Gold Dragon

Yvra Sunscale's page

26 posts. Alias of gyrfalcon.


Classes/Levels

skills:
Diplo+9, Intim+9, Know (relig)+6, Per+10 (+2 w/sight), Perf (dance)+9, SM+10, Sleight+7, Stealth+7, Surv+7

Gender

M Wyvaran Warlord 1 | Monk (zen archer) 1 | Bard (dawnflower dervish) 1; AC 19 (T 19, FF 10); CMD 25; F+4 R+5 W+8; Init+5; Per+10 (+2 w/ vision)

About Yvra Sunscale

Yvra Sunscale, Champion of Saranrae (reference image)
Male Wyvaran warlord 1 | monk (qinggong monk, zen archer) 1 | bard (dawnflower dervish)
LG Medium Dragon
Init +5; Senses Perception +10; Darkvision 120’, Low-light vision
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Defense
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AC 19, touch 19, flat-footed 16 (+3 Dex, +6 Wis)
hp 15 (1d10+2+3) HD+CON+toughness
Fort +4, Ref +5, Will +8 MNK+CON, MNK+DEX, MNK+WIS
Immunities magic sleep effects and paralysis effects
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Offense
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Speed 30 ft.; fly (clumsy) 30 ft
Melee unarmed strike +6 (1d6+5), tail +6 (1d6+5) STR (STR)
Space 5 ft.; Reach 5 ft.
Ranged mwk composite longbow +5 (1d8+5) BAB+DEX+mwk (STR)
. . flurry w/ mwk composite longbow +3 (1d8+5), +3 (1d8+5) BAB+DEX+mwk-flurry STR)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—abundant ammunition[UC], comprehend languages
. . 0 (at will)—light, mage hand, prestidigitation, spark[APG] (DC 15)
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Statistics
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Str 20 (+5), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 22 (+6), Cha 20 (+5)
Base Atk +1; CMB +6; BAB+STR CMD 25 10+STR+DEX+WIS (monk)
Feats Combat Reflexes[1st], Dervish Dance[bard], Extra Readied Maneuver[1st], Far Shot[1st], Hawkeye[1st], Hover[1st], Improved Unarmed Strike[monk], Perfect Strike[monk], Point-blank Shot [monk], Precise Shot[warlord], Toughness[campaign]
Traits Unorthodox Method (Tempest Gale in place of Thrashing Dragon), Strength of the Sun (religion: Saranrae), Reactionary
Favored Class (monk) Add +1/4 point to the monk’s ki pool.
Hero Points 1/1
Skills (9 ranks = 6 bard + 2 int +1 bonus)
Acrobatics +2 (+2 dex)
Bluff +5 (+5 cha)
Climb +5 (+5 str)
Diplomacy +9 (1 rank +3 class +5 cha)
Fly +3 (+3 dex)
Intimidate +9 (1 rank +3 class +5 cha)
Knowledge (religion) +6 (1 rank +3 class +2 int)
Perception +10 (1 rank +3 class +6 wis)
Perform (dance) +9 (1 rank +3 class +5 cha)
Sense Motive +10 (1 rank +3 class +6 wis)
Sleight of Hand +7 (1 rank +3 class +3 dex)
Stealth +7 (1 rank +3 class +3 dex)
Survival +10 (1 rank +3 class +6 wis)
Swim +5 (+5 str)
Languages Common, draconic, celestial, sylvan
SQ gambits (pinhole gambit, victory gambit), warlord’s gambit, battle dance

bow:
Composite Longbow (+5 str)
3 lbs

Other Gear Arrows (20) 3 lbs

Carrying Capacity: Light 153 lbs, Med 266 lbs, Heavy 400 lbs
Current weight carried: 6 lbs

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Special Abilities
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Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but affect him
Battle Dance: Inspire Courage +2 (Su) +2 competence to attack and damage rolls, +2 morale bonus vs charm and fear.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Maneuvers (known & readied) from the Golden Lion (GL), Scarlet Throne (ST), Silver Crane (SC), Solar Wind (SW), and Tempest Gale (TG) disciplines
+ Slipstream Strike (TG, Readied) (Ex) Strike: Negate cover for this attack.
+ Disarming Shot (TG, Readied) (Ex) Strike: When you initiate this maneuver, you can make a ranged disarm attempt, using a Sleight of Hand check in place of your CMB roll. This combat maneuver does not provoke an attack of opportunity.
+ Eye of the Needle (TG, Readied) (Su) Boost: After you initiate this boost, your next ranged attack roll this round gains a +4 bonus if the target of the attack is engaged in melee.
+ Prince's Attitude (ST, readied) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex and Will saves.
+ Silver Crane Waltz (SC) (Su) Stance: Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
- Silver Strike (SC) (Su) Roll two attack rolls; use the better of the two rolls to determine result.
+ Solar Sting (SW, Readied) (Ex) Strike: Turn a piece of ammunition or a ranged weapon into a field of caltrops.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Extra Readied Maneuver (Warlord Manuevers) Ready an additional martial maneuver from your maneuvers known.
Far Shot Halve the range increment penalty for extended range.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hawkeye You gain a +2 bonus on vision-based Perception checks. Additionally, attacks that require precision and are limited to a range of 30 ft, such as Point-Blank Shot, sneak attack, or the cover fire marksman class feature, have this range increased by 15 ft. If you have 10 or more ranks in Perception, the bonus increases to +4 and the increase to range increases to 30 ft.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Tradition (Empyrial Guardian) Gain Silver Crane in place of Primal Fury. +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources, as well as a +2 morale bonus on saving throws vs. mind-affecting spells and abilities.
Perfect Strike (1/day, 2d20) Once/day (+¼ levels) With a bow, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Warlord’s Gambit (Ex) At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two g
Pinhole Gambit Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.
. . Reward:The warlord’s Charisma modifier is applied as a penalty to its Armor Class until the warlord's next turn.
Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.
. . Reward: The warlord and his allies gain a morale bonus on attack rolls equal to his Charisma modifier on their next attack roll.

Race Point & Ability Score details:

17: Wyvaran
12: Advanced WIS, CHA, STR
01: Darkvision to 120’

STR 17+1+2adv=20
DEX 11+3+2race=16
CON 15-1=14
INT 15+1-2race=14
WIS 15+3+2race+2adv=22
CHA 15+3+2adv=20

Theme: The Dawnflower’s Redemption...or Justice.

Appearance: (reference image)
Ht: 6' 9"
Wt: 229 lbs
Age: 24
Coloration: covered in gold and crimson metalic scales

Background: Yvra was once a slave to his own avarice and pride, seeking nothing but gold and shining gems. Archmage Goodwin exposed him to many teachings and paths, but quickly saw Yvra’s affinity to Sarenrae, and encouraged him in that direction. Sarenrae's connection to the Sun and Light appealed to the wyvaran. The Dawnflower’s disciples suggested that the shine of gold and gems were naught beside the shining light of the dawn, and soon Yvra had found a purpose (and a way to fight back his own urges toward greed and pride): to serve the Dawnflower, bringing compassion and redemption to those who will except it...and a swift blade or arrow to those who will not. Yvra still feels the temptation of his own greed--and when he does, he does his best to quell his weakness by focusing on his devotion to the Everlight.

Misc notes: Yrva will focus primarily on archery and expects to take on the Phoenix Champion PrC (when he gets to 6th level...and the PrC is--hopefully--out of beta or near enough. His goal (apart from rescuing Goodwin) is to prove his worthiness and ability to resist his natural impulses toward greed and pride. He’s trying to hide his nervousness about being back out in the world--and the temptations it will bring.