Chivane

Amarda Gyrlass'rakka's page

No posts. Alias of Anderlorn.


Full Name

Istar Amarda Gyrlass'rakka

Race

Arcanist

Classes/Levels

Skills:

Gender

**INACTIVE(WIP)** Lightbringer Elven Female Adult

Size

Medium

Age

118

Special Abilities

Lightbringer Elf

Alignment

Neutral Good

Deity

Yuelral

Location

Ost Gyrlass'rakka (Falcon'stalon Keep), Kyonin, Golarion

Languages

Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan

Strength 16
Dexterity 20
Constitution 18
Intelligence 20
Wisdom 16
Charisma 28

About Amarda Gyrlass'rakka

First born fraternal triplet of Lord Anderlorn and Lady Nin'aerlinn Gyrlass'rakka;

Heri Istar Amarda Gyrlass'rakka Amaldaangrenost ar' Kyonindor

Common:
"Lady Wizard or Sorceress <Amarda> Falcon'stalon of Iron Treetop Keep, and the Kyonin Realm"

Check out https://paizo.com/threads/rzs2pyn7?Recommendations-for-Demon-Fighting-Wizar d-Build#7

Need to purchase mount or daddy needs to give/loan her one?

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Review/Refine/

Amarda Gyrlass'rakka
Female elf martial hedgewitch (dragonblooded mortal) 20
CG Medium humanoid (elf)
Hero Points 3
Init +9; Senses blindsense 60 ft., darkvision 60 ft., scent; Perception +30
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Defense
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AC 53, touch 25, flat-footed 45 (+19 armor, +5 deflection, +1 Dex, +7 dodge, +5 natural, +4 shield, +2 untyped bonus)
hp 204 (20d8+120); fast healing 1
Fort +19, Ref +19, Will +23
Defensive Abilities fortification 75%; Immune ability damage, ability drain, acid, blindness, dazzled, disease, energy drain, fear, paralysis, poison, sleep
Weaknesses light sensitivity
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Offense
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Speed 70 ft., fly (average) 120 ft.
Melee destructive blast +35/+35 touch (8d6+20 plus 1d6 acid) or
. . bite +41 (1d6+38), 6 claws +41 (1d4+38/15-20 plus 1d6 acid), tail slap +39 (1d6+44 plus 1d6 acid)
Special Attacks breath weapon (20d6 acid, 60 ft. line, DC 25, 1/1d4 rounds)
Spell-Like Abilities (CL 20th; concentration +23)
. . At will—light
Spheres of Might Combat Training: ()
. . Athletics
. .
Spheres of Power Casting: ()
. . Alteration
. .
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Statistics
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Str 34, Dex 18, Con 20, Int 22, Wis 16, Cha 16
Base Atk +15; CMB +35; CMD 55
Feats Advanced Armor Training, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Magic Talent, Extra Magic Talent, Great Focus, Improved Critical (claw), Improved Energy Blade, Martial Weapon Proficiency (nodachi), Multiattack, Run, Wingover
Traits fate's favored, seeker
Skills Acrobatics +29 (+33 to jump with a running start, +36 to jump with a running start, +45 to jump), Appraise +9, Bluff +6, Climb +12, Diplomacy +29, Disguise +6, Escape Artist +4, Fly +29 (+29 ), Handle Animal +15, Heal +6, Intimidate +6, Knowledge (arcana) +32, Knowledge (dungeoneering) +20, Knowledge (nature) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +32, Perception +30, Perform (dance) +29, Ride +15, Sense Motive +29, Spellcraft +32, Stealth +51, Survival +25, Swim +12, Use Magic Device +29; Racial Modifiers +0 Fly
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Sphinx, Sylvan, Terran, Tien, Treant, Undercommon, Worg
SQ additional limbs, animalistic transformation, armored magic, barrier, bloodied strike (4 bleed), breathless, camouflage (forested areas), casting, combat training, coordinated movement, critical genius, deadly strike, deflection, destructive blast, dragon heritage, dragonheart, energy blade, explosive orb, extended range, find gap -6, haste, heal dead creature, hero points, hidden focus, identify rythyms, improved haste, improved slow, lightbringer[APG], long cuts (20 HP or Heal DC 35), lurker, magic armor, mobile striker, ooze ichor, open vein +4d4, permanent transformation, rebuff, resistance, restore, restore 50 hp on death, scout, secrets (amateur charlatan, amateur combatant, amateur green mage, armor training, trickery, venom immunity, weapon training, wild vitality), shapeshifting, slow, stone blast, tradition benefit (charlatanism), tradition benefit (combat), tradition benefit (green magic), unplottable, vanish, walk unseen, wild empathy +23, wings, woodland stride
Combat Gear deliquescent gloves[UE]; Other Gear armor of the unstoppable warrior, shadow, greater mithral full plate, amulet of mighty fists +5, belt of physical perfection +6, boots of the elven spirit, cloak of the elven spirit, handy haversack, headband of mental superiority +6, manual of gainful exercise +4, pale green prism ioun stone, psychoactive skin of the chameleon, ring of feather falling, ring of resistance +5, stone of good luck (luckstone), 1,550 gp
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Special Abilities
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Alteration: Additional Limbs You can add limbs to a form as a trait
Alteration: Animalistic Transformation You can give your shapeshift target the quadruped form
Alteration: Permanent Transformation You can make your shapeshift effects permanent for 2 SP
Alteration: Shapeshifting (5 traits, DC 23) You can bestow the Blank Form
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Mobile Striker As full-rd action, move up to your speed and make an attack action during your movement (no AoO from target from movement)
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (20d6 acid, 60 ft. line, 1/1d4 rounds, DC 25) (Su) As a standard action, deal energy damage in area (Ref half).
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Casting (CL 15, MSB +20, MSD 31, Concentration +26, DC 23) You can cast sphere effects.
Combat Training (DC 29) You have training in one or more combat spheres
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Destructive Blast 8d6 Ranged or melee touch attack deals 8d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Explosive Orb (Radius 25 ft., DC 23) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Rebuff (+8 AC, +4 Ref) Use your destructive blast defensively, granting evasion and cover bonuses
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Dragon Heritage (Copper Dragon [Acid]) (Ex) Gain a variety of powers depending on your chosen dragon type
Dragonheart (Su) Gain immunity to paralysis, sleep and your energy type, and gain blindsense.
Duelist: Bloodied Strike (4 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Duelist: Long Cuts (20 HP or Heal DC 35) Your bleed effects require more healing to stop
Duelist: Ooze Ichor You can cause bleed damage to some bleed-immune creatures, but at half normal amount (min 1)
Duelist: Open Vein +4d4 (Bleed) - Expend martial focus, target takes extra bleed damage
Equipment: Critical Genius (Claw) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Magic Armor Prerequisites: Equipment sphere.

You can coax great power from the magic in your armor. You gain a deflection bonus to AC equal to your worn armor’s enhancement bonus to AC.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fly (120 feet, Average) You can fly in the specificed conditions.
Fortification 75% You have a chance to negate critical hits on attacks.
Great Focus Can maintain a second martial focus
Heal Dead Creature (1/day) Once per day as a standard action, the wearer of the armor may touch a target that died within the last round and heal 1d8+12 hp. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Acid You are immune to acid damage.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Improved Energy Blade Use Energy Blade as a swift action with a weapon attack
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Protection: Armored Magic (+6 armor or +4 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier (19 hp & Break DC 22) You can create a ward that absorbs damage
Protection: Breathless You may create an aegis that allows a creature to survive without air
Protection: Deflection +4 You can put an aegis on a creature to grant it a deflection bonus to AC
Protection: Resistance +4 You may create an aegis that grants a bonus to all saves.
Protection: Unplottable You may grant the target an aegis that makes them undetectable through divination magic of any sort.
Restore (1/day) The wearer may use the restore ability of the Life sphere as a 1st level caster twice per day.
Restore 50 HP on death (1/day) Once per day, the armor restores 50 hp to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit poin
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Deadly Strike Bonus damage when attacking from stealth
Scout: Find Gap -6 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Hidden Focus Regain martial focus when you use Stealth to hide as a move action
Scout: Identify Rythyms While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Vanish While martially focused, hide with Stealth even while observed
Scout: Walk Unseen While martially focused, ending turn without cover or concealment does not break stealth (only 1 rd in a row)
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Improved Slow Your Slow ability becomes more powerful
Time: Slow (DC 23) Target becomes staggered
Tradition Benefit (Charlatanism) Gain Versatile Performance as a bard
Tradition Benefit (Combat) Gain prof. with medium armor, shields, and 1 martial weapon; count 1/2 class level as fighter levels for feats
Tradition Benefit (Green Magic) Gain Wild Empathy and Woodland Stride
Versatile Performance (Dance) +29 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons
Wild Empathy +23 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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