| Full Name |
Elgeon Gyrlass'rakka |
| Race |
Lightbringer Elf |
| Classes/Levels |
|
| Gender |
**INACTIVE(WIP)** Lightbringer Elven Male Adult |
| Size |
Medium |
| Age |
116 |
| Special Abilities |
Lightbringer Elf, |
| Alignment |
Chaotic Good |
| Location |
Amaldaangrenost (Iron Treetop Keep), Kyonin, Golarion |
| Languages |
Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Undercommon |
| Strength |
18 |
| Dexterity |
28 |
| Constitution |
18 |
| Intelligence |
22 |
| Wisdom |
20 |
| Charisma |
10 |
About Elgeon Gyrlass'rakka
<Elven-Sniper> Elgeon Gyrlass'rakka, <Elven-Sniper> Amaldangren Ost'Kyonin
Elven Male Adult Slayer (sniper) 20 (Pathfinder RPG Advanced Class Guide 53, 120)
Chaotic Good Medium Elven Humanoid
Init: +14; Senses: Darkvision 60'; Perception: +32
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Defense
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AC: 31, Touch: 20, Flat-footed: 26 (+11 armor, +5 deflection, +5 Dex)
HPs: 205 (20d10+100)
Fort: +24, Ref: +29, Will: +19
Defensive Abilities: Evasion, Trap Sense +6; Immune: Blindness, Dazzled, Disease
Weaknesses: light sensitivity
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Offense
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Speed: 40'
Ranged: Kyonin Elven Bow +5 +36/+36/+31/+26/+21 (2d6+10/15-20)
Special Attacks: Improved Quarry, Master Slayer (DC:26), Slayer's Advance 2/day, Sneak Attack +6d6, Studied Target +5 (5th, swift action)
Spell-Like Abilities: (CL 20th; concentration +20)
. . At will—Light
Combat Training (DC:25; Practitioner Modifier (): ; Martial Focus: Y|Y):
. . Barrage (Point-Blank Shot)-Augmented Grip, Barrage (Super Rapid Shot), Arrow Split (Clustered Shots), Close Combat Specialist (Point-Blank Master), Distracting Shot (Ranged Feint + Forced 5')
. . Beastmastery-Defensive Rider (Mounted Combat, Light armor prof for mount)
. . Equipment-Critical Genius (Longbow), Huntsman Training (Far Shot), Magic Armor (Add Armor Magic Bonus to Deflection AC)
. . Scout-Active Camouflage, Lurker (reduced detection cheats), Scout, Track the Scene +10, Vanish, Walk Unseen
. . Sniper (Precise Shot)-Deadly Shot +6d10, Focusing Reload
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Statistics
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STR: 18(+4)*, DEX: 28(+9)*, CON: 18(+4)*, INT: 22(+6)*, WIS: 20(+5)*, CHA: 10(+0)
Base Atk: +20; CMB: +25; CMD: 48
Feats: Deadly Aim, Great Focus, Improved Critical (Longbow), Run
Traits: Criminal, Fate's Favored
Skills: Acrobatics: +20 (+24 to jump with a running start, +24 to jump), Appraise: +9, Bluff: +26, Climb: +10, Craft (Armor): +15, Craft (Bows): +15, Diplomacy: +23, Disable Device: +46, Disguise: +20, Escape Artist: +11, Fly: +31, Heal: +20, Intimidate: +3, Knowledge (Arcana): +16, Knowledge (Dungeoneering): +16, Knowledge (Nature): +16, Knowledge (Planes): +16, Knowledge (Religion): +16, Perception: +32, Ride: +30, Sense Motive: +31, Sleight of Hand: +35, Stealth: +48, Survival: +21 (+31 to find and follow tracks), Swim: +10, Use Magic Device: +23
Languages: Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Undercommon
SQ: Combat Training (active camouflage, arrow split, augmented grip, barrage, camouflage (forested areas), close combat specialist, critical genius, deadly shot +6d10, defensive rider, distracting shot, focusing reload, lurker, magic armor, scout, track the scene +10, vanish, walk unseen), Lightbringer, Slayer Talents (accuracy, combat trick, deadly sniper, evasion, fast stealth, flaying slice, hunter's surprise, scrying familiarity, stealthy sniper, stalker, surprise attacks, swift tracker, trapfinding +10).
Combat Gear: Kyonin Elven Chain +5, Kyonin Elven Bow +5, Greater Sniper Goggles,
Equipment: belt of physical perfection +6, boots of the elven spirit, bracers of archery, greater, cloak of the elven spirit, handy haversack, headband of mental prowess +6 (Int, Wis), ioun gauntlet, pale green prism ioun stone, periapt of health, ring of resistance +5, stone of good luck (luckstone), masterwork thieves' tools, 39,850 gp
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Special Abilities
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Accuracy (Ex): Halve range penalties with bows, crossbows, and firearms.
Armor Proficiency:
Camouflage (forested areas) (Ex): Can use the Stealth skill in favored terrain, even without cover/concealment.
Darkvision (60 feet): You can see in the dark (black and white only).
Deadly Aim -6/+12: Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Sniper +20 (Ex): Ignore 30' limit and bonus damage for sneak attacks vs. unaware targets in first range inc.
Evasion (Ex): If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex): Move at full speed while using the Stealth skill at no penalty.
Flaying Slice (Ex): On successful sneak attack, spend up to 1/2 dice (3 dice) to reduce target's natural armor by 1/die spent
Great Focus: Can maintain a second martial focus
Hunter's Surprise (1/day) (Ex): Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
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.
Improved Quarry (Ex): +2 to hit and other bonuses vs. designated quarry. Can take 20 on Survival to track quarry without penalty.
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).
Master Slayer (DC 26) (Ex): As a standard action, make 1 att to kill, paralyze, or KO foe (Fort neg).
Run: Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scrying Familiarity (Ex): Roll 2x vs. scrying spells/effects, perception to notice scry sensor, and to beat SR with scry spells (take high).
Slayer's Advance (2/day) (Ex): As a move action, move up to 2x speed (can stealth at -10).
Sneak Attack +6d6: Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex): Studied target bonus (+5) applies to Disguise, Intimidate, and Stealth as well.
Stealthy Sniper (Ex): Sniping is only a -10 penalty, rather than -20.
Studied Target +5 (swift action, 5 at a time) (Ex): Study foe as a Swift action, gain (+5) to att/dam & some skills vs. them.
Surprise Attacks +10 (Ex): In surprise round, foes always flat-footed and add bonus sneak attack dam.
Swift Tracker (Ex): Tracking penalties when moving at normal speed or faster are reduced.
Trap Sense +6 (Ex): +6 bonus on reflex saves and AC against traps.
Trapfinding +10: Gain a bonus to find or disable traps, including magical ones.
Combat Training (DC:25): You have training in one or more combat spheres
Animal Companion Link (Ex): Handle or push Animal Companion faster, +4 to checks vs. them.
Barrage-Arrow Split: Attack stacks with other barrage attack for overcoming DR/hardness and deals full damage to objects
Barrage-Augmented Grip: Reduce Barrage to-hit penalty by 1 (2 at BAB +10), no AoO for reloading while martially focused
Barrage-Barrage: As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2
Barrage-Close Combat Specialist: No AoO for ranged attacks while martially focused
Barrage-Distracting Shot: Miss on purpose with barrage attack to perform a ranged feint that also forces target to take a 5-ft step
Beastmastery-Defensive Rider: Spend an AoO to use a Ride check in place of your mount's AC or Reflex save
Equipment-Critical Genius (Longbow): Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment-Magic Armor: 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.
Scout-Active Camouflage: Bonus to Stealth when you move between squares that grant cover or concealment
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-Track the Scene +10: Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
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)
Sniper-Deadly Shot +6d10: Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper-Focusing Reload: Regain martial focus when you spend a move action or greater reloading a weapon
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Animal Companion CR –
Advanced giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +18; Senses low-light vision, scent; Perception +32
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Defense
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AC 49, touch 18, flat-footed 45 (+11 armor, +5 deflection, +4 Dex, +20 natural, -1 size)
hp 288 (16d8+224)
Fort +31, Ref +29, Will +15 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion; SR 22
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +34 (1d8+22), 2 claws +34 (1d6+22), 2 talons +34 (3d6+22)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 44, Dex 34, Con 38, Int 6, Wis 16, Cha 18
Base Atk +12; CMB +31; CMD 57
Feats Extra Combat Talent, Extra Combat Talent, Improved Initiative, Improved Natural Attack (talon), Run, Wingover
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work
Skills Acrobatics +39 (+43 to jump with a running start, +45 to jump with a running start, +51 to jump), Appraise +0, Bluff +6, Climb +17, Diplomacy +6, Disguise +6, Escape Artist +12, Fly +29, Heal +5, Intimidate +6, Perception +32, Ride +12, Sense Motive +5, Stealth +49, Survival +21 (+29 to find and follow tracks), Swim +17; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
SQ attack any target, bloodied strike (4 bleed), cinderbrave, combat training, come, coordinated movement, defend, devotion, down, fetch, great senses, guard, heel, long cuts (15 HP or Heal DC 30), lurker, mobile striker, ooze ichor, scout, seek, stay, track, track the scene +8, vanish, walk unseen, work
Other Gear +5 shadow, greater elven chain, amulet of mighty fists +5, belt of physical perfection +6, pale green prism ioun stone, ring of splendid security, stone of good luck (luckstone)
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Special Abilities
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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)
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Training (DC 19) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Duelist: Bloodied Strike (4 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Duelist: Long Cuts (15 HP or Heal DC 30) 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)
Fetch [Trick] The animal will get a specific object.
Fly (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
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: Great Senses Gain Perception as an associated skill with the Scout sphere
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: Track the Scene +8 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
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)
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Spell Resistance (22) You have Spell Resistance.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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