atk +10; CMB +16 [+4/+6 grapple, +2/+5 disarm], CMD 24 [+10 grapple, +4 trip, +2 disarm]
Speed 30 ft.
Melee Mwk Cold Iron Urumi +17/+12 (1d8+5/+7; 18-20x2; S)
Mwk Whip +16/+11 (1d4+5; 20x2; 10'; S; disarm +2, trip, nonlethal; 15')
Silver Dan Bong +16 (1d3+5; 19-20x3; B; blocking; +2 to grapple)
Ranged Net +12 touch (entangle: -2 attack, -4 dex; opposite str checks)
Special Misfortune (immediate), Strangle (2d6), Sentence (swift; as judgment; -2 AC vs others; 4/day)
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Skills Climb +6, Diplomacy +16, Handle Animal +17 [+2 on reptiles, +4 snakes, +4 Sha'ar], Knowledge (Planes) +4, Perception +18, Ride +10, Spellcraft +6, Survival +5, Swim +6
Circuit +2 to Intimidate, Local and Sense Motive in Absalom
Languages Abyssal, Common, Nagaji, Tien
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Spells 0: Create Water, Light, Mending, Stabilize; 1: (4/day): Endure Elements, Infernal Healing
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Feats Body Shield, Combat Expertise [-3 attack, +3 AC], Exotic Weapon (Net, Whip), Grabbing Style, Horse Master, Improved Disarm, Improved/Grater Grapple, Improved Initiative, Iron Will, Power Attack [-3, +6/+9], Spirit Ridden, Toughness, Unarmed Strike.

- Body Shield: As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover (+4 AC) against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.

- Cavalier’s Charge (Ex): Сavalier 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.

- Grabbing Style: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.

- Greater Grapple: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

- Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day

- Practiced Strangler (Ex): At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC.

- Sentence (sacred bonus): Destruction (+2 dmg), justice (+1 attack), protection (+1 AC), purity (+1 to saves), or smiting (weapon is magic). The benefits of these judgments apply only to the circuit judge and the target. She can switch her sentence as a swift action, but doing so expends an additional daily use of this ability.

- Strangle (Ex): А strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd.

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- Sha'ar -
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N Constrictor Snake Animal Companion
F Large Animal | Init +4; Perc +8, LLV, Scent
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Str 30 (+10) | Deх 18 (+4) | Con 17 (+3) | Int 1 | Wis 12 (+1) | Cha 2
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DEFENSE
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AC 27, touch 14, flat-footed 23 (+4 dex -1 size +9 natural +5 armor)
hp 76 (9d8(4.5x9) +27 con +9 feat)
Fort +14, Ref +15, Will +11 [+4 vs enchantments]
+2 vs aberrations, outsiders, and undead
Special Evasion
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OFFENSE
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Base Atk +6; CMB +16 (grab +20); CMD 30 (can’t be tripped)
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +16/+11 (1d4+15; 20/x2), Constrict
Special Constrict (1d4+15), Grab
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Skills: Acrobatics +6, Climb & Swim +20, Escape Artist +6, Perception +8, Stealth +6, Survival +5
Feats: Blind Fight, Devotion against the Unnatural, Iron Will, Light Armor, Narrow Frame, Toughness
Tricks: Combat Trained, Attack (2)

- Devotion against the Unnatural: The animal companion gains a +2 morale bonus on saving throws against spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead. The animal companion is immune to the unnatural aura ability that some undead creatures (such as wraiths) have.

- Narrow Frame: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.

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Grapple: As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage

You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin

You can give your opponent the pinned condition. Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled

If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures

Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

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+1 Chain Shirt - 1375 (Sha'ar)
+2 Cloak of Resistance (Sha'ar) - 25000
Belt of Strength +2 (Sha'ar) - 4000

Exotic Military Saddle - 60
(+2 on Ride to staying in the saddle; 75% chance to stay in the saddle)

Cracked Pale Green Prism (Ioun Stone) - 4000 gp
[+1 attack & saves (competence)]

+5 Cloak of Resistance - 25000
+1 Ring of Protection - 2000
Belt of Strength +2 - 4000

Spring-loaded Wrist Sheath [2] - 10
Wand of Infernal Healing [28/50] - 2 pp
Wand of Infernal Healing [50/50] - 2 pp
Wand of Shield [47/50] - 2 pp

+3 Steel Heavy Shield - 9020
+3 Piecemeal Armor [boon] - 9355
(AC+7; Max Dex +1; penalty -2; speed 30)

Quickcatch Manacles [2] - 360 gp
Net [2] - 40

Silver Dan Bong - 1 gp
Mwk Whip - 301
Mwk Urumi - 360

Kit, Cavalier’s - 23
Wooden Unholly Symbol - 5 gp
Hot & Cold Outfits - free & 8 gp
Thieves’ tools, masterwork - 100 gp
Antiplague [2] - 100
Antitoxin [2] -100

Sold
Mwk Breastplate - 175

Used

700 gp - dead comrade
Retrain lvl - 600 gp, 10 pp
Antiplague [1] - 50
Antitoxin [1] -50

Coin 119 gp, 40 pp

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‘Chandrabha‘ means ‘moonlight’.
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Deity: Nocticula, Our Lady in Shadow [Redeemer Queen]
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Class: Fighter (Unarmed; +4 CMD vs grapple & trip) x Cavalier (First Mother's Fang, Circuit Judge) x Brawler (Strangler) x Oracle of Outer Riffs I (Dual-Cursed)
Traits: Defender of the Society, Valashmai Veteran
Curses: Tongues (Abyssal) & Lycanthropy (Snake)
Honored Warrior: Social Grace (Diplomacy)
Boon: Ordinary gold snake; +1 to Perception
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# 342384-3

0 - 150
1 - 480, 2 pp, 1 xp [Heroes for Highdelve]
2 - 500, 2 pp, 1 xp [Beyond the Halfllight Path]
3 - 457, 2 pp, 1 xp [Slave Pits of Absalom]
4 - 1358, 4 pp, 3 xp [Murder's Mask; GM]
5 - 3711, 4 pp, 3 xp [The Wormwood Mutiny, GM]
6 - 2271, 2 pp, 1 xp [You Have What you Hold]
7 - 6756, 4 pp, 3 xp [City of the Golden Death]
8 - 381, 0 pp, 1 xp [10-10; The Shattered Shield]
9 - 2500, 2 pp, 1 xp [6–00: Legacy of the Stonelords]
10 - 2604, 2pp, 1 xp [8-15: Hrethnar's Throne]
11 - 8712, 4 pp, 3 xp [The House on Hook Street I]
12 - 11787, 4pp, 3 xp [The House on Hook Street II]
13 - 14862, 6 pp, 3 xp [The House on Hook Street: Bonus]
14 - 3526, 2 pp, 1 xp [The House on Hook Street: Bonus]
15 - 8100, 2 pp, 1 xp [Siege of Gallowspire]
16 - 17766, 4 pp, 3 xp [Doom Comes to Dustpawn]
17 - 3 XP [The Ruby Phoenix Tournament]
+ [The Rasping Rebirth]!!

Total - 85912 gp, 46 pp, 33 xp

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