Lantern Bearer

Taedyn Gyrlass'rakka's page

No posts. Alias of Anderlorn.


Full Name

Taedyn Gyrlass'rakka

Race

STATS: AP:13/13 | SP27/27 |

Gender

**INACTIVE(WIP)** | Lightbringer | Elf Male Adult

Size

Medium

Special Abilities

Lightbringer Elf, Hedgewitch, Dragonblooded Mortal, Combat Tradition

Languages

Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Sphinx, Sylvan, Terran, Tien, Treant, Undercommon, Worg

Strength 30
Dexterity 18
Constitution 20
Intelligence 22
Wisdom 16
Charisma 16

About Taedyn Gyrlass'rakka

Son of Lord Anderlorn - WIP

Faerdhinen Gyrlass'rakka
Male elf unchained monk (invested regent) 20 (Pathfinder Player Companion: Heroes of the High Court 22, Pathfinder Unchained 14)
LN Medium outsider (augmented humanoid, elf)
Hero Points 3
Init +12; Senses darkvision 60 ft.; Perception +32
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Defense
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AC 41, touch 41, flat-footed 34 (+9 armor, +5 deflection, +7 Dex, +5 monk, +5 Wis)
hp 205 (20d10+100)
Fort +24, Ref +27, Will +20; +2 vs. enchantments
Defensive Abilities flawless mind, improved evasion; DR 10/chaotic; Immune blindness, dazzled, disease, poison; SR 30
Weaknesses light sensitivity
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Offense
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Speed 90 ft.
Melee +5 ghost touch impact ki intensifying living steel seven-branched sword +33/+33/+33/+28/+23/+18 (2d8+15/15-20) or
. . unarmed strike +33/+33/+33/+28/+23/+18 (2d10+12)
Special Attacks flurry of blows (unchained), stunning fist (20/day, DC 25), style strike
Spell-Like Abilities (CL 20th; concentration +20)
. . At will—light
Monk (Unchained) Spell-Like Abilities (CL 20th; concentration +20)
. . At will—divine power (3 investiture points), freedom of movement (self only, 3 investiture points)
. . —barkskin (self only, 1 ki)[UM]
. . —ki leech (0 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
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Statistics
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Str 24, Dex 24, Con 18, Int 18, Wis 21, Cha 10
Base Atk +20; CMB +28 (+33 bull rush); CMD 59 (61 vs. grapple, 61 vs. reposition, 61 vs. trip)
Feats Combat Reflexes, Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Great Focus, Improved Critical (seven-branched sword), Improved Unarmed Strike, Mobility, Mounted Combat, Power Attack, Run, Stunning Fist
Traits beast bond, fate's favored
Skills Acrobatics +33 (+37 to jump with a running start, +57 to jump), Appraise +7, Bluff +3, Climb +10, Diplomacy +23, Disguise +3, Escape Artist +10, Fly +10, Handle Animal +27, Heal +8, Intimidate +3, Knowledge (religion) +29, Perception +32, Ride +30, Sense Motive +31, Stealth +47, Survival +28, Swim +10, Use Magic Device +23
Languages Celestial, Common, Draconic, Elven, Orc, Undercommon; tongue of the sun and moon
SQ camouflage (forested areas), combat training, critical genius, deadly shot +6d10, defensive rider, fast movement (unchained), find gap -6, hero points, identify rythyms, investiture, ki pool (15 points, adamantine, cold iron, lawful, magic, silver), ki powers (abundant step, diamond resilience, ki metabolism, ki mount, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power), lightbringer[APG], living steel, lurker, perfect self (unchained), scout, sense and resist scrying, style strikes (flying kick, leg sweep, shattering punch, spin kick), timeless body, unarmored training +9, vanish, walk unseen
Combat Gear wand of feather fall (CL 14th, 50 charges), wand of shield (CL 20th, 50 charges); Other Gear +5 ghost touch impact ki intensifying living steel seven-branched sword[UC], amulet of mighty fists +5, belt of physical perfection +6, cloak of the elven spirit, handy haversack, headband of mental prowess +6 (Int, Wis), ioun gauntlet, pale green prism ioun stone, psychoactive skin of the chameleon, ring of ki mastery[UE], ring of splendid security, stone of good luck (luckstone), feed (per day) (2), 114 gp
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Beastmastery: Defensive Rider Spend an AoO to use a Ride check in place of your mount's AC or Reflex save
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Training (DC 25) You have training in one or more combat spheres
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diamond Resilience (DR 6/—, 1 minute) (Ex) As a swift action, use 1 ki to gain DR for 1 min.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Divine Power (3 investiture points, At will) (Sp) Costs 3 investiture points to activate.
Equipment: Critical Genius (Seven-branched sword) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Unarmored Training +9 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Flawless Mind Roll Will saves twice and take higher. If duration longer that 1 hr, resave each hour.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 60 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Freedom of Movement (self only, 3 investiture points, At will) (Sp) Costs 3 investiture points to activate.
Great Focus Can maintain a second martial focus
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
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.
Investiture (Su) You have a pool of supernatural energy that fuels amazing abilities and divine protection.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Metabolism (Su) While 1+ ki, 1/4 food, water, sleep needs, & hold breath longer. As move act, 1 ki to seem dead.
Ki Mount (40 hp, 20 hours) (Su) As std action, use 1 ki to grant mount temp hp for hrs. While adj, mount shares monk benefits.
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leg Sweep On kick hit, free trip attempt.
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
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Perfect Self (Unchained) Gain DR 10/chaotic and become outsider, can meditate 10 min to regain 1 ki.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scout: Find Gap -6 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Identify Rythyms While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Vanish While martially focused, hide with Stealth even while observed
Scout: Walk Unseen While martially focused, ending turn without cover or concealment does not break stealth (only 1 rd in a row)
Shattering Punch On fist hit, ignore DR and hardness for damage.
Sniper: Deadly Shot +6d10 Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Spell Resistance (30) You have Spell Resistance.
Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge.
Stunning Fist (20/day, DC 25) You can stun an opponent with an unarmed attack.
Style Strike (2/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Timeless Body (Mature) (Ex) Take no penalties for age categories after the selected category.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.

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Animal Companion CR –
Female advanced giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +10; Senses low-light vision, scent; Perception +30
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Defense
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AC 39, touch 15, flat-footed 33 (+4 armor, +6 Dex, +20 natural, -1 size)
hp 208 (16d8+144)
Fort +19, Ref +16, Will +8 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +22 (1d8+11), 2 claws +22 (1d6+11), 2 talons +22 (3d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 32, Dex 23, Con 28, Int 6, Wis 16, Cha 18
Base Atk +12; CMB +24; CMD 40
Feats Extra Combat Talent, Extra Combat Talent, Improved Initiative, Improved Natural Attack (talon), Light Armor Proficiency, Run, Wingover
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work
Skills Acrobatics +33 (+37 to jump with a running start, +39 to jump with a running start, +45 to jump), Fly +23, Perception +30, Stealth +29, Survival +19 (+27 to find and follow tracks); Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
SQ attack any target, bloodied strike (4 bleed), cinderbrave, combat training, come, coordinated movement, defend, devotion, down, fetch, great senses, guard, heel, long cuts (15 HP or Heal DC 30), lurker, mobile striker, scout, seek, sense and resist scrying, stay, track, track the scene +8, vanish, walk unseen, work
Other Gear mithral chain shirt, ring of chameleon power, bit and bridle, blanket[APG], exotic riding saddle, saddlebags
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Special Abilities
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Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Mobile Striker As full-rd action, move up to your speed and make an attack action during your movement (no AoO from target from movement)
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Training (DC 19) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Duelist: Bloodied Strike (4 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Duelist: Long Cuts (15 HP or Heal DC 30) Your bleed effects require more healing to stop
Fetch [Trick] The animal will get a specific object.
Fly (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +8 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Scout: Vanish While martially focused, hide with Stealth even while observed
Scout: Walk Unseen While martially focused, ending turn without cover or concealment does not break stealth (only 1 rd in a row)
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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