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About Geoffrey TervenGeoffrey Terven
Defense:
AC: 15 =10 +3 armor, +2 dex Touch: 12 =10 +2 dex Flat-footed: 13 =10 +3 armor HP: 12 (1d8+4) CMD: 13 =10 +0(BAB) +2(Dex) +1(Str) Fort: +6 =2(class) +4(Con)
Offense:
Speed: 30 ft. CMB +1 =+0(BAB) +1(Str) BAB: +0
Special Attacks:
Spell-Like Abilities:
Statistics:
Str 10 (+0) Dex 14 (+2) Con 18 (+4) (16 +2(race)) Int 10 (+0) Wis 10 (+0) Cha 14 (+2) Traits:
Feats:
Skills:
6 Diplomacy 1 +2(cha) +3(class)
ACP -1 Languages: Common, Draconic Racial features:
Wyrmer Class Features:
Weapon and Armor Proficiency: A wyrmer is proficient with all simple weapons and with her natural weapons. She is proficient with light armor but not with any other type of armor or shields. Breath Weapon (Su):
Draconic Affinity (Ex):
Dragon Arts:
Dragon Emblem (Ex):
Gold Dragon Emblem:
Resilience (Ex):
Tongue of Wyrms:
Dual Breath (Su):
Dragon Arts Known:
Augmented Breath Weapon (Su): Targets that fail their Reflex saves to halve the wyrmer's breath weapon damage also incur an additional effect, depending upon its energy type. The wyrmer must expend a swift action as part of using her breath weapon to add this augmented effect. None of the abilities listed below stack with themselves to extend the duration of their effects. Acid: The target takes 1d6 points of additional acid damage for a number of rounds after having been affected by the breath weapon equal to 1/2 the wyrmer's class level. Cold: The target gains the staggered condition for 1d4 rounds. Electricity: The target becomes stunned for 1 round unless it succeeds on a Fortitude save. Fire: The target catches on fire. The DC of the Reflex save to put out the fire is equal to the wyrmer's breath weapon DC. The wyrmer adds 1/2 her class level to the fire damage taken each round by creatures set ablaze by her breath weapon Draconic Senses, Lesser (Ex):
Touch of Vitality (Sp):
Gear/Possessions:
Dagger (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 2 gp Dagger, cold iron (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 4 gp Crossbow, light (1d8, 19-20/x2, 80 ft., P, 4 lbs.) 35 gp Crossbow bolts (10) (1 lb.) 1 gp Crossbow bolts, cold iron (10) (1 lb.) 2 gp Hide shirt (AC+3, MDB, +4, ACP-1, ASF 15%, 18 lbs.) 20 gp
Carrying Capacity: Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Money: 6 GP
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