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Character Name: Mal-El “Bones” Dwin-Sithek Combat:

Race: Elf (Kyonin) Alignment: True Neutral HP: 37 (7d8+5)


Level: 7; Cleric 5 (Nethys)/Investigator 2 Initiative: +4 (Dexterity +4)
Speed: 30 ft. Space/Reach: 5x5/5 ft.
Abilities:
Strength 7 (-2) Defense:
Dexterity 18 (+4) Armor Class: 21 (Mithral Breastplate +6, Dexterity +4,
Constitution 10 (+0) Ring of Protection +1; Flat-Footed 18; Touch 15; Armor
Intelligence 12 (+1) Check Penalty -0)
Wisdom 16 (+3) Combat Maneuver Defense: 16 (Base +4, Strength -2,
Charisma 14 (+2) Dexterity +4)

Background Traits: Magical Knack, Rich Parents. Saves:


Racial Traits: Elven Immunities, Elven Magic, Keen Fortitude: +6 (Base +4, Resistance +2)
Senses, Low-Light Vision, Weapon Familiarity. Reflex: +10 (Base +4, Dexterity +4, Resistance +2)
Willpower: +9 (Base +4, Wisdom +3, Resistance +2)
Class Features: Aura, Channel Energy: Positive (3d6;
5/day), Evasion, Domains: Animal (Feather) & Offense:
Protection (Defense), Evasion, Follow Up, Orisons, Base Attack Bonus: +4
Rogue Talents (Finesse Rogue), Sneak Attack (+1d6), Combat Maneuver Bonus: +8 (Base +4, Dexterity +4)
Spontaneous Casting: Cure Spells.
Weapons:
Feats: Boon Companion, Leadership, Selective Channel, +1 Menacing Elven Curve Blade: Attack +9, Damage
Versatile Channeling, Weapon Finesse, Weapon 1d10, Critical 18-20/x2.
Proficiency (Martial, Rogue, Simple). Dagger: Attack +8, Damage 1d4-2, Critical 19-20/x2,
Range 10 feet.
Skills (33 Points): Holy Water: Attack +8, Damage 2d4 (Holy), Critical x 2,
Languages: Common, Draconic, Elven. Range 10 feet; Splash.
*Class Skill Masterwork Light Crossbow: Attack +9, Damage 1d8,
Critical 19-20/x2, Range 80 feet.
Shocking Grasp: Attack +8 (+3 vs. Metal), Damage 5d6
(Electricity), Critical x2; Touch.

Magic:
Domain Powers: Animal Companion, Deflection Aura,
Eyes of the Hawk, Resistance Bonus (+2).

Spells:
Orisons (4): Detect Magic, Guidance, Resistance, Spark.
1st Level (4+1): Abundant Ammunition, Bless, Burning
Disarm, Divine Favor; Shield.
2nd Level (3+1): Bull’s Strength, Protection from Evil
(Communal), Resist Energy; Barkskin.
3rd Level (2+1): Channel Vigor, Searing Light ; Fly.
“Groonz”
Ape (Large Animal) “Rastabones”
HP: 40 hp (6d8 + 12) Advanced Bloody Owlbear (Large Undead)
Initiative: +3 (Dexterity +3) HP: 52 (6d8 + 24)
Speed: 50 ft., Climb 50 ft. Space/Reach: 10x10/10 Initiative: +8 (Dexterity +4, Initiative +4)
ft. Speed: 20 ft. Space/Reach: 10x10/5 ft.

Abilities: Abilities:
Strength 23 (+6) Strength 23 (+6)
Dexterity 17 (+3) Dexterity 18 (+4)
Constitution 14 (+2) Constitution N/A
Intelligence 3 (-4) Intelligence N/A
Wisdom 12 (+1) Wisdom 14 (+2)
Charisma 7 (-2) Charisma 18 (+4)

Special Qualities: Devotion, Evasion, Link, Low-Light Special: Channel Resistance 4, DR 5/Bludgeoning,
Vision, Scent, Share Spells. Deathless, Fast Healing 3, Immunity: Cold, Undead
Traits.
Feats: Combat Reflexes, Martial Weapon Proficiency
(Horse Chopper), Multi-Attack. Feats: Improved Initiative.

Skills: Acrobatics 1 (+7)*, Climb 1 (+18)*, Linguistics 1 (- Defense:


3), Perception 1 (+5)*, Stealth 1 (+7)*, Survival 1 (+2). Armor Class: 23 (Dexterity +3, Armored Kilt Barding +1,
Languages: Common. Breastplate Barding +6, Natural +4, Size -1; Flat Footed
20; Touch 13; Armored Check Penalty -4)
Defense: Combat Maneuver Defense: 25 (Base +4, Dexterity +4,
Armor Class: 26 (Dexterity +3, Armored Kilt Barding +1, Strength +6, Size +1)
Breastplate Barding +6, Natural Armor +7, Size -1; Flat-
Footed 23; Touch 12; Armor Check Penalty -4) Save:
Combat Maneuver Defense: 24 (Base +4, Dexterity +3, Fortitude: +6 (Base +2, Charisma +4)
Strength +6, Size +1) Reflex: +6 (Base +2, Dexterity +4)
Willpower: +7 (Base +5, Wisdom +2)
Saves:
Fortitude: +7 (Base +5, Constitution +2) Offense:
Reflex: +8 (Base +5, Dexterity +3) Base Attack +4
Willpower: +3 (Base +2, Wisdom +1) Combat Maneuver Bonus: +11 (Base +4, Strength +6,
Size +1)
Offense:
Base Attack Bonus: +4 Attacks:
Combat Maneuver Bonus: +11 (Base +4, Strength +6, Bite: Attack +10, Damage 1d8 +6, Critical x2.
Size +1) Claws (2): Attack +10, Damage 1d6 +6, Critical x2.

Attacks:
+1 Flaming Horse Chopper: Attack +11, Damage 2d8
+1d6(Fire) +10, Critical x3; Reach, Trip.
Bite: Attack +10, Damage 1d6 +1d6(Acid) +6, Critical x2.
Claws (2): Attack +10, Damage 1d6 +1d6(Acid) +6,
Critical x2.
“Ash, Klaatu, Barada & Niktu” Inventory:
Bloody Skeletal Forest Drake (Undead)
HP: 34(5d8 +10) Bones:
Initiative: +7 (Dexterity +3, Feat +4) Combat Equipment: +1 Menacing Elven Curve Blade,
Speed: 20 ft., Swim 20 ft. Space/Reach: 10x10/10 ft. Armored Kilt, Dagger, Masterwork Light Crossbow,
Mithral Breastplate, Ring of Feather Fall, Ring of
Abilities: Protection +1; Bolts – Common (10), Acid (1), Grappling
Strength 19 (+4) (1), Lodestone (1), Pheromone (1); Grenades – Holt
Dexterity 16 (+3) Water (5).
Constitution N/A
Intelligence N/A Custom Magic Item: Rune of Energy [Command Word –
Wisdom 10 (+0) Cure Light Wounds (CL 1), Inflict Light Wounds (CL 1),
Charisma 14 (+2) Use Activated - Shield (CL 1), Shocking Grasp (CL 5)].

Special Qualities: Channel Resistance 4, DR Channel Foci: Authoritative Vestments, Spike Focus
5/Bludgeoning, Deathless, Fast Healing 2, Immunity: Ward (3).
Cold, Undead Traits.
Other Equipment: Artisan’s Tools (Scribe), Bedroll, Belt
Feats: Improved Initiative. Pouch, Clothing (Artisan, , Explorer’s Outfit), Compass,
Healer’s Kit, Hemp Rope (50 feet), Lamp, Magnet,
Skills: None. Marbles, Mirror, Piton (2), Masterwork Backpack,
Surgeon’s Tools, Water Skin; 1670 gp, 4 sp, 3 cp.
Defense:
Armor Class: 21 (Dexterity +3, Armored Kilt Barding +1, Groonz:
Breastplate Barding +6, Natural Armor +2, Size -1; Flat- Gear: +1 Flaming Horse Chopper, Armored Kilt,
Footed 18; Touch 12; Armor Check Penalty -4) Breastplate, Brooch of Expeditious Retreat, Collar of
Combat Maneuver Defense: 21 (Base +3, Dexterity +3, Mighty Fists (Corrosive), Military Saddle (Exotic).
Strength +4, Size +1)
Rastabones:
Saves: Gear: Armored Kilt Barding, Breastplate Barding,
Fortitude: +3 (Base +1, Charisma +2) Military Saddle (Exotic), Saddlebags.
Reflex: +4 (Base +1, Dexterity +3)
Will: +4 (Base +4) Ash, Klaatu, Barada & Niktu:
Gear: Armored Kilt Barding, Breastplate Barding,
Offense: Military Saddle (Exotic), Saddlebags.
Base Attack Bonus: +3
Combat Maneuver Bonus: +7 (Base +3, Strength +4)

Attacks:
Bite: Attack +7, Damage 1d8 + 4, Critical x2.
Tail Slap: Attack +7, Damage 1d8 + 2, Critical x 2.

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