About Cardinal Serellcharacter sheet:
ZCardinal Serell Male azata-blooded aasimar (musetouched) bard (songhealer) 15/paladin (divine hunter) 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 27) LG Medium outsider (native) Init +14; Senses darkvision 60 ft.; Perception +16 -------------------- Defense -------------------- AC 30, touch 21, flat-footed 26 (+6 armor, +7 deflection, +4 Dex, +3 shield) hp 220 (17 HD; 15d8+2d10+83) Fort +22, Ref +24, Will +22; +2 vs. [evil], +2 vs. death, energy drain, negative energy, or necromancy spells, +4 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic Resist negative energy 5 -------------------- Offense -------------------- Speed 30 ft., fly 30 ft. (average) Melee +1 starknife +26/+21/+16 (1d4+8/×3) Ranged +1 adaptive composite longbow +29/+24/+19 (1d8+8/×3) Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 24], healing performance, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 24]), smite evil 1/day (+7 attack and AC, +2 damage) Spell-Like Abilities (CL 17th; concentration +24) . . 1/day—glitterdust (DC 19) Paladin Spell-Like Abilities (CL 2nd; concentration +9) . . At will—detect evil Bard (Songhealer) Spells Known (CL 15th; concentration +22) . . 5th (4/day)—greater bladed dash, greater dispel magic, shadowbard[UM], stunning finale[APG] (DC 22) . . 4th (5/day)—break enchantment, heroic finale[APG] (DC 21), greater invisibility, virtuoso performance[UM] . . 3rd (7/day)—haste, invisibility sphere, mad monkeys[UM], reviving finale[APG] (DC 20), see invisibility . . 2nd (7/day)—blistering invective[UC] (DC 19), cure moderate wounds, delay pain[UM] (DC 19), invisibility, mirror image, silence (DC 19) . . 1st (7/day)—call weapon, darting duplicate (DC 18), ear-piercing scream[UM] (DC 18), expeditious retreat, feather fall, saving finale[APG] (DC 18) . . 0 (at will)—daze (DC 17), detect magic, mending, open/close (DC 17), prestidigitation, read magic -------------------- Statistics -------------------- Str 12, Dex 18, Con 16, Int 12, Wis 8, Cha 24 Base Atk +13; CMB +25; CMD 35 Feats Alertness, Angel Wings[ARG], Angelic Blood[ARG], Combat Casting, Eldritch Heritage[UM], Improved Initiative, Lingering Performance[APG], Precise Shot, Skill Focus (Knowledge [arcana]), Spellsong[UM], Toughness Traits reactionary, thrill-seeker Skills Acrobatics +9, Appraise +10, Bluff +11, Climb +5, Diplomacy +18, Disable Device +2, Fly +14, Heal +3, Intimidate +17, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +14, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +14, Knowledge (religion) +16, Linguistics +5, Perception +16, Perform (dance) +13, Perform (sing) +28, Perform (string instruments) +17, Ride +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +14, Stealth +7, Survival +0, Swim +1, Use Magic Device +19; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing), +2 Perform (string instruments) Languages Celestial, Common, Elven, Sylvan SQ bardic knowledge +7, deathless spirit, enhance healing, jack-of-all-trades, lay on hands 8/day (1d6), living steel, lore master 2/day Combat Gear cold iron arrows (20), cold iron blunt arrows[APG] (20), necklace of fireballs vii, potion of shield of faith +5, scroll of king's castle, wand of cure light wounds, wand of magic missile, tanglefoot bag (4), weapon blanch (adamantine)[APG] (3); Other Gear +2 chain shirt, +2 living steel buckler, +1 adaptive composite longbow, +1 starknife, belt of physical perfection +2, blood reservoir of physical prowess[UE], cloak of resistance +4, efficient quiver, headband of alluring charisma +4, familiar satchel[UE], masterwork backpack[APG], 540 gp -------------------- Special Abilities -------------------- Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding. Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks. Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects. Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white only). Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks. Enhance Healing (7/day) (Su) Cause spell completion/trigger healing to function at bard CL. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Flight (30 feet, Average) You can fly! Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Lay on Hands (1d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Smite Evil (1/day) (Su) +7 to hit, +2 to damage, +7 deflection bonus to AC when used. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spellsong Combine spellcasting and bardic performance -------------------- Arcane Familiar
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