Rohkar Cindren

Cardinal Serell's page

4 posts. Alias of Mark_Twain007.


Full Name

Cardinal Serell

Race

Aasimar

Classes/Levels

Bard 15/Paladin 2 | 220 HP | 30 AC | 21 Touch | 26 FF | 35 CMD | Fort 22 | Ref 24 | Will 22 | Init 14 | Perception 16

Gender

M

Size

M

Alignment

LG

Deity

Desna

Strength 12
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 8
Charisma 24

About Cardinal Serell

character 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
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+3 Dex, +1 dodge, +11 natural, +2 size)
hp 110 (1d8)
Fort +8, Ref +12, Will +12
Immune mind-affecting effects; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +18 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 13, Wis 10, Cha 2
Base Atk +13; CMB +14; CMD 21 (33 vs. trip)
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +9, Appraise +7, Bluff -3, Climb +12, Diplomacy +2, Disable Device +2, Fly +18, Heal +1, Intimidate +3, Linguistics +2, Perception +17, Ride +4, Sense Motive +1, Sleight of Hand +4, Spellcraft +11, Stealth +19, Survival +1, Swim +7, Use Magic Device +5; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Spell Resistance (20) You have Spell Resistance.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.