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Jarl of the North Wind

Weyland Piper's page

256 posts. Alias of Fanguar.


Classes/Levels

Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Weyland Piper

Weyland Piper
Halfling dragon disciple 2/paladin 2/sorcerer (crossblooded) 3 (Pathfinder RPG Ultimate Magic 69)
LG Small humanoid (halfling, orc)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 20, touch 15, flat-footed 18 (+2 armor, +1 deflection, +2 Dex, +1 luck, +3 natural, +1 size)
hp 72 (7 HD; 3d6+2d10+2d12+10)
Fort +12, Ref +9, Will +9; +2 vs. fear
Resist fire 5
Weaknesses light sensitivity
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Offense
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Speed 20 ft.
Melee mwk lance +11 (1d6+7/×3) or
. . mwk longsword +11 (1d6+5/19-20)
Ranged mwk adaptive composite longbow +8 (1d6+5/×3)
Special Attacks claws (2, 1d3, treated as magic weapons, 6 rounds/day), dragon bite, smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +9)
. . 1st (7/day)—mage armor, shield, true strike
. . 0 (at will)—detect magic, message, penumbra[UM], prestidigitation, read magic
. . Bloodline Draconic, Orc
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Statistics
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Str 20, Dex 14, Con 12, Int 10, Wis 8, Cha 16
Base Atk +4; CMB +8; CMD 22
Feats Eschew Materials, Leadership, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge
Traits magical knack, rostlander
Skills Acrobatics +2 (-2 to jump), Diplomacy +7, Knowledge (arcana) +8, Linguistics +1, Perception +1, Ride +13 (+15 to stay in the saddle), Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Draconic, Halfling
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), lay on hands 4/day (1d6)
Combat Gear jingasa of the fortunate soldier, potion of enlarge person (2), quick runner's shirt, scroll of alter self, scroll of mount (x5), wand of cure light wounds (50 charges), wand of lesser restoration (50 charges); Other Gear +1 gold plated haramaki, mwk adaptive composite longbow (+5 Str), mwk lance, mwk longsword, amulet of natural armor +1, belt of giant strength +2, campfire bead, cloak of resistance +1, handy haversack, ring of protection +1, sleeves of many garments, traveler's any-tool, bit and bridle, blanket, feed (per day) (2), military saddle, exotic, saddlebags, hireling, banner, very complex, chain shirt barding, cloak of resistance +1, mwk longspear, oil of invisibility, potion of barkskin +2, potion of darkvision, ring of protection +1, riding gecko (combat trained), 2,805 gp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws & Bite (6 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ride-By Attack You can move - attack - move when charging mounted.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).

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