Yen Jinsa Taishin
Male human (Tian-Shu) dragon disciple 2/sorcerer 5
LN Medium humanoid (human)
Init +7; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 69 (7 HD; 5d6+2d12+33)
Fort +8, Ref +7, Will +8
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite
Sorcerer Spells Known (CL 6th; concentration +10)
. . 3rd (3/day)—fly, lightning bolt (DC 16)
. . 2nd (6/day)—darkvision, false life, resist energy
. . 1st (7/day)—expeditious retreat, mage armor, magic missile, shield, shocking grasp
. . 0 (at will)—daze (DC 12), detect magic, disrupt undead, flare (DC 13), open/close (DC 12), read magic, touch of fatigue (DC 12)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 12, Wis 12, Cha 15
Base Atk +3; CMB +7; CMD 20
Feats Combat Casting, Eschew Materials, Improved Initiative, Skill Focus (Fly), Spell Focus (evocation), Spell Penetration, Toughness
Traits ancient historian, focused mind, resilient
Skills Diplomacy +6, Fly +10, Intimidate +10, Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (planes) +8, Perception +7, Spellcraft +9, Use Magic Device +11
Languages Common, Draconic, Jistka, Tien
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear lesser extend metamagic rod, runestone of power (1st)[ACG], scroll of burning hands (x2), scroll of comprehend languages (x4), scroll of endure elements, scroll of gust of wind, scroll of see invisibility, scroll of speak with dead, scroll of tongues, wand of cure light wounds, wand of identify (50 charges), wand of magic missile; Other Gear belt of physical perfection +2, cloak of resistance +2, backpack, grappling hook, hemp rope (50 ft.), scroll case, signet ring, 7,501 gp
--------------------
Tracked Resources
--------------------
Extend metamagic rod (lesser, 3/day) - 0/3
Magic Claws & Bite (5 rounds/day) (Su) - 0/5
Runestone of power (1st, 1/day) - 0/1
Wand of cure light wounds - 17/50
Wand of identify (50 charges) - 0/50
Wand of magic missile - 15/50
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magic Claws & Bite (5 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Season 8: 5 goals
Planer Sage (2 goals): You are well versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
Soul Warden (4 goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purpose of determining when hit point damage kills you.
Season 9: 3 goals
Lessons of History(2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt the same check again, you can add an insight bonus to this second roll equal to 2+ half the number of goals you have completed rounded down.