Full Name |
Elasha Gyrlass'rakka |
Classes/Levels |
|
Gender |
**INACTIVE(WIP)** Lightbringer Elven Female Adult |
Size |
Medium |
Age |
Elven Female Adult |
Special Abilities |
Lightbringer Elf |
Alignment |
Neutral Good |
Location |
Amalda'ngren Ost (Iron Treetop Keep), Kyonin, Golarion |
Languages |
Common, Elven |
Strength |
23 |
Dexterity |
18 |
Constitution |
18 |
Intelligence |
28 |
Wisdom |
16 |
Charisma |
16 |
About Elasha Gyrlass'rakka
Third born fraternal triplet of Lord Anderlorn and Lady Nin'aerlinn Gyrlass'rakka;
Arwen Fallaner Elasha Gyrlass'rakka Amalda-Angrenost ar' Kyonindor
Review/Refine/Coin Remaining- 107,060
Elasha Gyrlass'rakka
Elf incanter 20
CG Medium humanoid (elf)
Init +9; Senses darkvision 60 ft.; Perception +31
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Defense
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AC 42, touch 23, flat-footed 34 (+14 armor, +5 deflection, +1 Dex, +7 dodge, +5 shield)
hp 163 (20d6+100); fast healing 1
Fort +18, Ref +19, Will +23
Defensive Abilities fortification 75%; Immune ability damage, ability drain, blindness, dazzled, disease, energy drain, fear
Weaknesses light sensitivity
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +5 darkwood quarterstaff +24/+24/+19 (1d6+14) or
. . destructive blast +18/+18 touch (18d6)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 darkwood quarterstaff)
Spell-Like Abilities (CL 20th; concentration +23)
. . At will—light
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Statistics
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Str 23, Dex 18, Con 18, Int 28, Wis 16, Cha 16
Base Atk +10; CMB +18; CMD 42
Feats Additional Traits, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Mounted Combat, Run, Weapon Focus (quarterstaff)
Traits fate's favored, highlander (hills or mountains), reckless, seeker
Skills Acrobatics +30 (+34 to jump with a running start, +38 to jump), Appraise +12, Bluff +6, Climb +10, Craft (alchemy) +32, Diplomacy +26, Disguise +6, Escape Artist +2, Fly +25, Handle Animal +20, Heal +6, Intimidate +6, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (psionics) +20, Knowledge (religion) +20, Perception +31, Ride +20, Sense Motive +6, Spellcraft +35, Stealth +40 (+42 in hilly or rocky areas), Survival +15 (+25 to find and follow tracks), Swim +10, Use Magic Device +26; Racial Modifiers highlander (hills or mountains)
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal, Orc, Sylvan, Undercommon
SQ adhesive blast, admixture, armored magic, barrier, break enchantment, breathless, camouflage (forested areas), casting, combat training, cure, defensive rider, deflection, destructive blast, energy blade, explosive orb, extended range, extreme range, force blast, greater blast, greater healing, greater restore, greater resurrection, haste, heal dead creature, identify rythyms, improved haste, invigorate, lightbringer[APG], lurker, magic armor, mass healing, numbing blast, ranged healing, rebuff, regeneration, restorative cure, restore, restore, restore 50 hp on death, restore composure, restore health, restore mind, restore mind and body, restore movement, restore senses, restore soul, resurrection, resuscitate, salve, scout, selective blast, self-renewal, sense and resist scrying, shrapnel blast, slow, staff mastery, stone blast, track the scene +10, wingbind
Combat Gear Destruction Blade; Other Gear armor of the unstoppable warrior, +5 darkwood quarterstaff, belt of physical perfection +6, boots of the elven spirit, cloak of the elven spirit, handy haversack, headband of mental superiority +6, ioun gauntlet, pale green prism ioun stone, periapt of health, psychoactive skin of the chameleon, ring of resistance +5, stone of good luck (luckstone), 107,060 gp
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Special Abilities
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Alchemy: Salve 8d8+3 (Max 11 uses/creature/day) Create a poultice that heals 8d8 damage
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Beastmastery: Defensive Rider Spend an AoO to use a Ride check in place of your mount's AC or Reflex save
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Casting (CL 20, MSB +20, MSD 31, Concentration +29, DC 29) You can cast sphere effects.
Combat Training (DC 18) You have training in one or more combat spheres
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Adhesive Blast (DC 31) Destructive Blast deals acid damage and can entangle target
Destruction: Admixture Apply two blast type talents to a destructive blast
Destruction: Destructive Blast 18d6 Ranged or melee touch attack deals 18d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Explosive Orb (Radius 35 ft., DC 31) Deal destructive blast damage in a radius
Destruction: Extended Range (2) Increase the range of your destructive blast
Destruction: Extreme Range Your destructive blast has a range of 1,000 ft + 100 ft per caster level
Destruction: Force Blast (DC 31) Your destructive blast deals force damage and can knock targets prone
Destruction: Greater Blast (5) +1 damage die to your destructive blast
Destruction: Numbing Blast Destructive Blast deals cold damage and imposes -2 to Ref for 1d4 rd
Destruction: Rebuff (+10 AC, +5 Ref) Use your destructive blast defensively, granting evasion and cover bonuses
Destruction: Selective Blast (3 creatures) Exclude 1 (+1 per 10 CL) creatures from the area of your destructive blasts
Destruction: Shrapnel Blast Destructive Blast deals slashing damage (d4's) and adds bleed damage equal to # of dice
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Destruction: Wingbind Entangling blasts can bring down flying creatures
Equipment: Magic Armor Prerequisites: Equipment sphere.
You can coax great power from the magic in your armor. You gain a deflection bonus to AC equal to your worn armor’s enhancement bonus to AC.
Equipment: Staff Mastery (2-Handed Reach) Fire two arrows at different targets as an attack action
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fortification 75% You have a chance to negate critical hits on attacks.
Heal Dead Creature (1/day) Once per day as a standard action, the wearer of the armor may touch a target that died within the last round and heal 1d8+12 hp. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Fear (Ex) You are immune to all fear effects.
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 1d8+220 (DC 29) Heal a target
Life: Greater Healing (4) Your cure heals 1 additional HP per caster level
Life: Greater Restore Restore heals ability damage and removes some conditions that it would otherwise lessen
Life: Greater Resurrection Resurrect creatures that have been dead longer, or are missing vital pieces
Life: Invigorate (Up to 20 temp HP) Grant up to 20 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Regeneration Restore heals permanent injuries such as severed limbs
Life: Restorative Cure Restore your target when you cure or invigorate them
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Composure Cure heals +1d8 HP, and restore can remove emotion and charm effects
Life: Restore Health Cure heals +1d8 HP, and restore can remove poison or disease
Life: Restore Mind Cure heals +1d8 HP, and restore cures confused and dazed conditions
Life: Restore Mind and Body Restore counts as wish/miracle for removing spell effects
Life: Restore Movement Cure heals +1d8 HP, and restore can free the target from movement-impairing effects
Life: Restore Senses Cure heals +1d8 HP, and restore reverses loss of senses
Life: Restore Soul Cure heals +1d8 HP, and restore cures ability drain and negative levels
Life: Resurrection Restore a dead creature to life
Life: Resuscitate Cure or invigorate creatures who died within the last round
Life: Self-Renewal You can cure or restore yourself as a swift action
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Protection: Armored Magic (+7 armor or +5 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier (24 hp & Break DC 25) You can create a ward that absorbs damage
Protection: Breathless You may create an aegis that allows a creature to survive without air
Protection: Deflection +5 You can put an aegis on a creature to grant it a deflection bonus to AC
Restore (1/day) The wearer may use the restore ability of the Life sphere as a 1st level caster twice per day.
Restore 50 HP on death (1/day) Once per day, the armor restores 50 hp to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit poin
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scout: Identify Rythyms While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +10 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Slow (DC 29) Target becomes staggered
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Animal Companion CR –
Male advanced giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +9; Senses low-light vision, scent; Perception +23
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Defense
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AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, -1 size)
hp 108 (9d8+72)
Fort +14, Ref +11, Will +6 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +14 (1d8+9), 2 claws +14 (1d6+9), 2 talons +14 (3d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 28, Dex 20, Con 27, Int 6, Wis 16, Cha 18
Base Atk +6; CMB +16; CMD 31
Feats Improved Initiative, Improved Natural Attack (talon), Run, Wingover
Tricks Attack, Attack, Attack Any Target, Cinderbrave, Come, Down, Fetch, Heel, Seek, Stay, Track
Skills Acrobatics +25 (+29 to jump with a running start, +28 to jump with a running start, +37 to jump), Fly +15, Perception +23, Stealth +21, Survival +12 (+16 to find and follow tracks); Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
SQ attack, attack any target, cinderbrave, combat training, come, coordinated movement, devotion, down, fetch, great senses, heel, lurker, scout, seek, sense and resist scrying, stay, track, track the scene +4, wall stunt
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Special Abilities
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Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Wall Stunt Run along, jump off from, or cling to walls, depending on what Athletics packages you have
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Training (DC 16) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fly (60 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +4 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
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