Full Name |
Megiltura Faerdhinen Gyrlass'rakka (Swordmaster Faerdhinen Falcon'stalon) |
Race |
Stats |
Classes/Levels |
|
Gender |
**WIP**Lightbringer Elven Male Adult |
Size |
Medium |
Special Abilities |
Lightbringer Elf, |
Languages |
Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Undercommon |
Strength |
26 |
Dexterity |
22 |
Constitution |
18 |
Intelligence |
22 |
Wisdom |
20 |
Charisma |
8 |
About Faerdhinen Gyrlass'rakka
Megiltura Faerdhinen Gyrlass'rakka, Megiltura Forn'Feirani Eryn, Megiltura Amaldangren Ost'Kyonin
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Faerdhinen Gyrlass'rakka
Male elf martial mageknight (doomblade) 20
CG Medium humanoid (elf)
Hero Points 3
Init +16; Senses darkvision 60 ft.; Perception +31
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Defense
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AC 37, touch 18, flat-footed 36 (+14 armor, +5 deflection, +1 Dex, +5 natural, +2 untyped bonus)
hp 205 (20d10+100); fast healing 1
Fort +24, Ref +25, Will +23
Defensive Abilities fortification 75%, freedom of movement (constant), mystic defense, stalwart; Immune ability damage, ability drain, blindness, dazzled, energy drain, fear
Weaknesses light sensitivity
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Offense
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Speed 50 ft. (40 ft. in armor)
Melee destructive blast +33 touch (5d4/19-20)
Special Attacks destructive blade, draw power, marked, spell critical
Spell-Like Abilities (CL 20th; concentration +26)
. . At will—light
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Statistics
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Str 17, Dex 32, Con 18, Int 18, Wis 16, Cha 22
Base Atk +20; CMB +24; CMD 51
Feats - Custom Feat -, Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Great Focus, Greater Two-weapon Fighting, Improved Critical (touch), Improved Two-weapon Fighting, Run, Weapon Focus (touch)
Traits fate's favored, seeker
Skills Acrobatics +11 (+15 to jump with a running start, +15 to jump), Appraise +7, Bluff +9, Climb +3, Diplomacy +32, Disguise +9, Escape Artist +11, Fly +11, Handle Animal +15, Heal +6, Intimidate +9, Knowledge (arcana) +20, Knowledge (dungeoneering) +8, Knowledge (nature) +20, Knowledge (religion) +20, Perception +31, Ride +29, Sense Motive +6, Spellcraft +30, Stealth +45, Survival +15 (+25 to find and follow tracks), Swim +3, Use Magic Device +29
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ armored magic, balanced blows, barrier, breathless, camouflage (forested areas), casting, combat training, critical genius, defensive rider, deflection, destructive blast, dual attack, extended range, finesse fighting, heal dead creature, hero points, identify rythyms, lightbringer[APG], lurker, magic armor, mystic combat abilities (great fall, quickened reflexes +10 [6 rounds], time shift, unbreakable 20), quick teleport, rebuff, restore, restore 50 hp on death, scout, sense and resist scrying, shrapnel blast, spellsword, teleport, track the scene +10
Other Gear armor of the unstoppable warrior, mithral full plate, amulet of natural armor +5, belt of physical perfection +6, cloak of the elven spirit, handy haversack, headband of mental superiority +6, ioun gauntlet, manual of quickness of action +4, pale green prism ioun stone, psychoactive skin of the chameleon, ring of freedom of movement, ring of resistance +5, stone of good luck (luckstone), 97,900 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Beastmastery: Defensive Rider Spend an AoO to use a Ride check in place of your mount's AC or Reflex save
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Casting (CL 10, MSB +20, MSD 31, Concentration +26, DC 21) You can cast sphere effects.
Combat Training (DC 23) 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 5d4 Ranged or melee touch attack deals 5d4 damage
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Rebuff (+6 AC, +3 Ref) Use your destructive blast defensively, granting evasion and cover bonuses
Destruction: Shrapnel Blast Destructive Blast deals slashing damage (d4's) and adds bleed damage equal to # of dice
Destructive Blade (6 rounds) (Sp) As a swift action, summon a "blade" of destructive energy
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Draw power (Su) Gain a temporary spell point whenever you confirm a critical hit
Dual Wielding: Balanced Blows Reduce the penalties for attacking with your dual attack ability by 1/2 (minimum -1).
Dual Wielding: Dual Attack When you make an attack action with light/one-handed weapon, make a 2nd attack with another light/one-handed weapon (-2 to each attack)
Equipment: Critical Genius (Touch) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Finesse Fighting Use DEX in place of STR for attack/damage on light/finesse weapons
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.
Fortification 75% You have a chance to negate critical hits on attacks.
Great Fall (any distance) (Su) Treat falls as being shorter distance
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 Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Energy Drain Immune to energy drain
Immunity to Fear (Ex) You are immune to all fear effects.
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).
Marked -2/+2 (Su) As a swift action, mark a target you damaged with a weapon to give them -2 vs your magic and yourself +2 vs theirs
Mystic Defense 10 (Su) Reduce the damage you take from magic by 1/2 your level
Protection: Armored Magic (+5 armor or +3 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier (14 hp & Break DC 20) 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 +3 You can put an aegis on a creature to grant it a deflection bonus to AC
Quickened Reflexes +10 (6 rounds) (Su) Spend 1 SP as a swift action to gain a dodge bonus of 1/2 your level
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.
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: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +10 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Spell Critical (Su) When you confirm a critical hit, use a sphere ability as an immediate action
Spellsword (Unbreakable 20) Use one Mystic Combat ability without spending a spell point
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Time Shift (Su) Spend 1 extra SP to reduce the time to use another Mystic Combat ability by 1 step
Unbreakable 20 (Su) Spend 1 extra SP to gain DR equal to your level
Warp: Quick Teleport Teleport as a move action for additional SP
Warp: Teleport (50 ft./200 ft.) You can teleport touched creature as a standard action
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Shining Armor (Su)
The mageknight may spend a spell point as a swift action to cause her armor to give off a slight glow as it becomes partially translucent. While in this state, she takes no armor check penalties for wearing the armor, nor does she take any penalties to her speed from wearing armor, and her Dexterity bonus to AC is unlimited. This lasts a number of minutes equal to her casting ability modifier.
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Animal Companion CR –
Female advanced giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +6; Senses low-light vision, scent; Perception +22
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Defense
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AC 35, touch 15, flat-footed 29 (+6 Dex, +20 natural, -1 size)
hp 208 (16d8+144)
Fort +19, Ref +16, Will +8 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +22 (1d8+11), 2 claws +22 (1d6+11), 2 talons +22 (3d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 32, Dex 23, Con 28, Int 6, Wis 16, Cha 18
Base Atk +12; CMB +24; CMD 40
Feats Improved Natural Attack (talon), Wingover
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work
Skills Acrobatics +25 (+31 to jump with a running start, +37 to jump), Fly +23, Perception +22, Stealth +21, Survival +19 (+27 to find and follow tracks)
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, scout, seek, sense and resist scrying, stay, track, track the scene +8, work
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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 16) 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
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.
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: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +8 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
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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