Wizard

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519 posts. Alias of michaelane.


Full Name

Zorahas

Race

male nagaji druid (naga aspirant) 2 | HP 17/17, firebolt 6/7| AC 17, T 12, FF 16 | F +5, R +2, W +7 (+2 vs mind-affecting or poison) | CMB +1, CMD 12 | Spd 20' | Perc +10 | Init +3

Strength 10
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 17
Charisma 14

About Zorahas

Zorahas
male nagaji druid 2 (naga aspirant, fire domain)
neutral good medium humanoid (reptilian)

Init +3; Senses low-light vision; Perception +10

XP 4 Fame 8 Prestige 6
PFS # 161871-10 Faction Silver Crusade

DEFENSE
AC
17, touch 12, flat-footed 16 (+4 armor, +1 dex, +1 natural, +1 shield)
HP 17 (2d8 +2 Con +2 FC)
Fort +5, Ref +2, Will +7
Special Defenses +2 saves vs. mind-affecting effects and poison

OFFENSE
Speed
30ft (20 in armor)
Melee cold iron scimitar +1 (1d6, 18-20/x2, S) or club +1 (1d6, 10' range, B) or silver dagger (1d4, 19-20/x2, 10' range, P or S)
Ranged sling +2 (1d4, 50' range, B) or silver dagger +1 (1d4, 19-20/x2, 10' range, P or S)
Special Attacks firebolt 7/day (ranged touch, 30', 1d6+1)

STATISTICS
Str
10 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 17 (+3), Cha 14 (+2)
BAB +1, CMB +1, CMD 12

Feats
Spell Focus (Evocation):
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Traits
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Skills 4 skill points/level +0/level (Int)= 8
Heal +7, Knowledge (nature) +6, Perception +10, Spellcraft +4, Survival +9, Use Magic Device +8; AC Penalty -2

Languages
Common, Draconic, Druidic

Racial Abilities
Armored Scales:
Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant:
Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense:
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.

SQ
Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Aspirant's Bond:
A naga aspirant gains a spiritual connection to the serpentine deities worshiped by the nagas. At 1st level, and each time she gains a druid level, she may add one of the following spells to her druid spell list: 0th—acid splash, bleed, daze, mage hand, open/close, ray of frost; 1st—charm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike. This ability replaces spontaneous casting.
Chaotic, Evil, Good, and Lawful Spells:
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons:
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages:
A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond:
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Nature Sense:
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy:
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride:
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells Prepared
1 – magic missile, magic missile, expeditious retreat
0 (at will) - detect magic, flare (DC 14), guidance, light, mending
Caster Level 2 Concentration +5

Domain Spells
1st— burning hands (DC 15)

GEAR
Combat Gear
masterwork hide armor, masterwork light wooden shield, club, alchemical silver dagger, cold iron scimitar, sling, 20 bullets, 2x acid, thunderstone, wand of burning hands (CL 3rd, 4 charges)

Other Gear explorer's outfit, wand of cure light wounds (45 charges), antiplague, antitoxin, cloak of resistance +1, 50' hemp rope, druid's kit (This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)

Gold 206.8 gp

FLUFF
Description

Zorahas' head and face look like that of a lizard with an elaborate paint pattern. He has learned that his appearance draws attention, so he keeps himself hooded as often as possible. His slim, flaccid tail drags behind him.

History
Zorahas always found himself more interested in nature, and especially fire, than most other nagaji. He began to travel further and further from his homeland in search of secret druidic places to worship at. He encountered all manner of creatures on those journeys and found that he cared deeply for all living things. Ultimately he aspires to fulfill his potential as a naga but is committed to more humane ideals than most other naga. To that end, he has joined the Silver Crusade to fight for good.

Age 26

Chronicles

0-02 The Hydra's Fang Incident:
XP 1
Fame/Prestige 2
Gold 456
Day Job 0

Boons
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax's diabolical capital city.
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.

Items Available for Purchase
scroll of arcane lock (175 gp)
oil of invisibility (300 gp)

0-07 Among the Living:
XP 1
Fame/Prestige 2
Gold 420
Day Job 0

Items Available for Purchase
potion of cure moderate wounds (300 gp)
potion of bull's strength (300 gp)
potion of invisibility (300 gp)

5-08: The Confirmation:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 0

Boons:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Items Available for Purchase:
amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1) purchased
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)

5-01 The Glass River Rescue:
XP Earned: 1
PP Earned: 2
Gold Earned: 516
Day Job: 0

Boons:
Expanding Trade Network: You befriended either Temel Passad or Metella Raugar, and in doing so you began to develop a stronger trade network with the Kalistocrats or the Five Kings Mountains, respectively. If you are a member of the Qadira faction, you are able to leverage this connection to your advantage, gaining a +2 bonus on all Day Job checks.

Items Available for Purchase:
potion of invisibility (300 gp)
scroll of scare (150 gp)
wand of cure light wounds (25 charges; 375 gp)