Lizardfolk

Senjin Alatriste's page

289 posts. Organized Play character for Gerald.


Race

Brawler 3 | HP 28/28 | AC 18/12/16 | CMB +7 (+10 Grapple) | CMD 18 (+22 v. Grapple) |

Classes/Levels

F+5,R+6,W+3 | +2 saves on Charm, Compulsion, and Emotion effects. +2 racial saving throw bonus against mind-affecting effects and poison. | Init.+4 | Perc.+9 | Sense Motive +5 | Lowlight Vision

About Senjin Alatriste

Male Nagaji Brawler 3
N Medium
Init. +4; Perception +9
Lowlight Vision

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Defense
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AC 18 (10 + 2 Dex + 4 Armor + 1 NA + 1 Shield), touch 13, flat footed 16
HP: 28/28 (3d10 + 3 Con. + 3 Favored Class)

Fort: +5 ((Base +3, +1 Con +1 Magic),
Ref: +6. (Base +3, +2 Dex +1 Magic)
Will +3. (Base +1, +1 Wis +1 Magic)
*+2 saves on Charm, Compulsion, and Emotion effects.
*+2 racial saving throw bonus against mind-affecting effects and poison.
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Offense
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Speed30'

Melee
+8 Unarmed Attack, d6+4 (x2); or
+6 Unarmed Strike, d6+4 (x2) and +6 Unarmed Strike, d6+4 (x2); or
+7 Cold Iron Shortsword, d6+4, (19-20/x2); or
+7 Silver Punching Dagger, d6+3 (x3)

Ranged:
+5 Wushu dart, 1d3+4 (x2) 10' range
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Statistics
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STR18, DEX14, CON13, INT8, WIS12, CHA12

BAB: +3; CMB +7 (+10 for Grapple), CMD 19 (22 v. Grapple)

Feats:

Spoiler:
1. Power Attack, BB1. Improved Unarmed Strike, 2B. Weapon Focus (Unarmed Strike) 3. Improved Grapple

Skills:

Spoiler:
4 ranks/level - 1 Int= 3 ranks per level

Acrobatics +8 (3 ranks + 2 Dex + 3 Class)
Escape Artist +7 (2 ranks + 2 Dex + 3 Class)
Handle Animal +1/+3 (0 ranks + 1 Cha + 2 racial versus reptiles)
Perception +9 (3 ranks + 1 Wis + 3 Class + 2 Racial)
Sense Motive +5 (1 rank + 1 Wis + 3 Class)

Traits

Spoiler:

Reactionary: + 2 to Initiative.
Principled: Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Languages Common, Draconic

Racial Abilities:

Spoiler:

*Ability Score Racial Traits: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
*Size: Nagaji are Medium creatures and thus have no bonuses or penalties due to their size.
*Type: Nagaji are humanoids with the reptilian subtype.
*Base Speed: Nagaji have a base speed of 30 feet.
*Languages: Nagaji begin play speaking Common and Draconic.
*Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
*Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
*Serpent's Sense (Ex) 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.

Class Features:

Spoiler:

*Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

*Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

*Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

*Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

*Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

*Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

*Maneuver Training: (Grapple) At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

Money 7 silver plus 1176 gold.
Gear:

Spoiler:

Wand of Cure Light Wounds (x47)
Clark of Resistance +1, 1000 gold

Mithral Chain Shirt, 1100 gold
Quickdraw Steel Shield, 59 gold
Silver Punching Dagger, 22 gp
Masterwork Cold Iron Short Sword, 320 gp
Wushu darts (x20), 4 gp

Everyday Worn Items:
Monk's Outfit, -, free
Wayfarer,
Backpack, 2 lbs., 2 gp
*Waterskin, 4 lbs., 1 gp
*empty sack, .5 lbs., 1 sp
*50' hemp rope, 10 lbs., 1 gp
*Grappling Hook, 4 lbs., 1 gp
*5 days rations, 5 lbs., 2gp 5 sp
*Bedroll, 5 lbs., 1 sp
Signal Whistle 8 sp
Belt Pouch, .5 lbs., 1 gp
*2 tindertwigs, 2 gp
*Flint & Steel, 1 gp
Alchemist's Fire (x2), 40 gp

PFS Number, XP, PP, and Scenarios Played:

Spoiler:

12445-8
XP 6
PP 10/12 (spent two PP on wand of CLW)
Fame 12
Scenarios: 5-08. The Confirmation
1-47. The Darkest Vengeance
3-23. The Goblinblood Dead.
6-08. The Seagang Expedition.
6-22. Out of Anarchy
7-01. Between the Lines (1 xp , 2 PP, 1186 gold)

Boons:

Spoiler:

*Friend of Janira Gavix--+1 on Knowledge checks attempted while in the Grand Lodge.
*Confirmed Field Agent--given a free Wayfinder with name and date of graduation engraved.
*Explore, Report, and Cooperate--as a free or immediate action, you may ask whether a particular course of action would help realize the goals of the Pathfinder Society. The GM will answer whether the action would result in a positive, negative, or negligible result. Once used, the boon should be crossed off the sheet.
*Ragdya's Blessing: Due to the respect you showed her spirit animal, you have received the blessing of Ragdya, the Vudran God. One time use, then cross off sheet, you gain 20' Climb speed for 1d4 rounds. Up to one round after the Blessing expires, if you fall from failing a Climb check, you are affected by Feather Fall, so long as you are adjacent to a wall or solid surface.
*Inner Struggle: when you fail a save against a mind affecting compulsion effect, you can cross this book off your sheet to delay the effect and be stunned until your next turn instead. At the end of that turn, you can attempt a new saving throw against the effect to end it. If you succeed the effect ends, if not the original effect resumes.