Character Name
Player
Campaign
Current XP
Next Level XP
XP Change
Class
Race
Alignment
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
ACTION POINTS
TOTAL
Current HP
Nonlethal Damage
Dmg
Red
HP
AC
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TOTAL
Armor
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Other
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Size
Natural
Deflect
Misc
TOUCH
FLAT
Total
Dex
Misc
INIT
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Speed
Armor Type
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Light
Load
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Saving Throws
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Magic
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FORTITUDE
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REFLEX
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WILL
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GRAPPLE
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RANGED
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Weapons:
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Misc Mod
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Armor:
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Shield/Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
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Skills
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Key
Ab
CS
Skill
Mod
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Mod
Rank
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Check
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Total Skill Points:
0
Feats
&
Special abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Display Spells & Powers
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
Cast
/Mem
0
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Spells/Powers Known
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spells
& Powers
Spell Name
Level
# Cast
/Mem
Spell Name
Level
# Cast
/Mem
Currency
Other Notes
[
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Personal
Party
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Level 1 Circling Pagoda Stance(stance) - Gain additional damage for each consecutive hit. Coiled Bite (stance) - can use a reach weapon in close combat Uncoiled Strike (strike) - swiftly move in and out of range while attacking Quick Set (counter) - instantly set pole-arm against a charge Smelling The Air (Stance) - Gain Scent special ability Level 2 Serpent Scales (boost) - gain immediate bonus to AC and Escape artist checks Deep Fang Lunge (strike) - drive your weapon deeply into an opponent Guarding the Nest (counter) - use AoO to stop enemies movement Whipping Cobra (Strike): - Attack as a swift action, if you hit you may attack again. Level 3 Flashing Frenzy (stance) - gain one extra attack at full BAB Green Asp Strike (strike) - deal 4d6 extra damage and daze enemy Spitting Cobra Spray(strike) - ranged touch attack deals acid damage, blinds enemies Level 4 Penetrating Fang Lunge (strike) - rip at your opponent as you quickly move in and out Dance of the Striking Cobra (boost) - dance through combat with consummate skill Circling Pagoda Stance Mystic Cobra (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Duration: Stance Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike. While in this stance each consecutive successful hit against a single opponent adds a cumulative +1 damage against that opponent, to maximum equal to your initiator level. If you go for a round without attacking an opponent then this benefit ends for that opponent. If you miss with any attack this benefit ends for that opponent. Coiled Bite Mystic Cobra (Stance) Level: Sohei 1 Initiation Action: 1 swift action Range: Personal Duration: Stance You have mastered using a pole-arm in close combat. With a quick shifting of your hands your range alters significantly. While in this stance your reach weapons lose their reach function but can be used on enemies which would normally be inside your effective threat. Uncoiled Strike Mystic Cobra (Strike) Level: Sohei 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature With a sudden blinding move you lunge forward attack, and retreat too quickly for your opponent to act. As part of this maneuver make a Balance check with a DC equal to your enemies Initiative Modifier +10. If the check succeeds you make a five-foot step to bring your enemy into range and a make normal attack with your Int Modifier as a damage bonus. You may then step back into your previous position. Using this maneuver does not provoke attacks of opportunity. If you fail the check you may still attack but without the damage bonus and you incur attacks of opportunity normally. Quick Set Mystic Cobra (Counter) Level: Sohei 1 Initiation Action: 1 immediate action Range: Personal Target: One Weapon Charging enemies are surprised to find you ready for them. You are so familiar with the basic traits of pole-arms that you can instantly set your weapon against a charge. Use this maneuver anytime a enemy charges you. Your weapon counts as set against the charge and does the appropriate extra damage as a result. You must be wielding a weapon which can be set against a charge to use this maneuver. Smelling The Air Mystic Cobra (Stance) Level: Sohei 1 Prerequisite: 1 Mystic Cobra maneuver Initiation Action: 1 swift action Range: personal Target: you Duration: stance Snakes all have a potent sense of smell. An initiate of Serpent's blood is taught how to focus his mind to heighten this sense. You gain the scent special ability as long as you are in this stance (see MM 314). Serpent Scales Mystic Cobra (Boost) Level: Sohei 2 Initiation Action: 1 immediate action Range: Personal Target: You Duration: End of turn Your skin seems to harden and your form subtly shift as you slip away from your opponent. When you activate this boost you gain a +10 to Escape Artist checks and a Natural Armor bonus of +2 as your skin appears to become scaly for a quick moment. This maneuver is a supernatural ability. Guarding the Nest Mystic Cobra (Counter) Level: Sohei 2 Initiation Action: 1 immediate action Range: Personal Target: One Creature You've learned how to use your chosen weapon as a barrier to impede the movement of your enemies. Use this counter when an enemy would provoke an attack of opportunity by moving through your threat zone. Instead of your normal attack of opportunity make a melee touch attack, if this attack is successful you stop your opponents movement in the square from which the attack of opportunity was provoked. Deep Fang Lunge Mystic Cobra (Strike) Level: Sohei 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature You stab your enemy deeply and then twist the blade adding insult to injury. As part of this maneuver make a single standard attack for this attack treat your weapon as if it had both the wounding and keen weapon enchantments. The effects of the maneuver do not stack with similar effects of any kind. Whipping Cobra Mystic Cobra (Strike) Level: Sohei 2 Initiation Action: 1 swift action Range: Melee attack Target: One creature The cobra strikes and rebounds, only to strike again. As part of this manueover make a melee attack, if this attack hits your opponent you may immediately make a second attack at the same BAB. Flashing Frenzy Mystic Cobra (Stance) Level: Sohei 3 Initiation Action: 1 swift action Range: Personal Duration: Stance You have learned how to distract and unbalance your foes with quick slashes and thrusts in rapid succession. When you take a full attack action with a reach weapon (or a halberd), while in this stance you gain one extra attack at your full BAB, without penalty. Green Asp Strike Mystic Cobra (Strike) Level: Sohei 3 Initiation Action: 1 full round action Range: Melee attack Target: One creature You channel the might of your inner spirit into one mighty thrust, leaving your opponent dazed in your wake As part of this maneuver make a Balance check with a DC equal to the targets AC and a single attack at your highest BAB. You deal 4d6 extra damage and if you passed the Balance check your opponent must save on a Fortitude save equal to DC 13 + your Wis modifier or be Dazed for 3 rounds. Spitting Cobra Spray Mystic Cobra (Strike) Level: Sohei 3 Initiation Action: 1 standard action Range: 15 ft. Target: One creature You make a strange hacking sound followed by a sibilant hiss and you spray a stream of venom into your enemies face. The sounds he makes are even less pleasant. As part of this maneuver make a ranged touch attack, if this attack succeeds you deal 2d4 acid damage and the target makes a Fortitude save with a DC equal to 13 + your Wis modifier. If the target fails their save they are blinded for the remainder of the round. At the beginning of each round after they make another Fortitude save with a cumulative bonus of +2 per round, as soon as they make a save the effect ends. This maneuver does not provoke an attack of opportunity from its target but otherwise provokes attacks of opportunity normally. This maneuver is a supernatural ability. Penetrating Fang Lunge Mystic Cobra (Strike) Level: Sohei 4 Initiation Action: 1 standard action Range: Melee attack Target: One creature You step forward plunging your weapon into his insides then pull back violently tearing at his insides. As part of this maneuver make a Balance check with a DC equal to your enemies Initiative Modifier +10. If the check succeeds you make a five-foot step to bring your enemy into range and a make normal attack with your Int Mod as a damage bonus, treat your weapon as if it had both the wounding and keen weapon enchantments for this attack. The effects of the maneuver do not stack with similar effects of any kind. You may then step back into your previous position. Using this maneuver does not provoke attacks of opportunity. If you fail the check you may still attack but without the damage bonus and you incur attacks of opportunity normally. Dance of the Striking Cobra Mystic Cobra (Boost) Level: Sohei 4 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of Turn You move across the battlefield seamlessly combining attacks and blocks, the haft of your weapon providing protection and reach simultaneously. Through endless practice at complicated sequences of movement you have learned how to both move and fight simultaneously changing footing and striking opponents almost as if it were a dance. This round you can make a move action and a full attack simultaneously. You cannot attack more than twice from the same square, you must move and attack. As part of this maneuver make a Balance check with a DC equal to 10 + your BAB. If you succeed your movement does not provoke attacks of opportunity and you ignore difficult terrain this round. Scaling: At 2nd and 6th, you gain an additional 5ft step usable during your turn. You may use these steps in between attacks if you possess more than one. At 4th and 8th, your reach increases by 5ft when wielding a reach weapon. If you choose to attack an adjacent space (by using the Short Haft feat, the Coiled Bite stance or until the beginning of the next round if you attacked an adjacent space with a spiked chain) you lose this bonus reach. Basic: Rattlesnake Charge You may charge up and down slopes, over difficult terrain, and in any path you choose. Additionally, you may make a Rattlesnake Charge: move up to double your land speed and make a single attack at any point of your movement. This attack is treated as a charge attack. If you move from one side of a creature to another, you are considered flanking it by yourself. Adept: Swift Snake Strike You may make a single melee attack as an immediate action. This attack resolves just before any action you choose to interrupt. If the attack is successful, you may make a free 5ft step, as long as the opponent is still within your threatened area. Replenish: In any turn you move more than 15ft and end your turn in the same square you began you recover all your expended maneuvers. Recover: Whenever you escape from a grapple or successfully resist the initiation of a grapple or grab you recover a single maneuver.
Languages