Lizardfolk

Tocash's page

167 posts. Alias of Malinor..


Full Name

Tocash

Race

Attack:
[dice=Dragon's Fist! Attack]d20+6[/dice] [dice=Dragon's Fist ! Damage]d6+4[/dice]

Classes/Levels

Male Nagaji Ascetic Oracle of Apsu/Sorcerer (Brass Dragon bloodline); Init +4; HP 21/33; AC 18 (22), T 12, FF 16 (20); Saves 3/3/3 (+2 vs Divination, Mind Affecting and Poison); CMB +6, CMD 18; Oracle Spell Slots 4/6; Sorc Spell Slots 6/6

Gender

Skills:
Acrobatics +6, Bluff +8, Concentration +9, Handle Animals +7, Religion +3, Perception +8, Profession (Shephard) +8, Spellcraft +3

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 18

About Tocash

Male Nagaji Ascetic Oracle/Sorcerer (Brass Dragon bloodline)

LN Medium humanoid (Reptilian)

Init +4 ; Senses Perception +8

--------------------
Defense
--------------------
AC 18 (22 w/Shield), touch 12, flat-footed 16 (20 w/Shield) (+4 armor, +2 Dex, +2 Natural Armor)

hp: 33 (3d8+6 Con +3 Class)

Fort +3, Ref +3, Will +3 (+2 vs Mind Affecting and Poison)

Defensive Abilities: Resist Fire 5

--------------------
Offense
--------------------
Speed: 40 Ft (+10 ft from Revelation)

Melee: Unarmed Strike +6 [d6+4]

Ranged: Magic Missile!

Special Attacks: Unarmed Strike with Monk Damage

Oracle Spells (CL 3; Concentration +9)

Level 0 (-):[5] Create Water, Detect Poison, Guidance, Read Magic, Stabilize

Level 1 (6/6): [3] Bless, Cure Light Wounds, Protection from Evil, Shield of Faith, Stone Fist (R),

Sorcerer Spells (CL 3; Concentration +9)

Level 0 (-):[5] Acid Splash, Detect Magic, Light, Prestidigitation, Resistance

Level 1 (6/6): [3] Mage Armor (B), Burning Hands, Magic Missile, Shield

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 18

Base Atk +2 ; CMB +6; CMD 18

Racial Abilities:
Armored Scales (EX): 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 Abilities:
Bloodline Power: Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Claws (Su): 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.

Cantrips:

Mystery (Ascetic):

Oracle's Curse:

Revelation Martial Discipline: Through meditation and study of monastic forms of combat, you have learned a lethal form of unarmed combat. You gain Improved Unarmed Strike as a bonus feat, even if you do not meet the prerequisites. You gain the unarmed strike damage of a monk of your oracle level. If you also have monk levels, those levels stack for the purpose of determining your unarmed strike damage.

Mystery Spell (Stone Fist)

Revelation: Ascetic Armor (SU): You can use meditative techniques that temporarily cause attacks to bounce off your skin, as long as you aren’t wearing armor or carrying a medium or heavy load. These techniques grant you a +4 armor bonus to AC. At 7th level, and every 4 levels thereafter, this bonus increases by 2. At 13th level, the techniques also grant DR 5/unarmed strikes or natural attacks. You can gain the benefits of ascetic armor for 1 hour per day per oracle level. The hours do not need to be consecutive, but you must spend them in 1-hour increments.

3rd level Bloodline Spell (Mage Armor)

Traits
Adopted [Carefully Hidden(Human)]: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Focused Mind: +2 Trait bonus to Concentration.

Feats:
(free) Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

(1) Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

(3) Extra Revelation Fleet (EX): You gain a +10-foot enhancement bonus to your base land speed. You lose this extra speed if you wear any armor or carry a medium or heavy load. At 7th level, and every 6 levels thereafter, this bonus increases by 10 feet. Oracles with the lame oracle curse can’t select this revelation.

Skills: Acrobatics +6 [1], Bluff +8 [1], Handle Animals +7 [1], K [Religion] +3 [1] Perception +8 [3], Profession (Shephard) +6 [1] Spellcraft +3 [1]

Languages: Common, Draconic

Combat Gear: Umbrella (2 gp/3 lbs)

Gold: 973 Silver: 3 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.2 gp
Wooden Holy Symbol of Apsu 3/3 2 5 gp
*= Carried in Backpack

Total Weight 40 lbs 100 lbs light or less/ 101-200 medium / 201-300 heavy[/spoiler]

Old Tocash:
Name: Tocash
-------------------

Male Nagaji Unchained Monk (Scaled Fist)/Sorcerer (Brass Dragon bloodline)

LN Medium humanoid (Reptilian)

Init +4 ; Senses Perception +8

--------------------
Defense
--------------------
AC 24, touch 21, flat-footed 20 (+4 armor, +2 Dex, +4 Charisma, +2 Natural Armor, +1 Dodge, +1 Shield)

hp: 39 (3d10+6 Con +3 Class)

Fort +5, Ref +5, Will +4 (+2 vs Divination, Poison and Mind Affecting)

Defensive Abilities: Evasion, Resist Fire 5

--------------------
Offense
--------------------
Speed: 40 Ft

Melee: Flurry of Blows +7/+7 [d6+4]

Ranged: Magic Missile!

Special Attacks: Flurry of Blows,

Spells (CL 3; Concentration +9)

Level 0 (-):[5] Acid Splash, Detect Magic, Light, Prestidigitation, Resistance

Level 1 (6/6): [3] Mage Armor, Magic Missile, Shield

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 18

Base Atk +3 ; CMB +7; CMD 23

Racial Abilities:
[i]Armored Scales (EX)
: 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 Abilities:
Bloodline Power: Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Claws (Su): 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.

Cantrips:

Flurry of Blows (Bonus Attack: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Attack (d6):

Evasion:

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (5/5):
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Strike (Magic):

Bloodline Power:

Bloodline Spell:

[/i]:

Traits
[i]Adopted [Carefully Hidden(Human)]
: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Improvised Defense: Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn.

Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Skills: Acrobatics +8 [3], Bluff +10 [3], Handle Animals +10 [3], Perception +8 [3], Profession (Shephard) +8 [3]

Languages: Common, Draconic

Combat Gear: Umbrella (2 gp/3 lbs)

Gold: 973 Silver: 3 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.2 gp
Wooden Holy Symbol of Apsu 3/3 2 5 gp
*= Carried in Backpack

Total Weight 40 lbs 100 lbs light or less/ 101-200 medium / 201-300 heavy

Background:
A young Nagaji named Tocash was found by a shepherd outside of Diobel. His adoptive father, Devon, was surprised by the strange lizard humanoid but decided to aid him. Devon kept him carefully hidden from the city for several years as he taught him to be a shepherd. Devon had traveled in his youth and learned to defend himself and so he started to train Tocash in defending himself to protect the flock and to prepare for any bullying by the city. He decided that Tocash should focus on unarmed combat as that would be treated differently than armed combat if he got into a fight with a local. As Tocash came into adulthood, it was discovered that he had innate magical powers.

Devon was at a loss. He was not sure if the magical powers would prove a problem or even a danger to Tocash and those around him. So he sent Tocash into town to see what he could find. At first, Tocash was concerned that he would be hated on sight, and there were some who treated him poorly, but overall the people seemed willing to accept him. Tocash was able to find a few people who were able to identify him as a sorcerer and seemed to think that he would not be a threat. Tocash was happy to find out he was not a real threat to those around him and decided that urban life was much nicer than living off on a farm. He decided to stay in Diobel to try and make a living for himself instead of leaving the island because the city had been mostly accepting and it left him close to his father as well.

Quest Idea:
I will be running a series of quests based around a series of barrows and graves outside of town. Has something woken an ancient evil that rested beneath the earth, or is someone just trying to scare the people of Diobel away from the area?

GM Philosophy:
I believe that GMing is meant to let people have fun. As much as possible within the rules I think people should have their fun toys and be able to use them. I also believe that you should aim for the average player and not try and challenge the craziest thing in the group.

PBP GMing:
In a PBP I think the GM needs to keep things as organized and moving as possible. I think the GM should do things like track damage, roll Init, and move the game along when someone is out for a while by either asking other players for an action or doing a pre-agree default action.

Campaign link as Mikhail Templeson:
This was my first and longest running PBP game Mikhail Templson