HP 52/60 AC 27 TAC 14 FF 25 | CMD 26 (27 vs grapple) | For +12 Ref +10 Vol +8 (+2 vs mind-affecting and poison, +4 vs fear aura 10'; immune fear and disease) | (Smite: 0/3 LH: 7/7 L1: 2+/2+ L2: 1/1) | Init +3 |
Relevant boons
- Caravan vanity, 5PP PFS Field Guide #13: Can use Intimidate, Diplomacy or Bluff for Day Job rolls.
- Friend of Janira Gavix #3: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #3: Can acquire a wayfinder for 1PP
- Explore, Report, Cooperate #3: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Blinded vision #4: +1 CA and TS while flat-footed and in surprise rounds.
- Sky Key Core #4: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn the Sky Key Component boon, you also recover one spent Prestige Point.
- Goblin Bane #5: +2 bonus on Intimidate against humanoid (goblin).
- True Ally of the Lantern Lodge #6: Amara Li promises to help you in the future. Whenever you spend 1PP to gain a +4 on any skill check while in Tian Xia the bonus rises to +5, or +6 if in Goka.
- Budding Friendship #8: Thanks to favor gained from Lady Silviana, in the event one adventure with at least one encounter in Absalom finishes with 0 PP, you can cross this boon to earn 1 PP instead.
- You owe Master Torch a favor #10: Whe he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any morale restrictions of your race, class, or alignment.
- Djinni's Admiration #12: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
- Gnoll Tactics #12: All your characters has access to: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, pack rager barbarian archetype and flindbar.
- Mutani Manual of Martial Mastery #13: Obtained knowledge from the Mutani Manual of Martial Mastery, +1 dodge bonus to CMD with one combat maneuver (grapple).
- Gripplis’ Favor #14: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
- Scholar of Ashkurhall #16: When examining crafts of dwarven origin gain a +1 to Appraise, Knowledges and Linguistics or use Perception or Sense Motives on place of that check. Cross this boon to apply the benefits to crafts of any origin for the duration of the scenario.
- Sky Key Component (Sargava) #16: Piece recovered. It once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
- Pathfinder Excellence (resistance) #17 [ ][ ]: As a swift action cross one checkbox to obtain 1d8+level*2 temporal hp during 10 minutes. While they are active you also have DR 2/- against Aspis agents. Alternatively, as an standard action heal 1d2 ability damage. Cross the boon after 2 uses.
- Pathfinder Excellence (skill) #17 [ ][ ]: Before a skill check cross one checkbox to roll twice. If in opposing an Aspis agent, add up half your level to the roll. Cross the boon after 2 uses.
- Outstanding Bounty #18: You posses the bounty document for Jethzerai issued by the City of Brass on the Plane of Fire. While adventuring in the City of Brass, turn the bounty to restore 4 spent Prestige Points. Alternatively, give the document to a native of the Plane of Fire with an Intelligence of at least 8 to obtain a +10 Diplomacy with him. Cross after use.
- Redoubt's Repairs #18: Forgo a Day Job check and cross this boon to restore 1d4+1 charges to a timeworn device.
- Curious Pipefox #19: Yrishi the pipefox wishes to continue adventuring with you. Cross the boon to ask Yrishi for help before attempting a K. history or religion check to treat the result as if it were 25 even if you are not trained. Alternatively gain a +5 on the check.
- Greenheart's Blessing #18: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
- Coiled Companion #21: Allows having a Cinder Asp or Razor-Scale Python animal companion.
- Ectoplasmic Enhancement #22: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all your natural attacks, unarmed strikes and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet.
- Savior of Old Flotsam #22: In thanks for retrieving her precious folding boat, Venture Captain-Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves' tools, 100 sheets of parchment, a viel of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat's duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
- Return the favor #23: Use this favor to have your body and possessions recovered at no cost.
BACKGROUND:
Xien is a nagaji paladin follower of Nalinivaty. He was called out by his order to join the Pathfinder Society in order to pay tribute to the organization by means of service. This was done as payment for the help the Society has provided to Nagajor in recent years. Additionally, he is supposed to spread knowledge of Nalinivaty and Nagajor among the occidental nations. Of course, bringing back knowledge of those nations to Nagajor.
Back on the start of his journey, the Nagaji Oracles revealed he was chosen by the Great Naga for this job, and it is written Xien will see the ascend of the Rubi and make the whole in the Earth for the fitting. Whatever it means, it probably announces a new era in the relations between both continents.
Xien is a stout nagaji, provided with a portentous will to make things happen. He is narrow minded and obtuse, not really a vivid one, things takes time to come inside his brain. Nevertheless, his courage and personality usually results inspiring for those around him.
In combat he is a defender and a protector, an imposing foe worthy of the omen over him. His favourite weapon is the trident, which he loves to use to impale the enemies of Nagajor and the Society. He very rarely questions orders, and honour is for him over morality, ethics or any other consideration, he just follows the Nagajor leader orders, and by extension of his mission in Occident, the Pathfinder Society orders.
CHARACTER SHEET
LB Medium humanoid (nagaji)
Paladin 7
Init +3; Senses low-light vision ; Perception +0
DEFENSE AC 27, touch 14, flat-footed 25 (+3 Dex, +9 armor, +1 natural armor, +3 shield, +1 deflection; +1 boon when flat-footed; +4 deflection towards smite target)
hp 60 (7d10+14)
Fort +12 (2 Con, 4 Cha, 5 class, 1 enhancement), Ref +10 (3 Dex, 4 Cha, 2 class, 1 enhancement), Will +8 (-2 Wis, 4 Cha, 5 class, 1 enhancement) [+2 vs mind-affecting and poison, immune to fear and disease, +4 vs fear aura 10’]
OFFENSE Speed 20 ft.
Melee mwk cold iron trident (1H) +13 (1d8+5) 20/x2 piercing 10' brace, or
+1 bashing spiked heavy darkwood shield +13 (2d6+6+bull rush) 20/x2 piercing, or
+1 bashing spiked heavy darkwood shield (2H) +13 (2d6+8+bull rush) 20/x2 piercing [power attack +11 (2d6+14+bull rush)], or
spiked gauntlet +12 (1d4+5) 20/x2 piercing, or
mwk cold iron trident (2H) +13 (1d8+7) 20/x2 piercing 10' brace [power attack +11 (1d8+13)], or
mwk cold iron battleaxe +13 (1d8+5) 20/x3 slashing, or
mwk silver flail +13 (1d8+5) 20/x2 bludgeoning disarm trip
Ranged mwk cold iron trident (thrown) +11 (1d8+5) 20/x2 piercing 10', or
light hammer +10 (1d4+5) 20/x2 bludgeoning 20', or
sling +10 (1d4+5) 20/x2 bludgeoning 60'
Fighting routines:
[dice=mwk cold iron trident-PA]1d20+13-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=mwk cold iron trident-PA]1d20+8-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=mwk cold iron trident-PA-2WF]1d20+13-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=+1 bashing spiked heavy darkwood shield-PA-2WF]1d20+13-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]2d6+3+2[/dice]
[dice=mwk cold iron trident-PA-2WF]1d20+8-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
With smite evil: [dice=mwk cold iron trident-PA+smite evil]1d20+13-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=mwk cold iron trident-PA+smite evil]1d20+8-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=mwk cold iron trident-PA-2WF+smite evil]1d20+13-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=+1 bashing spiked heavy darkwood shield-PA-2WF+smite evil]1d20+13-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]2d6+3+2+7[/dice]
[dice=mwk cold iron trident-PA-2WF+smite evil]1d20+8-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
STATISTICS Str 20, Dex 16, Con 14, Int 5, Wis 7, Cha 18
Ability increments: +2 Str/+2 Cha (racial), +1 Cha (4th), +2 Str (belt), +2 Cha (headband)
Base Atk +7/+2; CMB +12; CMD 26 (27 vs grapple) [7 BAB, 5 Str, 3 Dex, 1 deflection] FeatsTwo weapon fighting, Power attack, Improved shield bash, Shield Slam Skills (1/level+7=14; -3 ACP) Acrobatics +7* (3 Dex, 3 rank, 3 class, 1 trait, -3 armor), Climb +8* (5 Str, 2 tools, 1 rank, 3 class, -3 armor), Diplomacy +11 (4 Cha, 4 rank, 3 class; +2 on Day Job rolls), Handle animal (others/reptiles/mount) +8/+10/+14 (4 Cha; 1 rank, 3 class; +2 vs reptiles; +4 mount), Heal +2 (-2 Wis, 1 rank, 3 class), Intimidate +4 (4 Cha; +2 vs goblins), K. nobility +1 (-3 Int, 1 rank, 3 class), K. religion +1 (-3 Int, 1 rank, 3 class), Perception +0 (-2 Wis, +2 keen senses), Ride +7 (3 Dex, 1 rank, 3 class), Sense Motives +2 (-2 Wis, 1 rank, 3 class), Concentration +8 (4 CL, 4 Cha)
Traits Shield trained (religion, Gorum): You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you. (invalid, looking for another one, armor expert?)
Reckless (combat): +1 acrobatics and it is always class skill
Languages: Draconic, Common
Deity: Nalinivati Favourite class: Paladin; skill x7
SPECIAL ABILITIES Resistant (Ex): +2 racial bonus to saves 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
Armored scales: +1 natural armor
Aura of good (Ex): Emanates an aura of good that can be detected with detect magic
Detect evil (Sp): Detect evil at will. Move action, tells if a target is evil.
Smite evil (Su): 3/day Swift action; Add +Cha (+4) to hit and +level (+7) to damage against one evil creature until it is dead, bypassing all DR. Damage bonus is twice if the creature is evil outsider or dragon, or an undead. Gains also a +Cha (+4) deflection bonus to AC.
Divine grace (Su): Bonus to all saving throws equal to Charisma bonus (+4).
Lay on hands (Su): 7/day (level/2 + Cha) 3d6 heal per touch use (1d6 each 2 levels). Standard action; Swift action to use it over himself. Only 1 free hand needed. Can damage undead with a touch attack without neither AoO nor saving throw allowed.
Aura of courage (Su): Immune to fear (magical or otherwise). Allies within 10 feet gains a +4 morale bonus against fear. Only works while conscious.
Divine health (Su): Immune to all diseases, including supernatural and magical and mummy rot.
Mercy (Su): On laying hands on a target, all conditions given by the Paladin mercies are removed. Such conditions return after 1 hour if the affliction that causes the condition is not removed. 3rd level: fatigued, 6th: staggered.
Channel positive energy (Su): Spend 2 Lay on hand uses to channel positive energy like a cleric. Heals 4d6 (1 dice +1/2levels beyond 1st) hp to living creatures, or harms undead, 30' around the paladin. Undead have a Will DC 17 (10+level/2+Cha) to halve damage. It is a standard action, no AoO, and requires to present the holy symbol.
Spells: Can prepare spells from the paladin list, with caster level equal to paladin level -3. DC and bonus spells work with Cha.
Divine bond (Sp): Snake-like lizard with camel stats (Eidi). Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter. Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Divine bond mount (Eidi):
Eidi is Xien’s animal companion mount (divine bond class feature). It is a Camel animal companion, aesthetically reskinned to look like a sneak-lizard kind of animal mount. I do this because the paladin class does not consider nagaji’s in the way a giant snake or lizard makes more sense for this kind of character than a horse or a camel. Although statistically the mount is exactly as the legal camel, let me know if you do not feel comfortable as a GM and I will play as if Eidi was a camel.
CHARACTER SHEET
N Large animal (Camel)
Animal companion 5
Init +4; Senses low-light vision, scent; Perception +10
DEFENSE AC 22, touch 14, flat-footed 17 (+4 Dex, +3 barding, +5 natural armor, +1 dodge, -1 size)
hp 52 (6d8+18+6)
Fort +8 (3 Con, 5 class), Ref +9 (4 Dex, 5 class), Will +3 (1 Wis, 2 class) [+4 Will vs enchantments]
SPECIAL ABILITIES Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex): The paladin can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The paladin gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding his animal companion.
Share spells (Ex): The paladin may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A paladin may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Devotion (Ex): +4 Will save vs enchantment spells and effects.
Worn
Mithral full plate, 10500 gp 25 lbs, +9 AC, +3 Max Dex, -3 Armor check
Paladin outfit, 2 lbs
+1 cloak of resistance, 1000 gp
Belt of giant strength +2, 4000 gp
Headband of alluring charisma +2, 4000 gp
Ring of protection +1, 2000 gp
Pearl of power 1st, 1000 gp
Weapons
spiked gauntlet, 5 gp
mwk cold iron Trident, 330 gp 4 lbs
mwk alchemical silver flail, 398 gp 5 lbs
mwk cold iron battleaxe, 320 gp 6 lbs
light hammer (x4), 1 gp 2 lbs
+1 bashing spiked heavy darkwood shield “road opener”, 4267 gp 5 lbs (+3 AC, -0 penalty check, 2d6) sconced (1 gp 0.5 lbs, can carry a lighted torch in the shield)
Sling, -
Bandolier (3/8)
Alchemical fire (x2), 20 gp
Acid flask (x2), 10 gp
Potion of fly, 2 PP
Potion of enlarge person (x2), 50 gp
Scroll case (3/4)
Scroll of resist energy, 1 PP
Scroll of delay poison, 1 PP
Scroll of remove paralysis, 1 PP
Paladin's kit 11gp 30 lbs
Backpack
Bedroll
Belt pouch
Cheap holy text
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (x10)
Trail rations (x5 days)
Waterskin
Wooden holy symbol
Belt pouch
-
Waterproof bag
-
Scroll case
-
Gold: 104gp+1398-1000+1217+1299+1881+1181.5=6080.5gp-4000-1000-1000=80.5gp+992-10 00 (pearl I)+1322.5-2000 (ring prot)=1395gp+1342+941+936=4614gp
Total gp earned: 150+479+462+430+500+1398+1217+1299+1881+1181.5+992+1322.5+1342+941+936= 14531gp
17)+2500
18)+?=11514 gp
19)+1610+175(mwk breastplate)-10500(mithral full plate)=2799 gp
20)+1328+5=4132 gp
21)+1616+50=5798 gp
22)+1620+50+653(dragon light shield)-4267(spiked heavy darkwood shield)-4000(headband Cha +2)-100(potion of enlarge person x2)-5(spiked gauntlet)=749 gp
23)+1990+50
Scenario equipment:
-
Xien's talking rules:
Why Do Speakers of Chinese Languages Have An Accent In English
Delete last consonant if word ends on more than one: jump -> jum, audience -> audien, world -> worl
Reduce double consonants: action -> ashiong, Bruce -> Buce
Link consonant words with vowel: bus station -> bus estationg
Vowel Dark L (Ls with no vowel sound after): table -> tabe, roll -> roo, too old -> too owe
When facing final n, deleted or make it ng: station -> stationg
Confuse w and v: with -> vith
Make voiced consonants voiceless: live -> lif, grab -> grap, said -> sait (or sai)
Some dialogues also have:
Confuse n and r to l: another -> alother, far -> fal
Convert sh to s: English -> Englis
Levelling ideas:
Mitrhal full plate (+3 Dex to CA) 10500gp
Feather Step Slippers, 2000gp (ignore difficult terrain)
Knight's pennon (battle) [slotless], 4500gp (heroism 1/day 60 min)
Silver Smite Bracelet 16000? gp (+4 paladin levels for smite)
Bracers of the Merciful Knight 15600 gp (+4 paladin levels for lay of hands, 1/day lesser restoration)
Leveraging quality (+1) add shield attack enhancement to combat maneuvers