Name: Fiarre
Race: Dragon (Cloud/Young Adult)
Player:
Classes: Dragon5 Sorcerer0
Hit Points: 64
Experience: 0 / 15000
Alignment: Chaotic Neutral
Vision: Blindsense (60 ft.), Darkvision (120 ft.), Low-light
Speed: Walk 40 ft., Swim 40 ft., Fly 200 ft.
Languages: Common, Draconic, Elven
Stat Score Mod
STR 25 (+7)
DEX 17 (+3)
CON 20 (+5)
INT 15 (+2)
WIS 21 (+5)
CHA 17 (+3)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 7 4.0 3 0
Acrobatics (Jump) 11 4.0 3 4
Appraise 7 2.0 2 3
Bluff 7 1.0 3 3
Climb 11 1.0 7 3
Craft (Untrained) 2 0.0 2 0
Diplomacy 7 1.0 3 3
Disguise 4 1.0 3 0
Escape Artist 4 1.0 3 0
Fly 4 2.0 3 -1
Heal 9 1.0 5 3
Intimidate 19 6.0 3 10
Perception 10 2.0 5 3
Perform (Untrained) 3 0.0 3 0
Ride 5 2.0 3 0
Sense Motive 11 3.0 5 3
Stealth 8 10.0 3 -5
Survival 10 2.0 5 3
Swim 19 1.0 7 11
Breath Weapon (Su)
[Paizo Publishing - Bestiary, p.298]
100' Line of Lightning 1d8 electricity, DC 19, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.
Crush (Ex)
[Paizo Publishing - Bestiary, p.90]
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 19) 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+10.
Dragon Traits
[Paizo Publishing - Bestiary, p.307]
Dragons have Immunity to magic sleep effects and paralysis effects. Dragons breathe, eat, and sleep.
Frightful Presence
[Paizo Publishing - Bestiary, p.300]
Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 150 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 15). On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Immunity to Electricity
[Paizo Publishing - Bestiary, p.301]
You never take electricity damage.
Immunity to Magical Sleep
[Paizo Publishing - Bestiary, p.301]
You are never subject to magic sleep effects.
Immunity to Paralysis
[Paizo Publishing - Bestiary, p.301]
You can never be paralyzed.
-------------------------- Feats ---------------------------
Flyby Attack
When flying you can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. [Paizo Publishing - Bestiary, p.315]
Hover
You can halt your movement while flying, allowing you to hover without needing to make a Fly skill check., Hovering within 20 feet of the ground in an area with lots of loose debris creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). [Paizo Publishing - Bestiary, p.315]
Intimidating Prowess
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. [Paizo Publishing - Core Rulebook, p.128]
-------------------- Special Abilities ---------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 28 / 11 / 25
Initiative: +3
BAB: +5
Melee tohit: +10
Ranged tohit: +6
Fortitude: +9
Reflex: +7
Will: +9
Unarmed attack:
to hit: +6
damage: 1d6+7
critical: 20/x2
Bite:
to hit: +10
damage: 2d8+10
critical: 20/x2
Claw:
to hit: +10/+10
damage: 2d6+7
critical: 20/x2
Wings:
to hit: +5/+5
damage: 1d8+3
critical: 20/x2
Tail Slap:
to hit: +5
damage: 2d6+10
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Tail Slap (Natural/Secondary) 1 0lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 1600
Medium: 3200
Heavy: 4800