Ta'ruk's page

150 posts. Alias of Tordek Rumnaheim.


HP 72/90 with Mage Armor and Shield AC 22, touch 15, flat-footed 20; Fort +11,Ref +6,Will +7; Init +1, Perception +4;


Sorcerer 5/Fighter 1/Dragon Disciple 3







Strength 24
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Ta'ruk

Male suli dragon disciple 3/fighter 1/sorcerer (crossblooded) 5 (Pathfinder RPG Advanced Race Guide 202, Pathfinder RPG Ultimate Magic 69)
NE Medium outsider (native)
Init +1; Senses low-light vision; Perception +4
AC 18, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +2 natural)
hp 90 (9 HD; 5d6+1d10+3d12+41)
Fort +11, Ref +7, Will +7
Resist dragon resistances, acid 5, cold 5, electricity 5, fire 5
Speed 60 ft.
Melee +2 lucerne hammer +13/+13 (1d12+18) or
. . mwk cold iron glaive +12/+12 (1d10+16/×3) or
. . mwk silver scimitar +12/+12 (1d6+10/18-20)
Special Attacks breath weapon, claws (2, 1d6, treated as magic weapons, 7 rounds/day), dragon bite
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
. . 7/day—elemental ray (1d6+2 acid)
Sorcerer (Crossblooded) Spells Known (CL 9th; concentration +13)
. . 3rd (5/day)—haste
. . 2nd (7/day)—mirror image, resist energy, scorching ray
. . 1st (7/day)—burning hands (bloodline energy type) (DC 15), mage armor, ray of enfeeblement (DC 16), shield, shocking grasp
. . 0 (at will)—acid splash, daze (DC 14), detect magic, light, mage hand, prestidigitation
. . Bloodline Draconic, Elemental
Str 24, Dex 13, Con 16, Int 10, Wis 10, Cha 18
Base Atk +5; CMB +11; CMD 24
Feats Eschew Materials, Furious Focus[APG], Intensified Spell[APG], Intimidating Prowess, Power Attack, Sorcerous Bloodstrike[UM], Spell Focus (necromancy), Toughness
Traits criminal, magical knack
Skills Acrobatics +1 (+13 to jump), Diplomacy +6, Intimidate +16, Knowledge (arcana) +8, Knowledge (planes) +4, Linguistics +1, Perception +4, Sense Motive +2, Spellcraft +11, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Terran
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), elemental assault
Combat Gear potion of cure light wounds (4), potion of cure moderate wounds, potion of cure serious wounds, potion of endure elements (2), scroll of darkvision, scroll of invisibility (x3), wand of enlarge person (50 charges); Other Gear +2 lucerne hammer, mwk cold iron glaive, mwk silver scimitar, amulet of mighty fists +1, bag of holding i, belt of physical might +2 (Str, Con), bookmark of deception, cloak of resistance +3, headband of alluring charisma +2, backpack, bedroll, belt pouch, chalk, flint and steel, ink, black (2), inkpen, journal, mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 44 gp, 8 sp, 9 cp
Special Abilities
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Bookmark of deception Applies nondetection and disguises book as different tome, even upon thorough reading.
Breath Weapon (1/day, DC 15) (Su) 1/day, Breath Weapon deals 3d6 Acid damage, DC 15.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Acid resistance 5 and +1 natural armor
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 9 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Elemental Ray (1d6+2 acid, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
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.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic Claws & Bite (7 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scroll of darkvision Add this item to create a scroll with spells on it.
Scroll of invisibility (x3) Add this item to create a scroll with spells on it.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Wand of enlarge person (50 charges) Add this item to create a wand of a chosen spell.

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Spells and consumables:
Spells used
3rd - 1/5
2nd - 1/7
1st - 1/7

SLA used
elemental ray 0/7

Wand of Enlarge Person 2/50
torch 0/10
trail rations 0/5