Nagaji

Zehameti Golkami's page

104 posts. Organized Play character for Khouri P..


Full Name

Zehameti Golkami

Race

Perception:5 | Sense Motive:5 | Battle Dance rounds 7(-1=6)/7 | Spit Venom 1/1 | Messenger bag reroll 1/1 | Active Conditions: None

Gender

Female Nagaji Fighter (Venomblade) 1 / Bard (Dervish Dancer) 1 | HP:19+519 | AC:16/12/14 | CMD:16/14 | Saves: F4/R5/W3* (+2 vs mind-effects & poison; battledance +1 vs charm/fear) | Init:2 | Senses: Low-Light Vision,

Deity

Polytheist: Nalinivati, Desna, Sarenrae, Mazludeh, Calistria

Location

Highhelm in the Five Kings Mountains, skirting around the north side of Lake Encarthan

Languages

Common, Draconic

Strength 16
Dexterity 15
Constitution 15
Intelligence 8
Wisdom 10
Charisma 16

About Zehameti Golkami

CHARACTER DESCRIPTION
Appearance/Personality:

The green-scaled ophidian female introduces herself as "Zehameti, paragon of strength and beauty" at which point she will flex and give a guns show, then sexily slide a hand down her arm and shoulder to squeeze a boob and wink saucily. Stupid sexy and stupid arrogant. Blessed with scaly good looks, she's come to depend on the fact that others find her attractive.

During travel she wears fine mostly-transparent red Qadiran silks that complement her ridge coloring but cover scandalously little. However as you near the destination she changes into her Parade Armor with the heraldry of Nagajor on it.

History/Background:
Religion:

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Not all bards inspire others with their performances. Dervish dancers enter a near-mystical trance that allows them to push their bodies beyond normal limits.
The venomblade has learned to take full advantage of her toxic spittle, blinding her targets and then rushing in to cut them down where they stand.
You learned to cut foes with a scimitar without killing them.

Weapon and Armor Proficiency - A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Dervish dancers gain weapon proficiency with the scimitar and kukri.

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

STAT BLOCK:
Female Nagaji (Dervish Dancer) Bard 1 / (Venomblade) Fighter 1
TN Medium humanoid (reptilian)
Initiative +2
Senses: Perception +5

Defensive stats & abilities:
AC 16, touch 12, flat-footed 14 (+3 armor, dex +2, +1 natural (race))
hp 19 (1d10+1d8+2*CON)
Fort 4, Ref 5, Will 3
CMD 16 (FF 14)

Relevant Feats/Traits

Offensive stats & abilities:
Speed 40 ft. in armor
Base Atk +1; CMB +4
Melee: [weapon] [# hands], +_ on attack rolls (_d_+_) [dmg type]
SCIMITAR +5 to hit; 1d6+3 Sl dmg
Naginata (2h) +4 to hit; 1d8+4 Sl dmg (x4 crit)
Ranged: [weapon] (range _ft), +_ on attack rolls (_d_+_/x3) [dmg type]
Longbow (110ft) +3 to hit; (1d8+?/x3) Piercing
Special Attacks:
Spit Venom (1+level/3 per day) - ranged touch, Fort save DC 13(+1/2 level) blind for 1d6 rounds

Relevant Feats/Traits
Weapon Focus
Spit Venom

Spells:
[class] Spell-Like Abilities
HYPNOTIZE (racial)
At will—
[class] Spells (CL _; concentration +_; DC_+sp)
Level 1—
(other good choices to prepare: )
Spells/day = _+1 = _
Level 2—
(other good choices to prepare: )
Spells/day = _+1 = _

[class] Spells (CL _; concentration +_; DC_+sp)
Level 0— at will (Cantrips)
Spells known = 5 (Mending, _, _, _, _)
Level 1— Spells/day = 2+1 = _
Spells known = 3 (Chord of Shards, _, _)

Scrolls (Level 1):
Wands (see equipment):

Feats/Traits:
Feats:
[Name] (type) Description
Spit Venom (fighter archetype bonus: Racial, combat) (1+level/3 per day) - ranged touch, Fort save DC 13(+1/2 level) blind for 1d6 rounds
Weapon Focus (Scimitar) +1 attack
(*=teamwork feat)

Traits:
Merciful Scimitar (Combat) no penalty on nonlethal scimitar
Charming (Social) +1 trait bonus when you use Bluff or Diplomacy on a character that could be sexually attracted to you, and to the save DC of any language-dependent spell you cast on such characters or creatures.

Other Race/Class Abilities:
Nagaji Racial Abilities:
Type: Nagaji are humanoids with the reptilian subtype.
Speed: Nagaji have a base speed of 30 feet.
Languages: Nagaji begin play speaking Common and Draconic.
Low-Light Vision: Nagaji have low-light vision allowing them to 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.
Hypnotic Gaze (Sp; alternate racial trait): The nagaji’s gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the nagaji’s Hit Dice). The DC of this effect is equal to 11 + the nagaji’s Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent’s sense.

Favored Class Bonuses:
Generic - +1 hit point (taken 0x) or +1 skill point (taken 1x)

Class Abilities:
[Name] (type; # times per day, duration) Description

Venomblade Fighter Class Abilities:

Venom Projection (Ex) The venomblade must take the Spit Venom nagaji racial feat as his 1st-level fighter bonus feat if he does not already have that ability. At 2nd level, he does not provoke an attack of opportunity for using the ability granted by the Spit Venom feat. At 4th level, he can use the ability granted by the Spit Venom feat as a standard action; at 8th level, he can use it as a move action; and at 12th level, he can use it as a swift action.
This replaces bravery and alters the bonus feat gained at 1st level.

Dervish Dancer Bard Class Abilities:

Battle Dance (Bardic Inspiration) A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
[At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.]

Fleet (Su) While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 17th level.
(This ability replaces bardic knowledge and lore master.)

Skills:

6-int bard +1
2-int fighter
Acrobatics^ +_
DEX (_) + 0 ranks + 3 class bonus
Appraise +_
INT (_) + 0 ranks + 3 class bonus
Bluff +_ (Sovereign Court Faction Pin +1d4)
CHA (_) + 0 ranks + 3 class bonus
Climb^ +_
STR (_) + 0 ranks + 3 class bonus
Craft (_) untrained +_
INT (_) + 0 ranks + 3 class bonus
Diplomacy +_
CHA (_) + 0 ranks + 3 class bonus
Disguise +_ (Sovereign Court Faction Pin +1d4)
CHA (_) + 0 ranks + 3 class bonus
Escape Artist^ +_
DEX (_) + 0 ranks + 3 class bonus
Fly +_
DEX (_) + 0 ranks
[s]Handle Animal +_
WIS (_) + 0 ranks + 3 class bonus
Heal +_
WIS (_) + 0 ranks
Intimidate +7
CHA (3) + 1 ranks + 3 class bonus
Knowledge (Dungeoneering)^ +_
INT (_) + _ rank + 3 class bonus
Knowledge (Engineering)^ +_
INT (_) + _ rank + 3 class bonus
Knowledge (Nobility)^ +_ (Sovereign Court Faction Pin +1d4))
INT (_) + _ rank + 3 class bonus
Knowledge (Religion)^ +_
INT (_) + _ rank + 3 class bonus
Perception +4
WIS (0) + 1 rank + 3 class bonus
Perform (Oratory) untrained +_
CHA (_) + 0 ranks + 3 class bonus
Perform (Dance) +8
CHA (3) + 2 ranks + 3 class bonus
Profession (_) +_
WIS (_) + _ rank + 3 class bonus
Ride^ +_
DEX (_) + 0 ranks + 3 class bonus
Sense Motive +4
WIS (0) + 1 ranks + 3 class bonus
Sleight of Hand^ +_
DEX (1) + 0 ranks + 3 class bonus
Spellcraft^ +5
INT (1) + 1 rank + 3 class bonus
Stealth^ +_
DEX (_) + 0 ranks + 3 class bonus
Survival +_
WIS (_) + 0 ranks + 3 class bonus
Swim^ +_
STR (_) + 0 ranks + 3 class bonus
Use Magic Device +_
CHA (_) + _ ranks
Armor check penalty (^) -1 (Parade Armor)

Relevant Feat/Traits

Equipment/Magic Items:
Scimitar (x2??)
Naginata
Longbow (Composite?)
Parade Armor
(class kit of some sort)
Courtesan's Kit
Melee Contingency Kit
Interrogation Tools
Courtier's Outfit
Courtesan's Outfit
Jewelry
Book of War Prayers
Paper (10 sheets)
Poison Lip Paint

Party items:
[List]

Previous Scenarios Played / Boons:
(assigned from GM credit)Murder's Mark (Masterful Performance; Clockwork Spy)
#10-16 What The Helms Hide (Torch in the Dark [Legacy], Impressive Find, Piercing the Veil, Dark Life Ring)

Organized Play Accessory Perks & Vanities:
Rise of the Runelords: "Burnt Offerings" Messenger Bag (1x/scenario) after you roll the dice, you can reroll 1d20 die; you must take the new result.
Sovereign Court Faction Pin (1x per session) +1 to any skill check, OR 1d4 to Bluff, Disguise, and Knowledge (nobility) (treat as if trained).

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Botting Instructions: