Indra Lash

The Mystic Backlash


Indra Lash

Medium Human Dragon Shaman (Brass) 12/Sorc 12

Hit Dice: 11d10 +28 (125 hp) 10+8+6+5+2+7+10+10+10+9+9+3

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 19 (+1 Dex, +2 natural armor, +5 armor), touch 11, flat-footed 16

Base Attack: +8/+3

Grapple: +8

Attack: +9 (1d4)

Full Attack: +9/+4 (1d4)

Space/Reach: 5 ft./ ft.

Special Attacks: Breath Weapon (6d6 fire; DC 18 half)

Special Qualities: Draconic Aura +3, Immune to Fire, (Usual Auras: Energy Shield, Toughness)

Saves: Fort +11, Ref +5, Will +12 (+1 vs. fire)

Abilities: Str 10, Dex 12, Con 16, Int 18, Wis 18, Cha 24

Skills: Concentration (Con) +14, Knowledge (arcana) (Int) +17, Spellcraft (Int) +18, Gather Information +20, Survival +19, Climb +10, Knowledge (nature) +17

Feats: Hdraconic Heritage, FlawRetributive Spell, 1Improved Unarmed Strike, 3Still Spell, 6Practiced Metamagic, 9Rapid Metamagic, 12Double Draconic Aura, Skill Focus (gather information), Skill Focus (Survival)

Flaw: Non-combatant

Alignment: NG

Languages: Common, Draconic, Kath, Rancha, Aviare, Istak

Equipment: +2 retributive electic eel hide (23,015 gp), Ring of Vengeance (4,500 gp), Retributive Amulet (9,000 gp), Cloak of Cha +6, Ring of Sustenance, Material component pouch, Hewards Handy Haversack, Heroic Supplies (80 gp), 2,000 gp in spell components, 5 uses of stoneskin, potion of see invisibility x 2, 3,375 gp +(10,500 gp, 5 days left)

Spells: Control Winds, Endure elements, tongues

0/day 9 Dancing Lights, Light, Ghost Sound, Mage Hand, Prestidigitation, Message, Detect Magic, Read Magic, Amanuensis
8/day 5 Backbiter, Identify, Magic Missile, Shield, Benign Trasposition
8/day 5 Urchin Spines, Death Armor, Body of the Sun, Balor Nimbus, Combust
8/day 4 Hamatula Barbs, Haste, Fly, Dispel Magic
7/day 3 Ray Deflection, Dimension Door, Stoneskin
6/day 2 Acid Sheath, Mass Fire Shield
4/day 1 Fires of Purity

Electric Eel Hide: This suit of +2 buoyant slick hide armor is black and slimy looking. Opponents that hit the wearer with natural weapons, unarmed attacks, or weapons composed mostly of metal (such as a sword or pick, but not a wooden-hafted spear) take 1d6 points of electricity damage. In addition, three times per day, on command, the wearer can deal 5d6 points of electricity damage by making a melee touch attack. Underwater, the wearer can instead spend a daily use to produce an electrified burst with a 5-foot radius. All creatures within this area other than the wearer take 2d6 points of electricity damage.

Moderate conjuration, evocation, and transmutation;

Touch of Vitality (Su): (132) Points At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead. For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.

Breath Weapon (Su): At 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. Line-shaped breath weapons are 60 feet long at 12th level

Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Brass—Endure Elements (Sp): As the spell, except you can only target yourself (at will).

Draconic Aura (Su): Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura is +3.

Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon’s damage-dealing breath weapon (see below). 6 fire/hit

Power: Bonus on melee damage rolls equal to your aura bonus.

Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.

Resistance: Resistance to your totem dragon’s energy type equal to 5 × your aura bonus. Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.

Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).

Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

Heroic Supplies
Bedroll 5gp
Winter Blanket .5 gp
Fishing Net 4gp
flint and steel 1gp
tent 10 gp
rope, silk 10 gp
10-foot pole .2 gp
Alchemist Fire 20 gp
Smokestick 20 gp
Tindertwig 1gp
Empty Sack .1 sp
sheet of parchment .2 gp
Ink (1 oz. Vial) 8 gp

Indra Lash

Gamers' House Devioushyde