Full Name |
Sobok |
Race |
|
Classes/Levels |
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.] |
Gender |
|
Size |
|
Strength |
23 |
Dexterity |
16 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
8 |
Charisma |
8 |
About Sobok.
Name: Sobok
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Male Human
NG Medium Humanoid (Baklunish) Barbarian 1/Dragon Shaman 9
Init +3
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Defense
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AC 23, touch 14, flat-footed 20 (+6 armor, +3 Dex, +1 Natural Armor, +1 Deflection, +3 Shield)
hp: 132 (1d12+9d10 (5, 8, 7, 5, 5, 6, 10, 5, 5, 9)+ 44 Con +11 Improved Toughness)
Fort +13, Ref +7, Will +9
Defensive Abilities: Immune to Fire, Paralysis, Sleep;
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Offense
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Speed: 30 (40) Ft
Melee: +1 Falchion +16/11 (2d4+10/18+ x2)
Ranged: Oversized Composite Longbow +10/+5
Special Attacks: Breath Weapon 5d6 30 ft line, DC 19/21 Reflex Save; Rage 3/ Day [12 rounds each]
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Statistics
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Str 19 (23), Dex 14 (16), Con 16 (18), Int 10, Wis 8, Cha 8
Base Atk +8 ; Grapple +12
Racial Abilities:
Human Bonus Feat
Human +1 Skill Point per level
Class Abilities:
Rage:
Fast Movement: +10 ft
Draconic Aura +3: You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a swift action, and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.
Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. At every oddnumbered level after that, you learn one additional draconic aura of your choice, until all seven auras are known at 9th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon (see below).
Power: Bonus on melee damage rolls equal to your aura bonus.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.
Resistance: Resistance to your totem dragon's energy type equal to 5 × your aura bonus.
Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.
Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Totem Dragon (Brass): NG, CG, CN Bluff, Gather Information, Survival Line of fire
Draconic Adaptation: Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Breath Weapon: 30 ft line 5d6 Reflex 17/19 when raging
At 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.
Draconic Resolve: At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Touch of Vitality (Heal Wounds): your class level times your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Natural Armor +1:At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.
Energy Immunity (Fire): At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.
Feats:
WF: Falchion
Extended Rage:
Extra Rage:
Improved Toughness: +1 HP per level.
Power Attack:
Skill Focus (Gather Information, Survival)
Skills: Gather Information +12 [10], Knowledge (Arcana) +5 [5], Listen +13 [14], Spellcraft +4 [2], Survival +16 [14]
Languages: Common, Draconic
SQ: Immune to Fire, Paralysis, Sleep
Combat Gear: +1 Falchion (2375; 8), +4 Belt of Giant Strength (16,000), +1 Breastplate (1350; 30), +1 Animated Metal shield (9170; - (15)), +2 Cloak of Resistance (4000), +2 Gloves of Dexterity (4000), +2 Amulet of Health(4000), Ring of Protection +1 (2000), Haversack (2000; 5 lbs), Spiked Gauntlet (5; 1), +1 Glaive (Group), +1 Large Composite Longbow [+6 Str] (Group), Glaive (8; 10), Potion of Cure Moderate Wounds (Group)
Gold: 92 Silver: Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll* 1/1 5 0.2 gp
* In Haversack.
Total Weight 56 lbs carried: 200 lbs light or less/ 201-400 medium / 401-600 heavy