Lizardfolk Sorcerer

Tsschas Blackfang's page

133 posts. Organized Play character for nightdeath.


Full Name

Tsschas Blackfang

Race

| HP:30/30| AC: 17/10/17|Init: -4| Perc: +3| Fort: +5| Ref: +1| Will: +6| Scimitar: +5;1d6+4| L.Bow: +2;1d8| CMB: +5| CMD: 15|Channel 30ft 4x/day 1d6+1

Classes/Levels

Skills:
Acro: -3| Bluff:+3| Climb: -1| Diplo: +9| E.A: -4| Fly: -4| H.A: +3| Heal: +0| Inti: +3| K.(Nob/His/Plan): +5|K.(Reli): +6| Ling:+3| Stealth: -4| Spellcraft: +1| Survival: +1|

Gender

PFS #76925-46 Male Nagaji Paladin 1/Oracle 2

Size

Medium

Age

27

Special Abilities

Aura of good, detect evil, smite evil 1/day, Mystery, oracle’s curse, orisons, revelation

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Draconic, Tien, Sylvan, Dwarven

Strength 16
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Tsschas Blackfang

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[Url [/url]
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76925-46 Tchass Blackfang

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Character Crunch:

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Male Nagaji Paladin (Shining Knight) 1 / Oracle of Life (Dual-Cursed Oracle) 2
Lawful Good Medium Humanoid (reptilian subtype)
Init -4; Senses Darkvision 30ft Perception +2

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Defense
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AC 17 , touch 10 , flat-footed 15 (+6 armor, +0 Shield, +0 Dex, +1 natural, +0 Trait)
hp 30 (1d10+2d8+6) (+0 Favored) (+1 Trait) (+3 Toughness)
Fort +5, Ref +1, Will +6
Resist None

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Offense
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Speed 30 ft
Ranged Longbow (100ft) +2 ((1d8 20/x3))
Melee Scimitar +5 (1d6+4 18-20/x3)
Special Attacks Misfortune, Channel 30ft 4x/day 1d6+1
Spell-Like Abilities

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Statistics
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Str 16 , Dex 10, Con 14 , Int 12, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 15
Languages Common, Draconic, Tien, Sylvan, Dwarven

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Feats
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Toughness (1)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Extra Revelation (3)
You gain one additional revelation. You must meet all of the prerequisites for this revelation.

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Traits
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Blessed Touch (Faith)
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Tireless (Faction: The Exchange)
You are accustomed to working long hours and weathering difficult conditions just to get the job done. You gain a +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point.

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Class Features
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Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus 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 fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Oracle’s Curse:
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Class Skills:
A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells:
ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations:
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

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.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

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Skills
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Acrobatics -3 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +3 (+0 Rank, +0 trained, +3 Ability)
Climb -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +9 (+3 Rank, +3 trained, +3 Ability)
Disable Device -4 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist -4 (+0 Rank, +0 trained, +0 Ability, -4 Armor)
Fly -4 (+0 Rank, +0 trained, +0 Ability, -4 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability, +2 Racial)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Nobility) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (History) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Plane) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Religion) +6 (+2 Rank, +3 trained, +1 Ability)
Linguistics +3 (+2 Rank, +0 trained, +1 Ability) 1 point spent for lip reading
Perception +3 (+1 Rank, +0 trained, +0 Ability, +2 Racial)
Perform () +3 (+0 Rank, +0 trained, +3 Ability)
Profession +0 (+0 Rank, +0 trained, +0 Ability)
Ride +0 (+1 Rank, +3 trained, +0 Ability, -4 Armor)
Sense Motive +4 (+1 Rank, +3 trained, +0 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth -4 (+0 Rank, +0 trained, +0 Ability, -4 Armor)
Survival +1 (+1 Rank, +0 trained, +0 Ability)
Swim -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level: 1
Spells (5) Level 0 DC 13
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Create Water: Creates 2 gallons/level of pure water.

Spells (2) Level 1 DC 14 4x/day
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Ill Omen: Target rolls twice for checks and attacks and uses worst roll.

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Special Abilities
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Oracle Curse - Deaf:
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Oracle Curse - Clouded Vision:
Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

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.

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

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Equipment
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Equipment list
Melee Weapons Scimitar,
Ranged Weapons Longbow, 40 arrows
Armor Breastplate
Other Gear Fighter’s kit :This includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cold Weather Outfit
Explorer's Outfit,
Smelling Salts
Magic Item
Wand of Cure Light Wounds (50/50)
Cloak of Resistance +1

Wealth 2351 gp


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Racial Traits
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Nagaji Racial Traits:

+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Reptilian: Nagaji are humanoids with the reptilian subtype.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
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.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

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Background Story
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Tsschas Blackfang:

Tsschass Blackfang sees the world differently and even among his broodmates, he has a strange vision and the elders of his tribe wonders how did he ever Survive to Adulthood.
Never would he hear the sweet sound of morning nor the trickle of water. Never would the sight of his home ever excite him or the morning rays of the sun.

For you see he is deaf and blind.

Sarenrae is his patron for despite his disabilities, he still strives to spread the warmth of his goddess. Looking to give hope to those who have abandoned it. Light when although he can't see, to others who surely needed succor.