Mithral Scarab

Mladris Genmaris's page

18 posts. Alias of Anderlorn.


Full Name

Lady Mladris Genmaris

Race

STAT:
Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool:

Classes/Levels

MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth:

Gender

**INACTIVE(WIP)** Elven Female Adult

Size

Medium

Age

135

Special Abilities

Elven, Gestalt, Paladin of Irori, Monk (Sohei)

Alignment

Lawful Good

Deity

Irori

Location

Golarion

Languages

Abyssal, Celestial, Common, Draconic, Elven, Infernal

Occupation

Elven Grand Knight of Kyonin

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Mladris Genmaris

Unnamed Hero
Female elf monk (sohei) 20/sphere paladin 20/gestalt 20 (Pathfinder RPG Ultimate Combat 60)
LG Medium outsider (augmented humanoid, elf)
Init +23; Senses darkvision 60 ft.; Perception +32
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
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Defense
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AC 44, touch 36, flat-footed 35 (+8 armor, +5 deflection, +8 Dex, +1 dodge, +5 monk, +7 Wis)
hp 245 (20d10+140)
Fort +35, Ref +37, Will +36; +2 vs. enchantments
Defensive Abilities improved evasion; DR 10/chaotic, 10/evil; Immune blindness, charm, compulsion, dazzled, disease, fear; SR 30
Weaknesses light sensitivity
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Offense
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Speed 40 ft.
Melee holy avenger (sr, g dispel magic) +37/+32/+27/+22 (2d8+20/15-20 plus 2d6 vs. Evil Outsider) or
. . holy avenger (sr, g dispel magic) flurry of blows +55/+55/+50/+50/+45/+45/+40 (2d8+16/15-20 plus 2d6 vs. Evil Outsider) or
. . lance of the holy avenger +35/+30/+25/+20 (2d6+18/×3 plus 2d6 vs. Evil Outisider) or
. . lance of the holy avenger flurry of blows +53/+53/+48/+48/+43/+43/+38 (2d6+14/×3 plus 2d6 vs. Evil Outisider) or
. . unarmed strike +29/+24/+19/+14 (1d6+8) or
. . unarmed strike flurry of blows +47/+47/+42/+42/+37/+37/+32 (1d6+8)
Ranged or
. . bow of the holy avenger flurry of blows +54/+54/+49/+49/+44/+44/+39 (1d8+7/×3 plus 2d6 vs. Outsider Evil) or
. . bow of the holy avenger +36/+31/+26/+21 (1d8+7/×3 plus 2d6 vs. Outsider Evil)
Space 5 ft.; Reach 5 ft. (10 ft. with lance of the holy avenger)
Special Attacks battle/wrath variant channeling 9/day (DC 29, 10d6 plus 5 channel bonus), flurry of blows, smite evil 7/day (+9 attack and AC, +20 damage)
Spell-Like Abilities (CL 20th; concentration +29)
. . At will—light
Paladin Spell-Like Abilities (CL 20th; concentration +29)
. . At will—detect evil
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Statistics
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Str 26, Dex 26, Con 22, Int 22, Wis 24, Cha 28
Base Atk +20; CMB +34; CMD 64
Feats Clustered Shots[UC], Deadly Aim, Dodge, Improved Unarmed Strike, Leadership, Mobility, Mounted Archery, Mounted Combat, Mounted Skirmisher[APG], Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-by Attack, Run, Shot On The Run, Spirited Charge, Spring Attack
Traits fate's favored, magical knack
Skills Acrobatics +30 (+34 to jump with a running start, +54 to jump), Appraise +9, Bluff +12, Climb +15, Diplomacy +38, Disguise +12, Escape Artist +11, Fly +11, Handle Animal +30, Heal +10, Intimidate +12, Knowledge (planes) +29, Knowledge (religion) +30, Perception +32, Ride +30, Sense Motive +32, Spellcraft +32, Stealth +38, Survival +10, Swim +15, Use Magic Device +32
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ camouflage (forested areas), casting, cure, devoted guardian, divine bond (weapon +6, 4/day), empty body, greater healing, haste, high jump, holy champion, improved haste, invigorate, ki pool (17 points adamantine, cold iron, lawful, magic, silver), ki weapon, lay on hands 19/day (10d6), lightbringer[APG], living steel, maneuver training, mass healing, mercies (blinded, cursed, diseased, paralyzed, poisoned, sickened), monastic mount, perfect self, ranged healing, regeneration, restore, slow, weapon trainings (bows +2, pole arms +3, spears +1), wholeness of body (20 hit points)
Combat Gear rune of contingency, Staff of Life Sphere; Other Gear bow of the holy avenger, holy avenger (sr, g dispel magic)[UC], lance of the holy avenger, amber spindle ioun stone (5), belt of physical perfection +6, boots of the elven spirit, bracers of armor +8, cloak of the elven spirit, efficient quiver, gauntlet of the weaponmaster[UE], handy haversack, headband of mental superiority +6, living garments[ARG], orange prism ioun stone, pale green prism ioun stone, portable hole, ring of protection +5, ring of sustenance, stone of good luck (luckstone), 2,370 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Battle/Wrath Variant Channeling (±5 Sacred) Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 10d6 plus 5 channel bonus (9/day, DC 29) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Casting (CL 11, MSB +20, MSD 31, Concentration +29, DC 24) You can cast sphere effects.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
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.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Devoted Guardian +10 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Divine Bond (Weapon +6, 20 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Empty Body (Su) Use 3 Ki as a move action to become ethereal for 1 min.
Flurry of Blows +38/+38/+33/+33/+28/+28/+23/+18/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+20/+40 with ki point) (Ex) +20 to Acrobatics checks made to jump.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immunity to Blindness You are immune to blindness.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (17/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Weapon +5 (Su) At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum
Lay on Hands (10d6 hit points, 19/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life: Cure 1d8+55 (DC 24) Heal a target
Life: Greater Healing (4) Your cure heals 1 additional HP per caster level
Life: Invigorate (Up to 11 temp HP) Grant up to 11 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Regeneration Restore heals permanent injuries such as severed limbs
Life: Restore Heal a target's ability damage and remove negative conditions
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).
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Maneuver Training (Ex) CMB = other BABs + Monk level
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monastic Mount (40 HP) (Su) At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gai
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Perfect Self Gain DR 10/chaotic and become outsider, but can be raised.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ride-By Attack You can move - attack - move when charging mounted.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Smite Evil (7/day) (Su) +9 to hit, +20 to damage, +9 deflection bonus to AC when used.
Spell Resistance (30) You have Spell Resistance.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Spring Attack You can move - attack - move when attacking with a melee weapon.
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Slow (DC 24) Target becomes staggered
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Pole Arms) +3 (Ex) +3 Attack, Damage, CMB, CMD with Pole Arms
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears
Wholeness of Body (20 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
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==== COHORT (CR 17) ====

Young Solar Dragon CR 9(+8)
LG Large dragon (fire)
Init +6; Senses dragon senses, see in darkness; Perception +15

==== DEFENSE ====

AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 115 (11d12+44)
Fort +10, Ref +11, Will +10
Immune fire, paralysis, sleep
Weakness vulnerable to cold

==== OFFENSE ====

Speed 50 ft., fly 200 ft. (poor)
Melee bite +16 (1d8+9), 2 claws +16 (1d6+6), 2 wings +14 (1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 6d10 fire, DC 18), channel life (6/day), primal fire
Spell-Like Abilities (CL 1st; concentration +4)

At will—detect magic

Sorcerer Spells Known (CL 1st; concentration +4)

1st (4/day)—color spray (DC 14), mage armor
0 (at will)—bleed (DC 13), detect poison, flare (DC 13), read magic

==== STATISTICS ====

Str 22, Dex 15, Con 16, Int 15, Wis 12, Cha 17
Base Atk +11; CMB +18; CMD 30 (34 vs. trip)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Quick Channel, Toughness
Skills Diplomacy +17, Fly +10, Knowledge (arcana, history, nature, planes) +16, Perception +15, Sense Motive +15
Languages Celestial, Common, Draconic
SQ no breath, starflight

==== SPECIAL ABILITIES ====

Alien Presence (Su)

A creature that fails its saving throw against a solar dragon’s alien presence is blinded for 5d6 rounds (or permanently if it has 4 Hit Dice or fewer).

Channel Life (Su)

A solar dragon can channel positive energy a number of times per day equal to 3 + its Charisma modifier, using its age category + 2 as its cleric level. This energy can be used only to heal living creatures.

Primal Fire (Su)

A very young or older solar dragon’s breath weapon can affect creatures normally immune or resistant to fire damage. A creature immune to fire damage still takes half damage from the breath weapon (no damage with a successful saving throw). A resistant creature’s fire resistance is treated as 10 less than normal.

==== Monastic Mount (Su) ====

At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gains any of the following abilities the sohei possesses: AC bonus, Diamond Soul, evasion, high jump, improved evasion, ki strike (as long as the sohei has at least 1 point in his ki pool), perfect self, and still mind. When a sohei spends points from his ki pool, his mount gains the same benefits as the sohei.

Maldaris spends 1 Ki point for 20 hours, Dragon gains the following;

1. Monk AC +5, Wis +7
2. Diamond Soul (Spell Resistance): 30
3. Evasion, Improved Evasion
4. Ki Strike (as long as she has 1 point in Ki Pool)
5. DR/10 Chaotic, Outsider, Can be Raised
6. Still Mind +2 vs Enchantments (all saving throws)

Special Saddle:

1. Allows for sleeping comfortably with seatbelt,
2. Allows for standard sitting w or w/o seatbelt,
3. Allows for normal from saddle combat w or w/o seatbelt.
4. Allows for stable and safe standing in combat, adjustable rails,
5. Allows for comfortable reading, eating, and drinking,
6. Grants +5 to Mount's Fly Check,
7. Grants +5 to Rider's Ride Check,
8. Teleports rider to saddle if they fall off and secures rider.
9. Grants Freedom of Movement.
10. Grants Rider Adaption like Necklace of Adaption.

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