So.. My character.. All done with Hero Lab..<br/><br/><strong>Rinthea Vasarr</strong><br/>Aasimar Dragon Disciple 3/Sorcerer (Crossblooded) 5<br/>N Medium outsider (native)<br/><strong>Init </strong>+8;<strong>Senses </strong>darkvision 60 ft.; Perception +12<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC </strong>15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 deflection)<br/><strong>hp </strong>68 (3d12+5d6+16)<br/><strong>Fort </strong>+5,<strong>Ref </strong>+4,<strong>Will </strong>+8<br/><strong>Resist </strong>dragon resistances, acid 5, cold 5, electricity 10, fire 5<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed </strong><br/><strong>Melee </strong>quarterstaff +5 (1d6+1/×2) and<br/>. . unarmed strike +5 (1d3+1/×2)<br/><strong>Special Attacks </strong>breath weapon, dragon bite, claws<br/><strong>Spell-Like Abilities</strong><br/>. . 8/day—<em>elemental ray</em><br/>. . 1/day—<em>daylight</em><br/><strong>Sorcerer (Crossblooded) Spells Known </strong>(CL 7th; concentration +12):<br/>3rd (5/day)—<em>fireball (DC 18)</em><br/>2nd (7/day)—<em>scorching ray (bloodline energy type), gust of wind (DC 17), fire breath (DC 17)</em><br/>1st (8/day)—<em>shocking grasp, true strike, magic missile, mage armor, comprehend languages</em><br/>0 (at will)—<em>detect magic, detect poison, light, read magic, penumbra, spark (DC 15)</em><br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str </strong>12,<strong>Dex </strong>15,<strong>Con </strong>14,<strong>Int </strong>20,<strong>Wis </strong>18,<strong>Cha </strong>20<br/><strong>Base Atk </strong>+4;<strong>CMB </strong>+5;<strong>CMD </strong>18<br/><strong>Feats </strong>Additional Traits, Craft Wand, Craft Wondrous Item, Eschew Materials, Improved Initiative, Quicken Spell<br/><strong>Traits </strong>adopted, magical lineage, reactionary, scholar of the great beyond<br/><strong>Skills </strong>Appraise +10 (+12 for small or highly detailed items when using a magnifying glass), Bluff +9, Craft (alchemy) +12, Diplomacy +7, Disguise +15, Intimidate +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +13, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +12, Perception +12, Spellcraft +11, Use Magic Device +11;<strong> Racial Modifiers </strong>+2 Diplomacy, +2 Perception<br/><strong>Languages </strong>Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan<br/><strong>SQ </strong>blazing robe, bloodlines (draconic [red dragon [fire]], elemental [air])<br/><strong>Combat Gear </strong>Blazing robe, Wand of cure moderate wounds, Wand of cure moderate wounds, Wand of enlarge person;<strong>Other Gear </strong>Quarterstaff, Handy haversack (empty), Hat of disguise, Ring of protection +2, Alchemist's lab, Alchemy crafting kit, Antidote kit (10 uses), Artisan's outfit, Bedroll, Blanket, winter, Celestial lamp, Collapsible plank (2), Familiar satchel, Grappling hook, Heritage book, Holy symbol, gold (Nethys), Holy symbol, tattoo (Balkar, Red Dragon), Ink, black, Ink, colored, Inkpen, Journal, Magnifying glass, Rope (2), Sack (empty), Scholar's outfit, Scroll case (empty), Sealing wax, Signal whistle, Spellbook, String or twine, Trail rations (10), Traveler's outfit, Whetstone, 6387 GP, 7 CP<br/>--------------------<br/><strong>TRACKED RESOURCES</strong><br/>--------------------<br/>Antidote kit (10 uses) - 0/10<br/>Blazing robe (1/day) (DC 16) - 0/1<br/>Breath Weapon (1/day) (DC 16) (Su) - 0/1<br/>Daylight (1/day) (Sp) - 0/1<br/>Disguise Self (At will) - 0/0<br/>Elemental Ray (8/day) (Sp) - 0/8<br/>Magic Claws & Bite (8 rounds/day) (Ex) - 0/8<br/>Trail rations - 0/10<br/>Wand of cure moderate wounds - 0/50<br/>Wand of cure moderate wounds - 0/50<br/>Wand of enlarge person - 0/50<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Antidote kit (10 uses)</strong>+3 circumstance bonus to Heal checks to treat poison.<br/><strong>Blazing robe (1/day) (DC 16)</strong>Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).<br/><strong>Breath Weapon (1/day) (DC 16) (Su)</strong>1/day, Breath Weapon deals 3d6 Fire damage, DC 16.<br/><strong>Darkvision (60 feet)</strong>You can see in the dark (black and white vision only).<br/><strong>Dragon Bite (Ex)</strong>Bite atacks deal 1d6 damage<br/><strong>Dragon Resistances (Ex)</strong>You gain Fire resistance 5 and +1 natural armor<br/><strong>Elemental (Air)</strong>You may change any energy spell to use [Electricity] energy.<br/><strong>Elemental Ray (8/day) (Sp)</strong>Ranged touch attack deals 1d6+2 Electricity damage.<br/><strong>Energy Resistance, Acid (5)</strong>You have the specified Energy Resistance against Acid attacks.<br/><strong>Energy Resistance, Cold (5)</strong>You have the specified Energy Resistance against Cold attacks.<br/><strong>Energy Resistance, Electricity (10)</strong>You have the specified Energy Resistance against Electricity attacks.<br/><strong>Energy Resistance, Fire (5)</strong>You have the specified Energy Resistance against Fire attacks.<br/><strong>Eschew Materials</strong>Cast spells without materials, if component cost is 1 gp or less.<br/><strong>Magic Claws &amp; Bite (8 rounds/day) (Ex)</strong>2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.<br/><strong>Magical Lineage (Fire Breath)</strong>A chosen spell counts as 1 level lower when metamagic feats are applied to it.<br/><strong>Magnifying glass</strong>+2 Appraise for small or highly detailed items.<br/><strong>Quicken Spell</strong>Cast a spell as a swift action. +4 Levels.