Full Name |
Talondreal the Aureate |
Race |
Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13 |
About Talondreal
Half-elf dragon disciple 2/paladin 4/sorcerer 1
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +13
Aura courage (10 ft.)
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Defense
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AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
hp 64 (7 HD; 1d6+4d10+2d12+18)
Fort +12, Ref +7, Will +12; +2 vs. enchantments
Immune sleep, disease, fear; Resist fire 5
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Offense
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Speed 30 ft.
Melee mwk elven curve blade +12 (1d10+7/18-20)
Special Attacks channel positive energy 3/day (DC 16, 2d6), claws (2, 1d4, treated as magic weapons, 7
rounds/day), dragon bite, smite evil 2/day (+4 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +8)
At will—detect evil
Sorcerer Spells Known (CL 2nd; concentration +6)
1st (5/day)— burning sands , mage armor , true strike
0 (at will)— acid splash , dancing lights , detect magic , disrupt undead , read magic
Bloodline Draconic
Paladin Spells Prepared (CL 1st; concentration +5)
1st—protection from evil
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Statistics
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Str 21, Dex 10, Con 14, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +10; CMD 20
Feats Arcane Armor Training, Arcane Strike, Eschew Materials, Favored Prestige Class, Power Attack,
Weapon Focus (elven curve blade)
Traits a sure thing, reactionary
Skills Diplomacy +8, Knowledge (arcana) +9, Knowledge (religion) +5, Perception +13, Profession (soldier)
+9, Sense Motive +4, Spellcraft +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), elf blood, lay on
hands 6/day (2d6), mercy (sickened)
Combat Gear potion of cure light wounds (4), wand of burning hands (CL 3rd, 4 charges) , wand of cure
light wounds (50 charges) , wand of magic missile (CL 3rd, 22 charges) ; Other Gear +2 elven chain , mwk
elven curve blade, belt of giant strength +2 , cloak of resistance +1 , headband of alluring charisma +2 ,
backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (APSU) UE, mess kit UE, pot,
soap, torch (10), trail rations (5), waterskin, wooden holy symbol of APSU, 384 gp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as
magic for the purpose of overcoming damage reduction.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive
energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws & Bite (7 rounds/day) (Su) As a free action, gain 2 claw attacks. Bite attack deals 1d6
damage.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.