Gunslinger

St. L'os's page

85 posts. Alias of Corerue.


About St. L'os

St. L'os
Female Half-Elf Dragonrider 18
CG Medium Humanoid (elf, human)
Init +6; Senses blindsense, darkvision (60 feet), low-light vision, scent; Perception +13
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Defense
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AC 48, touch 26, flat-footed 44 (+11 armor, +6 shield, +4 Dex, +5 natural, +5 deflection +7 Insight (Wisdom))
hp 185 (18d10+90)
Fort +16, Ref +17, Will +18; +2 vs. enchantments
Immune sleep; Resist elven immunities; SR 23, A saint is immune to acid, cold, electricity, and petrification attacks.

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Offense
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Speed 30 ft.
Melee Peacebringer (+5 Holy, Merciful Glaive) +27/+22/+17/+12 (1d10+12+2d6 vs. Evil+1d6 non-lethal/x3)
Ranged +5 Holy Composite longbow (Str +5) +28/+23/+18/+13 (1d8+10+2d6 vs. Evil/x3)
Dragonrider Spells Known (CL 14):
4 (3/day) Invisibility, Greater, Dragon's Breath (DC 21), Secure Shelter
3 (4/day) Haste, Displacement, Dispel Magic
2 (5/day) Bull's Strength, Cat's Grace, Bear's Endurance, Alter Self
1 (6/day) Identify, True Strike, Charm Person (DC 18), Grease (DC 18), Gravity Bow
0 (at will) Detect Magic, Open/Close (DC 17), Prestidigitation (DC 17), Read Magic, Mending, Dancing Lights, Detect Poison
Spell-Like Abilities: At will—guidance, resistance, virtue, and bless.

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Statistics
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Str 20, Dex 22, Con 20, Int 20, Wis 25, Cha 24
Base Atk +18; CMB +23; CMD 42
Feats Craft Wondrous Item, Furious Focus, Greater Vital Strike, Improved Vital Strike, Leadership (Base Score 25), Mounted Archery, Mounted Combat (1/round), Power Attack -5/+10, Ride-by Attack, Skill Focus (Ride), Vital Strike
Traits Armor Expert, Sacred Touch
Skills Acrobatics +5, Climb +17, Diplomacy +28, Escape Artist +5, Fly +11, Handle Animal +15, Heal +25, Intimidate +11, Knowledge (arcana) +13, Knowledge (geography) +26, Knowledge (religion) +23, Perception +13, Perform (string instruments) +20, Profession (Musician) +12, Ride +32, Spellcraft +14, Stealth +5, Survival +10, Swim +5, Use Magic Device +10
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnoll, Undercommon
SQ steed, elf blood, fortification (light), glamered, link, low-light vision 4x, martial weapons (glaive, longbow), resist energy 20, summon steed (4/day)
Combat Gear Ring of friend shield; Other Gear +5 Fortification (light), Glamered Mithral Chainmal of Aporting, +5 Mithral Buckler, +5 Holy Composite longbow (Str +5), Peacebringer, Amulet of natural armor +5, Belt of physical perfection +6, Headband of mental superiority +6 (Heal, Knowledge, Lyre of building (1/day), Ring of protection +5, 150 GP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Blindsense (15 feet) (Ex) Sense things and creatures without seeing them.
Bonded Dragon Steed (Ex) A dragonrider has a mystic bond with a youthful true dragon, a bond that guarantees the dragons loyalty to the rider (as long as it is treated with respect), and allows the dragonrider to tap into some of the bonded steed's arcane power. A character
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) (Ex) At 6th level, the senses of the dragonrider are again enhanced by his link to his dragon steed, granting him darkvision to a range of 60 feet. If the dragonrider already has natural darkvision, the range of that vision is increased by 60 feet.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Glamered Assumes appearance of normal clothes on command.
Leadership (Base Score 25) You attract loyal companions and devoted followers.
Link (Ex) A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Low-Light Vision 4x (Ex) As the bond between dragonrider and dragon strengthens, it eventually grants the dragonrider some of his steeds amazing senses. At 2nd level, the dragonrider gains low-light vision. If the dragonrider already has natural low-light vision, the range o
Martial Weapons (Glaive, Longbow) A dragonrider is proficient with all simple weapons, plus any one martial melee weapon and one martial ranged weapon.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Resist Energy 20 (Su) Beginning at 3rd level, a dragonrider gains a natural resistance to damage of the same energy type as the damage of his bonded dragon steed's breath weapon. This begins at energy resistance 5, and increase by 5 every 5 levels, to a maximum of energy
Ride-by Attack You can move - attack - move when charging mounted.
Ring of friend shield These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (23) You have Spell Resistance.
Summon Steed (4/day) (Sp) Once per day, as a full round action, a dragonrider may magically call his steed to his side. This ability is the equivalent of a spell of a level equal to one third the dragonrider's level. The steed immediately appears adjacent to the dragonrider.
Vital Strike Standard action: x2 weapon damage dice.
Saint Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus. Special Attacks: A saint retains all the character’s special attacks and gains those listed below.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.
Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). HD Damage Reduction: 12+ 10/evil
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (Fast Healing 9 Hp per round) (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Nimbus of Light:
Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
Holy Radiance: At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius (and shadowy illumination out to 20 feet). Undead within 10 feet of you take 1d4 points of damage per round they remain within your halo.
Stigmata: You can heal the wounds and ailments of others using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish, as long as you remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease can immediately make a new saving throw against that disease with a sacred bonus equal to the number of points of Constitution damage you took. If the character succeeds on that saving throw, she is freed from the disease. You can use this touch on one ally per point of Constitution damage you take. As with delivering a touch spell, you can touch up to six allies as a full-round action. A single person can only benefit once from each activation of your stigmata, but each activation lasts for 1 hour. For example, if you sacrifice 4 points of Constitution, you can grant four allies a number of hit points of healing equal to twice their level. Each ally who was suffering from a disease would make a new saving throw with a +4 sacred bonus. If only two of your allies were wounded at the time you activated the stigmata, you could "save" the other two uses for up to 1 hour, in case other characters become wounded within that time. Even if the characters you originally healed were injured again, however, they could not benefit from the same activation of your stigmata. When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour, and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate the stigmata again, whether or not you have recovered your lost Constitution, as long as you have enough Constitution left to use the ability and survive.

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Magic Item Descriptions & Abilities
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Boot's of the eternal Rose - These leather boots are found in a variety of styles but always have a prominent engraving of a rose. You gain a +2 competence bonus on Stealth and Perform (dance) checks when wearing the boots. You may move through areas of flowers (whether wild-growing or a garden) at your normal speed and without suffering any impairment or taking damage from thorns, brambles, or similar things; flower areas that have been magically manipulated to impede motion still affect you.

If Shelyn is your patron, you may use daze monster once per day; if you are dancing, singing, or using some other Perform skill as part of a performance lasting at least 1 minute, you may activate daze monster as a free action that is part of your performance. As a free action once per round, you may conjure a beautiful, nonmagical, common flower (rose, pansy, sunflower, daisy, and so on) which lasts 1 day before fading to perfume and dust.

Aporting armor enhancement - Dimension Door 2/day

Minor Cloak of Displacement - 20% Miss Chance

Banner of the Storm's Eye - Description: A banner of the storm’s eye is a rectangular military standard depicting a white two-tailed swirl (like a stylized overhead view of a hurricane) on a dark green background.

When held aloft, the banner unfurls and waves in the breeze. Its fluttering movements seem slower than those of normal flags nearby. Even if you charge forward on a fast horse, the banner of the storm’s eye unfurls and waves slowly.

Activation: A banner of the storm’s eye must be held overhead to function. You can mount the banner on a pole that you hold in one hand, or you can mount it on a backpack frame that leaves both hands free. Such a backpack frame costs 5 gp and weighs 10 pounds, but it’s bulky.

The wearer of the backpack frame has a maximum Dexterity bonus to Armor Class of +3 and a –3 armor check penalty. These penalties don’t stack with those from armor or encumbrance, so armored or heavily laden characters might not take the penalty.
As long as it’s held overhead, the banner functions without requiring any further action on the part of its bearer.

Effect: A banner of the storm’s eye automatically suppresses (but does not dispel) any fear effects within 20 feet. It also removes the confused and stunned conditions from everyone within 20 feet, if a supernatural or spell-like ability caused that effect.

Ring of Sustenance - No longer need to eat or drink and only need 2 hours of sleep

(Heward's) Handy Haversack + Backpack frame with Stormeye mounted on it - Contains... -

Background:

St. L'os, Defender of the Wall, Saint of the sick, the lost and abandoned children.

L’os hadn’t started her life as a saint, no she was born among the starving outcasts who lived in squalor among the cities poorer districts. She started her life abandoned by her half elven mother who was a professional street walker and was too drugged up to take care of a mewling infant. The local church took care of her until she eventually ran away from the grossly overpopulated and underfunded church. From there she lived a hard life growing up among the destitute and criminal elements of the city and was forced to survive through pick pocketing until the day she was arrested. The cities laws were harsh, thievery wasn’t tolerated and most thieves greeted the branding iron lest they wanted to lose their dominant hand entirely. For her first offense she was branded on the back of the neck so that no matter where she went people would know she was a dirty thief.

Did she stop there though? No, she did not. She was eventually caught again trying to burglarize a nobles home in the middle of the night and despite her heroic efforts she was caught by the district’s watchmen and dragged before the very man she had attempted to rob. Who also turned out to be royal Justice and this time however his judgment was far more severe. She was slated to lose her dominant arm the following morning, forever marking her as a thief and destroying her ability to steal ever again. She spent the night thinking of ways she could escape and attempted to do so. She failed. Miserably and was rewarded with a through thrashing by her jailer’s, who proved to take a particular delight in inflicting misery on thieves.

The morning eventually came, the grinding of the Executioner’s axe rang out throughtout the jail and L’os despaired. Her fate would leave her a wreckage, unable to perform some of the most simple tasks and she was unable to survive without picking pockets. The same guardsmen who beat her came and dragged her from her cell, she resisted the entire way. She received another thrashing for her resistance and awoke to find herself strapped to the Favored high block. It made for a more gruesome spectacle, while providing the grim executioners a more advantageous angle to strike with their axe. She sobbed pitifully as one of the guardsmen held her still as a town crier announced her sentence. Once the crier was silent the gathered mob watched as the executioner hefted his axe, lifting it high with both his hands as they prepared to bring it down. However he never finished his swing as another voice rose above the din; a voice unlike any other and much to her surprise the crowd parted for what could only be a brass dragon walking down the cobblestone streets of the main city.

The dragon was well known in the lands surrounding the city and to trifle with him had led to many a ruler’s downfall. He was Razylym the Tyrant Breaker. He was a powerful scarred dragon who was known for his just actions and unbending scrupulous nature. Why he intervened on her behalf was unknown until she spotted the smaller dragon near his clawed feet. As the Justices squabbled with the dragon she was forced to kneel with her arm painfully twisted and dreading what fate had in store for her now. Eventually Razylym made the Justices bend to his requests and to her surprise she was released into his custody. From there her life change and, at first, not for the better.

He wanted her because his child felt the pull of a bond with this despicable thief and such an urge couldn’t be ignored. L’os wasn’t convinced and attempted to escape the dragon’s desert lair. Despite being warned she wouldn’t be able to escape numerous times, she tried anyways and each time led to him finding her and taking her back to the lair where he attempted to teach her. To groom her into the perfect companion for his youngest daughter, Taisia. After the tenth attempt L’os finally submitted to her new life. Accepting her new environment as being a far better place than the dirty streets of the capital city ever were.

So she learned of history, morals and the inner workings of politics. Her view of the world completely changed and eventually she accepted the bond with Taisia and entered the world as a better person than ever before. Taisia was a naïve innocent when it came to the evil’s of the world and her father had found that the emergence of a bond between them was more than chance. L’os would be able to teach his daughter of the world and they would work to protect each other in the many years ahead. So the pair traveled, far and wide across the human kingdoms, visiting the elven lands and battling many evil foes in their long journey together. In their travels they amassed a great fortune and, instead of building a great palace or investing it all in outrageously lavish gear, they invested it in a series of Orphanages and places where the lost and poor could find some succor. L’os devoted herself to the teachings of Shelyn and pursued a life of traveling. Viewing fine arts and raising children for many years. The years sped by quickly and before they knew it they had raised and watched three generations of children come and go through their orphanages, sadly not all of their efforts were successful but for the most part they raised children who were an asset to society.

There quiet life ended when a great host of Warlords from the demi-human lands brought their armies to the doorstep of the kingdom and began pillaging the surrounding lands. In response the human kingdoms declared war on the plundering warlords. A war that threatened to tear apart the land and despite heavy reluctance from her companion they took to the air to protect their children. In all the fighting though she was captured, Taisia thankfully escaped and for several months L’os endured the brutality of her captor’s. She wasn’t alone though as several innocents had been captured as well and remembering her time on the streets she knew how to berate and anger her captors so that their primary focus was on her. As she suffered greatly her companion Taisia raised an army to rescue her, she met ad dealt with their close allies. Called in favors and did whatever she could to convince them that they needed to bring down that god awful fortress they had her in.

Alas their allies proved too hesitant for Taisia and as L’os’s suffering increased, to the point Taisia thought she would die many times. The dragon decided to pursue a different path to acquire help. She called upon the children who had passed through the orphanages, looking to them to help her attack a fortress and to her surprise they answered the call. Several hundred joined her fight in trying to release Mother L’os and soon their momentum was unstoppable. There initial clashes with the warlords advance war parties were dismissed as chance encounters with well-armed militia. But as the days turned to weeks, the warlords took notice and found they faced a force that could stand against them on equal footing. That and this Militia had the help of two Brass dragons. Taisia had sent word to her father, Razylym, and he answered with a vengeance; bringing with him his retainer’s and their banner men to join the march with the Children of L’os.

It wasn’t long before the fighting came to the gates of Bloodfist fortress, one of the forward bases the warlords had been using as a staging point for their warbands. They laid siege to the building with their paltry forces and kept them hemmed in for over a week before Razylym shattered the gates with a reckless frontal assault which quickly led to a battle being fought in the fortress proper. As soon as his banner man and the CoL forces started to clash with the warlords troops a powerfully bright light lit up the central part of the fortress. Shortly after fighting could be heard from further inside the main keep of the fortress and between Taisai, her father and some of the more skilled members of their band of misfits they were able to force their way into the bowels of the main keep. What they found there shocked them deeply, especially Taisia as the bond between her and her rider had grown confusing to interpret. What stood before them was L’os covered in her own blood amidst a pile of unconscious men and accompanied by the former prisoners of the fortress.

She held a weapon that thrummed with holy might but despite how well L’os wielded it it seemed unable to harm a soul. Instead anyone struck by it was bludgeoned into unconsciousness. L’os didn’t remain harmed for long; in fact it seemed that the enemies’ weapons could hardly harm her and even when they did her injuries faded within minutes. Mere hours after the gates fell the fortress fell and their epic struggled to reclaim L’os ended with the burning of that fortress. It was quickly chocked up as another of the Tyrants Breakers many crusades against evil by the surrounding kingdoms and soon after they all returned to the civilized kingdoms the CoL quickly disbanded. Now that their mother had been reclaimed they returned to their normal lives.

L’os however was changed forever; prior to their arrival her captors crossed the line from violence and suffering to outright brutality. She was barren. After days of persistently resisting and antagonizing her captors so that they would leave the other prisoners alone earned her a grisly reward. What they hadn’t expected was that Shelyn had been watching and the moment they crossed the line her Herald appeared before them to uplift L’os to the heavenly title of Shelyn’s Chosen, Sainthood for all her good deeds and suffering. Those who served the warlord were struck dead by her manifestation, those who survived the Heralds appearance attempted to run; only to be struck down by the celestial’s righteous glare.

After all of this transpired it took a long time for L’os to return to a quiet life of appreciating the arts and teaching children the vast knowledge she had acquired over a century of life. She was listless, broken and many times gripped by the icy grip of terror from being a survivor. Through it all Taisia was there for her, to watch over her through the coldest nights, to soother her fears when the hour was darkest and to banish away her nightmares whilst she slept. Her quiet and loyal sentinel. After a time she eventually returned to who she was but Taisia could feel deep down the scars that would never heal…

L’os however had gained more than just a weapon from her ordeals; she could summon forth a glow. A holy radiance that pulled attracted average folk and she gained the ability to heal others through her own suffering. Stigmata. How and why Shelyn had graced her with these abilities was unknown to Taisia and she was more than uncomfortable with her rider continually suffering…

SAINTHOOD[/b:

Even an epic-level character is probably a long way from becoming a deity, at least in most campaigns. However, there is a goal to which the purest and most devoutly good characters can aspire at almost any level: sainthood. No temple or religious organization needs to give its formal approval for a character to become a saint. Rather, sainthood is a gift bestowed by the deities of good and the mightiest celestials to those exalted heroes who deserve it.

In order to qualify for sainthood, a character must meet the following qualifications, as well as any additional requirements set by the DM:

• Must be of good alignment

• Must have at least three exalted feats

• Must never have lost the benefit of exalted feats or class abilities because of committing an evil act, even if the character properly atoned

• Must at all times behave in a way the DM considers to be exemplary of the exalted path described in this book

• Must be at least 6th level

• Must make an extraordinary sacrifice (not necessarily his or her life) for the good of another

A character who meets these criteria and achieves this pinnacle of sanctification can acquire the saint template, detailed in Chapter 8: Monsters, at the DM’s discretion. Upon acquiring the template (usually shortly after making the great sacrifice that confirmed her exalted status), the character sacrifices her next two levels of advancement in order to “catch up” with the (artificially low) level adjustment of the template. For example, a 7th-level paladin who becomes a saint becomes the equivalent of a 9th-level character. She must accumulate a total of 45,000 XP to gain another level, becoming an 8th-level paladin and a 10th-level character.

A saint is still a far cry from godhood; she is more like an earthly celestial. However, saints have an advantage over ordinary mortals where the good deities are concerned: the deities always hear their prayers and pay attention. In game terms, this translates to a handful of minor spell-like abilities. In the game world, however, people tend to flock to saints in order to receive their blessings and bring their concerns to the ears of the deities. Saints often spend an hour in prayer every day, simply lifting up the names of those who have approached them for help and asked them to pray on the supplicants’ behalf.

Creating a Saint
“Saint” is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the “base creature”). See Sainthood in Chapter 2 for more information about becoming a saint. Size and Type: The creature’s type changes to “outsider.” The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.

Special Attacks: A saint retains all the character’s special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch
(Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Spell-Like Abilities: At will—guidance, resistance, virtue, and bless.
A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character’s special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction
12+ 10/evil

If the base creature already has damage reduction, use the better value.

Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (Fast Healing 9 Hp per round) (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.

Taisia
Dragon Steed, Brass
CG Gargantuan Dragon Steed
Init +1; Senses darkvision, low-light vision, scent; Perception +18
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Defense
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AC 40, touch 17, flat-footed 39 (+1 Dex, -1 size, +18 natural, +5 MNA, +7 AC)
hp 232 (+150)
Fort +19, Ref +10, Will +9
DR 10/magic; Immune fire, paralysis, sleep
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Offense
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Speed 90 ft., burrowing (20 feet), flight (70 feet, clumsy)
Melee Bite (Dragon Steed, Brass) +26 (3d8+12/x2) and
. . Claw x2 (Dragon Steed, Brass) +26 x2 (3d6+12/x2)
Space 15 ft.; Reach 20 ft.
Special Attacks breath weapon (150-ft line of fire, 8d4) (13/day) , sleep breath (dc 27)
Spell-Like Abilities Gust of Wind (3/day) (DC 20)
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Statistics
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Str 35, Dex 12, Con 30, Int 16, Wis 11, Cha 16
Base Atk +15; CMB +28; CMD 39 (43 vs. Trip)
Feats Flyby Attack, Furious Focus, Hover, Improved Natural Attack (Bite [Dragon Steed, Brass]), Improved Natural Attack (Claw x2 [Dragon Steed, Brass]), Improved Vital Strike, Multiattack, Power Attack -4/+8, Vital Strike
Skills Acrobatics +19 (+43 jump), Climb +30, Escape Artist +19, Fly +9, Perception +18, Sense Motive +15, Stealth -3, Survival +13, Swim +20
Languages Common, Elven, Draconic, Goblin
SQ devotion, evasion, focus:, improved evasion, link, share spells
Other Gear Amulet of natural armor +5, Exotic Military Saddle, Saddlebags.
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Special Abilities
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Breath Weapon (150-ft line of Fire, 8d4) (13/day) (DC 27) Every steed deals one kind of damage, and has either a line or a cone. Each breath weapon allows a Reflex save for half damage, the save DC for a dragon steed’s breath weapon is 10 + one-half steed’s hit dice + steed’s Constitution modifier. A dragon
Burrowing (20 feet) You have a Burrow speed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Devotion (Ex) A dragon steed gains a +4 morale bonus on Will saves against enchantment spells and effects
Evasion (Ex) When subjected to an attack that normally allows a Reflex save for half damage, a dragon steed takes no damage if it makes a successful saving throw.
Flight (70 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Focus: For the dragon to take any other action in a typical encounter, the dragonrider must establish a mystic focus. Each dragon steed lists the kind of action required each round for a dragonrider to establish this focus, and focus lasts until the beginni
Gust of Wind (3/day) (DC 20) (Sp) A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal t
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, a dragon steed takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Link (Ex) A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells (Ex) The dragonrider may cast a spell with a target of "You" on his dragon steed (as a spell with a range of touch) instead of on himself. A dragonrider may cast spells on his dragon steed even if the spells normally do not affect creatures of the steed’s
Sleep Breath (DC 27) (Su) Counts as two uses of breath weapon and uses same area, targets failing a Fortitude save are asleep for 1d6 rounds, and may be awoken using the same methods as targets of the sleep spell.
Vital Strike Standard action: x2 weapon damage dice.

Magic Item Abilities

Bracers of armor +7 w/Aporting armor enhancement - Dimension Door 2/day

Ring of Sustenance - No longer need to eat or drink and only need 2 hours of sleep