About Daleth the Lost
Daleth
Male half-elf skeletal champion sorcerer 1 (Pathfinder RPG Bestiary 252)
CE Medium undead
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 17 (3 HD; 1d6+2d8+12)
Fort +2, Ref -1, Will +1; +2 vs. enchantments, +2 vs. death
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune sleep, cold, undead traits
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Offense
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Speed 30 ft.
Melee club +0 (1d6+1) or
quarterstaff +0 (1d6+1) or
wooden stake +0 (1d4+1) or
2 claws +0 (1d4+1)
Ranged sling +0 (1d4+1)
Special Attacks dehydrating touch
Sorcerer Spells Known (CL 1st; concentration +1)
1st (4/day)—hydraulic push[APG], touch of the sea[APG] (DC 15)
0 (at will)—drench[UM] (DC 14), ghost sound (DC 14), mending, prestidigitation, ray of frost
Bloodline Aquatic
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Statistics
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Str 12, Dex 13, Con —, Int 14, Wis 7, Cha 19
Base Atk +1; CMB +0; CMD 11
Feats Breadth Of Experience[APG], Elemental Focus[APG], Eschew Materials, Fey Foundling[ISWG], Improved Initiative
Traits rich parents, world traveler
Skills Acrobatics -1, Appraise +4, Bluff +7, Climb +3, Diplomacy +7, Disguise +7, Escape Artist -1, Fly +3, Heal -4, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +3, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +6, Perception +2, Profession (architect) -2, Profession (astronomer) -2, Profession (baker) -2, Profession (barkeep) -2, Profession (barmaid) -2, Profession (barrister) -2, Profession (brewer) -2, Profession (butcher) -2, Profession (clerk) -2, Profession (cook) -2, Profession (courtesan) -2, Profession (driver) -2, Profession (engineer) -2, Profession (farmer) -2, Profession (fisherman) -2, Profession (fortune-teller) -2, Profession (gambler) -2, Profession (gardener) -2, Profession (gladiator) -2, Profession (herbalist) -2, Profession (innkeeper) -2, Profession (librarian) -2, Profession (medium) -2, Profession (merchant) -2, Profession (midwife) -2, Profession (miller) -2, Profession (miner) -2, Profession (porter) -2, Profession (sailor) +2, Profession (scribe) -2, Profession (shepherd) -2, Profession (siege engineer) -2, Profession (soldier) -2, Profession (soothsayer) -2, Profession (stable master) -2, Profession (tanner) -2, Profession (teacher) -2, Profession (torturer) -2, Profession (trapper) -2, Profession (woodcutter) -2, Ride -1, Sense Motive +0, Spellcraft +4, Stealth +3, Survival -4, Swim +3, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Sylvan; telepathy 100 ft. (water creatures only; suggestion, aquatic call)
SQ arcane training[APG], elf blood
Other Gear club, quarterstaff, sling, wooden stake[APG] (5), unguent of revivification[ISWG] (3)
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Special Abilities
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Aquatic +1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dehydrating Touch (7/day) (Sp) Melee touch attack deals 1d6+1 non-lethal damage.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Foundling Magical healing works better on you
Immunity to Cold You are immune to cold damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Telepathy (100 feet, water creatures only; suggestion, aquatic call) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead have many immunities.
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