Churgri of Vapula

al'Torac's page

27 posts. Alias of david barker.


Race

kobold

Classes/Levels

sorceror9/dragon disciple 10 archmage tier 9

Special Abilities

fire 12, cold 22, electric 32

Alignment

lg

Deity

surge 13 1d8

Location

hp 145

Languages

draconic, common

Strength 27
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 22

About al'Torac

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spells

Male Kobold Sorcerer 9/Dragon Disciple 10 archmage tier 9
LG small humanoid
Init +7 Senses Darkvision (60) Listen +0 Spot +0
DEFENSE
AC 34(37), touch 17(16), flat-footed 31 (34)
hp 131 (143)
Fort 11(12) ,Ref 11 ,Will 12
+4 bonus against sleep and paralysis effect
Fire resistance 12
Cold resistance 22
Electricy resistance 12
OFFENSE
Speed 30 ft fly(average) 60ft
Melee +2 Returning Spear (Small) +19 / +14 (1d6+14/x3) (dragon bite +17 1d8 + 13,
Ranged +2 Returning Spear (Small) +14 / +9 (1d6+9/x3) or
Frost Ray +12 / +8 (1d6+10/x2) 8 times of day

Tail sweep with a bludgeoning attachment 15/10 1d8+ 3

Dragon claws
Dragon bite
Breath weapon
Special Attacks Dragon Bite, Dragon Form
Space 5 Reach 5
STATISTICS
STR 24 (28)
DEX 16
CON 14 (16)
INT 12
WIS 10
CHA 20
Base Atk s8/3 Grp130
Feats
Draconic Aspect (Red),
Draconic Breath (Red),
Skill Focus (Knowledge (planes)),
Tail terror,
Toughness,
Eldritch Heritage (elemental-water),
Skill Focus (Fly),
Draconic Paragon
mythic eldritch heritage,
mythic toughness
Blind-Fight
Extra path ability elemental bond air

Skills
Fly +27,
Knowledge (arcana) +12,
Knowledge (planes) +15,
Spellcraft +18,,

Languages Draconic, common
Gear +2 Returning Spear (Small), Handy Haversack,

draconic:

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Table: Draconic Bloodline Breath Weapons

Dragon Type Energy Type Breath Shape
Gold Fire 30-foot cone
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

elemental:

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on Table: Elemental Bloodline Energy Types and Movement.

Table: Elemental Bloodline Energy Types and Movement
Water Cold Swim 60 feet
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.

dragon disciple:

Hit Die: d12.

Requirements

To qualify to become a dragon disciple, a character must fulfill all the following criteria.

Race: Any non-dragon.

Skills: Knowledge (arcana) 5 ranks*.

Languages: Draconic.

Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

Class Skills

The dragon disciple's class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Dragon Disciple

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Blood of dragons, natural armor increase (+1) —
2nd +1 +1 +1 +1 Ability boost (Str +2), bloodline feat, dragon bite +1 level of existing arcane spellcasting class
3rd +2 +2 +1 +2 Breath Weapon +1 level of existing arcane spellcasting class
4th +3 +2 +1 +2 Ability boost (Str +2), natural armor increase (+1) +1 level of existing arcane spellcasting class
5th +3 +3 +2 +3 Blindsense 30 ft., bloodline feat —
6th +4 +3 +2 +3 Ability boost (Con +2) +1 level of existing arcane spellcasting class
7th +5 +4 +2 +4 Dragon form (1/day), natural armor increase (+1) +1 level of existing arcane spellcasting class
8th +6 +4 +3 +4 Ability boost (Int +2), bloodline feat +1 level of existing arcane spellcasting class
9th +6 +5 +3 +5 Wings —
10th +7 +5 +3 +5 Blindsense 60 ft., Dragon form (2/day
spells per day

At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Blood of Dragons

A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Natural Armor Increase (Ex)

As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Ability Boost (Ex)

As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat

Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.

Dragon Bite (Ex)

At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

Breath Weapon (Su)

At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Blindsense (Ex)

At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp)

At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Wings (Su)

At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

mythic:

tier 1
+3 hp
mythic eldritch heritage
The blood of your sorcerous ancestor mingles with your mythic power to great effect.

Prerequisite(s): Eldritch Heritage.

Benefit: You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2.
Mage Strike (Su)

As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Enduring Armor (Su)

You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

tier 2
+3 hp
+2 strength
Mythic Bloodline (Su)

When determining the effects of your bloodline powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. If you have a sorcerer bloodline power that can be used multiple times per day, such as metamagic adept, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the bloodline class feature to select this ability.

tier 3
+3 hp
mythic toughness
You have legendary resilience and durability.

Prerequisite(s): Toughness.

Benefit: Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
Bloodline Immunity (Su)

The intense power of your sorcerer blood makes you immune to the weapons you rely on. You don't take damage or suffer harmful effects from spells on your bloodline spell list, even ones you aren't of a high enough level to cast. If you're targeted by any of these spells, as an immediate action you can expend one use of mythic power to turn the spell back upon the original caster as if using spell turning.

Beneficial effects of spells on your bloodline spell list affect you normally. You must have the bloodline class feature to select this ability.

tier 4
+3 hp
+2 strength
Bloodline Intensity (Su)

Your mythic power intensifies your sorcerer bloodline. Select an additional bloodline feat from your bloodline's list of feats. You must meet the prerequisites for that feat. You can also cast each of your bloodline spells once per day without them counting toward the number of spells you can cast per day. You must have the bloodline class feature to select this ability.

tier 5
3hp
Extra path ability element bond air
Energy Conversion (Su)

Whenever you cast a spell with the acid, cold, electricity, or fire descriptor, you can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
universal
Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier.

Table: Base Mythic Abilities
Mythic Tier Ability Score Mythic Feat Base Mythic Abilities
1st — 1st Hard to kill, mythic power, surge +1d6
2nd 1st — Amazing initiative
3rd — 2nd Recuperation
4th 2nd — Surge +1d8
5th — 3rd Mythic saves
6th 3rd — Force of will
7th — 4th Surge +1d10 KI
8th 4th — Unstoppable
9th — 5th Immortal
10th 5th — Legendary hero, surge +1d12
Ability Score

Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

Mythic Feat

Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex)

At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex)

At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will (Ex)

At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex)

At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Immortal (Su)

At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su)

At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

spells:

level 0 1 2 3 4 5
known 9 5 5 4 3 2
per day 6 6 6 6 4
lv0
lv1
lv2
lv3
lv4
lv5

"raconic
Gear:
Belt of Physical Might +4 (STR/DEX) Headband of Alluring Charisma +2 Amulet of Natural Armor +3
Shirt of Immolation
Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive. Ring of Protection +3
Ring of Sustenance
Cloak of Resistance +4
+2 Returning Spear (Small)
Bedroll
Blanket, Winter
Rope, silk (50 ft)
Pouch, belt (empty) Handy Haversack

spells known:

lv0
Acid Splash Read Magic Chameleon Scales
Bleed Resistance Disrupt Undead
Detect Magic Arcane Mark Message

lv1
Magic Missile Icicle Dagger
Identify Ear-Piercing Scream
Burning Hands

lv2
Acid Arrow Flaming Sphere
Spontaneous Immolation
Elemental Touch
Slipstream

lv3
Fireball
Gaseous Form
Magic Circle against Evil
Draconic Reservoir

lv4
Boneshatter
Ice Storm
Acid Pit

lv5
Acidic Spray
Icy Prison

lv6
lv7
lv8
lv9

Golden Scales (Kobold)

Your distinctive golden scales strongly reflect the light, making other kobolds mistrust you, but aboveground races favor you.

Benefit: You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.

Unscathed

You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.

Benefit: Each type of energy resistance you have (if any) increases by 2 points."