Droogami

Latys's page

128 posts. Alias of Khelreddin.


Full Name

Aurebaor

Race

Adult Gold Dragon 18 | Init +0 | Perc +26 | AC 30 / T 8 / FF 30 | HP 324 | Saves: F +17 | R +11 | W +16 | DR 5/magic

About Latys

Aurebaor - Latys - Adult Gold Dragon
Male Dragon (Gold) (Adult) dragon 18 / sorcerer/cleric (arcane)
None Huge dragon (fire)
Init +0, Senses blindsense (60 ft.), darkvision (120 ft.), low-light vision; detect gems, Perception +26
Aura luck,
=================================================
DEFENSE
=================================================
AC 30, touch 8, flat-footed 30 (+22 natural, -2 size )
hp 324 ((18d12)+108)
Fort +17, Ref +11, Will +16
DR5/magic; Immunities fire, magical sleep, paralysis, Vulnerabilities vulnerability to cold, SR 26;
=================================================
OFFENSE
=================================================
Speed 60 ft. Swim 60 ft. Fly 200 ft. (Poor), Fast Flight
Melee bite +26 (3d8+15/19-20)
Melee claws +26/+26 (3d6+10/19-20)
Melee tail slap +21 (2d6+15)
Melee wing +21/+21 (2d6+5/19-20)
Space 15 ft. by 15 ft. Reach 10 ft.
Special Attacks Breath Weapon (50' Cone of Fire 12d10 Fire, DC 25), Breath Weapon (50' Cone of Weakening Gas, DC 25 or -6 STR), Crush (2d8+15, DC 25),
Innate Spell-Like Abilities bless (at will), daylight (at will), detect evil (at will),

Sorcerer/Cleric (Arcane) Spells Known (CL 7th; concentration +12)
3rd(5/day)-blink(DC ), displacement(DC 18)
2nd(7/day)-blur(DC 17), bull's strength(DC 17), invisibility(DC 17)
1st(8/day)-comprehend languages(DC ), cure light wounds(DC 16), detect secret doors, divine favor(DC ), protection from evil(DC 16)
0th(at will)-arcane mark, detect magic, detect poison, disrupt undead, light, message, stabilize(DC 15)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 30, Dex 10, Con 22, Int 20, Wis 20, Cha 20,
Base Atk +18; CMB +30; CMD 40
Feats Blind-Fight, Improved Critical (Bite, Claws, Wing), Improved Natural Attack (Bite, Claws, Wing), Power Attack, Snatch
Skills Diplomacy +26, Fly +13, Heal +26, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +26, Knowledge (History) +26, Knowledge (Local) +26, Perception +26, Stealth +13, Survival +26, Use Magic Device +26,
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ dragon age category, bite, blindsense, breath weapon, change shape, claw, damage reduction, darkvision, detect gems, dragon senses, dragon traits, fast flight, frightful presence, immunities, low-light vision, luck, spell-like abilities, spell resistance, spells, tail slap, vulnerability to cold, wing,
Combat Gear
Other Gear bite, claws, tail slap, wing, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Dragon Age Category

Bite This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).

Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Breath Weapon (Su) 50' Cone of Fire 12d10 Fire, DC 25, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Breath Weapon (Su) 50' Cone of Weakening Gas, DC 25 or -6 STR, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Breath Weapon (Su) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled.

Change Shape (Su) A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph.

Claw These primary attacks deal the indicated damage plus the dragon's Strength bonus.

Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC 25) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals 2d8+15.

Damage Reduction Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Gems (Sp) A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.

Dragon Senses (Ex) Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Dragon Traits (Ex) Dragons have Immunity to magic sleep effects and paralysis effects. Dragons breathe, eat, and sleep.

Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his fly speed.

Frightful Presence (Ex) A dragon's frightful presence has a range equal to 30 feet x the dragon's age category [180'], but otherwise functions as detailed on page 300.

Immunities (Ex) Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description.

Immunity to Fire (Ex) You never take fire damage.

Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.

Immunity to Paralysis (Ex) You can never be paralyzed.

Low-Light Vision (Ex) You can see x4 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Luck (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (60 ft.) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3+6 hours. This ability is the equivalent of a 2nd-level spell.

Spell-Like Abilities A dragon's caster level for its spelllike abilities is equal to its total Hit Dice.

Spell Resistance (Ex) As dragons grow older, they become more resistant to spells and spell-like abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR.

Spells A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type.

Tail Slap The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules).

Vulnerability to Cold (Ex) You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure

Wing The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus.

=================================================
FEATS
=================================================
Blind-Fight
You are skillled at attacking opponents that you cannot clearly perceive.
In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Improved Critical (Bite, Claws, Wing)
Attacks made with your chosen weapon are quite deadly.
When using the weapon you selected, your threat range is doubled.

Improved Natural Attack (Bite, Claws, Wing)
Attacks made by one natural weapon leaves vicious wounds.
Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to gain a +10 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Snatch
This creature can grab other creatures with ease.
The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Other Information:

PbP stats
Race Line in Profile:
None Male Dragon (Gold) (Adult)
dragon
18
/
sorcerer/cleric (arcane)

Class Line in Profile
(HP 324 AC:30 T:8 F:30 Saves F:+17 R:+11 W:+16 CMB:+30 CMD:38 Init:+0 Perc: +26)


Created using PCGen 6.07.08 on Jul 19, 2018

Useful Pastes:

Power Attack
[dice=Bite attack]1d20+17[/dice]
[dice=Bite damage]1d6+12[/dice]

[dice=Claw attack]1d20+17[/dice]
[dice=Claw damage]1d3+15[/dice]

[dice=Claw attack]1d20+17[/dice]
[dice=Claw damage]1d3+15[/dice]

[dice=Trip attack]1d20+11[/dice]

Power Attack, Flanking
[dice=Bite attack]1d20+20[/dice]
[dice=Bite damage, Precise Strike]2d6+12[/dice]

[dice=Claw attack]1d20+20[/dice]
[dice=Claw damage, Precise Strike]1d3+1d6+12[/dice]

[dice=Claw attack]1d20+20[/dice]
[dice=Claw damage, Precise Strike]1d3+1d6+12[/dice]

[dice=Trip attack]1d20+18[/dice]

Power Attack, Flanking, Favored Terrain, Stealth Attack Activated
[dice=Bite attack]1d20+21[/dice]
[dice=Bite damage, Precise Strike, Stealth Attack]6d6+12[/dice]

[dice=Claw attack]1d20+21[/dice]
[dice=Claw damage, Precise Strike, Stealth Attack]1d3+5d6+15[/dice]

[dice=Claw attack]1d20+21[/dice]
[dice=Claw damage, Precise Strike, Stealth Attack]1d3+5d6+15[/dice]

[dice=Trip attack]1d20+22[/dice]

Normal attack:
[dice=Bite attack]1d20+20[/dice]
[dice=Bite damage]1d6+6[/dice]

[dice=Claw attack]1d20+20[/dice]
[dice=Claw damage]1d3+9[/dice]

[dice=Claw attack]1d20+20[/dice]
[dice=Claw damage]1d3+9[/dice]

[dice=Trip attack]1d20+18[/dice]

Normal, Flanking
[dice=Bite attack, Outflank]1d20+24[/dice]
[dice=Bite damage, Precise Strike]2d6+6[/dice]

[dice=Claw attack, Outflank]1d20+24[/dice]
[dice=Claw damage, Precise Strike]1d3+1d6+9[/dice]

[dice=Claw attack, Outflank]1d20+24[/dice]
[dice=Claw damage, Precise Strike]1d3+1d6+9[/dice]

[dice=Trip attack]1d20+22[/dice]

Normal, Flanking, Favored Terrain, Stealth Attack Activated
[dice=Bite attack, Outflank]1d20+24[/dice]
[dice=Bite damage, Precise Strike, Stealth Attack]6d6+6[/dice]

[dice=Claw attack, Outflank]1d20+24[/dice]
[dice=Claw damage, Precise Strike, Stealth Attack]1d3+5d6+9[/dice]

[dice=Claw attack, Outflank]1d20+24[/dice]
[dice=Claw damage, Precise Strike, Stealth Attack]1d3+5d6+9[/dice]

[dice=Trip attack]1d20+22[/dice]

Commands:
Attack = árás
Come = koma
Defend = verja
Down = ofan
Guard = vöro
Heel = hael