About ToctepIn both versions:
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Toctep Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199) CG Medium humanoid (reptilian) Init +1; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural; +2 deflection vs. evil) hp 91 (8 HD; 5d10+3d12+36) (currently 90) Fort +14, Ref +6, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3 -------------------- Offense -------------------- Speed 40 ft. Melee mwk nodachi +12/+7 (1d10+15/18-20) or . . sap +11/+6 (1d6+10 nonlethal) Ranged javelin +8 (1d6+6) Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 16, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7) . . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12) . . Bloodline Abyssal, Draconic -------------------- Statistics -------------------- Str 22, Dex 12, Con 17, Int 10, Wis 8, Cha 12 Base Atk +7; CMB +11; CMD 25 Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw) Traits omen, unscathed Skills Acrobatics +0 (+4 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +9; Racial Modifiers +2 Perception Languages Common, Draconic SQ demonic bulk, fast movement, resistant, serpent's sense Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blind-Fight Re-roll misses because of concealment, other benefits. Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged. Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 16) (Su) As a standard action, deal energy damage in area (Ref half). Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage. Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person). Dragon Bite (Ex) Bite atacks deal 1d6 damage Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions. Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions. Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions. Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Rage:
Toctep
Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199) CG Large humanoid (reptilian) Init +0; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 17, touch 8, flat-footed 17 (+7 armor, +1 deflection, +2 natural, -2 rage, -1 size; +2 deflection vs. evil) hp 115 (8 HD; 5d10+3d12+60) (currently 114) Fort +17, Ref +5, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3 -------------------- Offense -------------------- Speed 40 ft. Melee mwk nodachi +14/+9 (2d8+19/18-20) or . . sap +13/+8 (1d8+13 nonlethal) or . . bite +15 (1d8+21), 2 claws +16 (1d8+15) Ranged javelin +6 (1d8+9) Space 10 ft.; Reach 10 ft. Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 19, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7) . . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12) . . Bloodline Abyssal, Draconic -------------------- Statistics -------------------- Str 28, Dex 10, Con 23, Int 10, Wis 8, Cha 12 Base Atk +7; CMB +15; CMD 26 Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw) Traits omen, unscathed Skills Acrobatics -1 (+3 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +12; Racial Modifiers +2 Perception Languages Common, Draconic SQ demonic bulk, fast movement, resistant, serpent's sense Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blind-Fight Re-roll misses because of concealment, other benefits. Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged. Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 19) (Su) As a standard action, deal energy damage in area (Ref half). Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage. Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person). Dragon Bite (Ex) Bite atacks deal 1d6 damage Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions. Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions. Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions. Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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