Silver Dragon

Zinnath the Scary's page

897 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Zinnath the Scary

Race

Dragon - AC: 18 (16 TCH, 14 FF); SR: 13; Init: +5; CMB: +4 CMD: 14; F:+4 R:+6 W:+5; HP:22/22; Perception +8; (60’ Darkvision)

Gender

Male

Size

Tiny (15 inches long, 18 inch tail), 7 lbs

Age

Unk

Special Abilities

1st (3/3); G Inv (3/3)

Alignment

Chaotic Good

Languages

Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Occupation

Being Scary

Strength 9
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 14
Charisma 16

About Zinnath the Scary

Zinnath:

Zinnath the Scary - #2
Male faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +5; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—air bubble[UC], mage armor, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, chameleon scales, dancing lights, detect magic, mage hand
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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Traits ambitious, reactionary
Skills Acrobatics +8 (+0 to jump), Bluff +9, Diplomacy +9 (+13 to influence creatures with 5+ HD more than you), Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

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Combat Shortcuts:

[dice=Initiative]1d20+5[/dice]

Immune to Sleep
Immune to Paralysis

[dice=Acid Splash]1d20+5[/dice] vs Touch
[dice=Acid Damage]1d3[/dice]

[dice=Bite]1d20+4[/dice] Reach 2.5'
[dice=Bbite Damage]1d3-1[/dice]

Skill Shortcuts:

[dice=Acrobatics]1d20+8[/dice] -8 to jumps
[dice=Appraise]1d20+3[/dice]
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+3[/dice]
[dice=Diplomacy]1d20+9[/dice] *
[dice=Disable Device]1d20+X[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+23[/dice]
[dice=Heal]1d20+2[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20+8[/dice]
[dice=Stealth]1d20+17[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+17[/dice]
[dice=Use Magic Device]1d20+9[/dice]

Background:

Zinnath was hatched in the Mwangi Expanse. Albinos are rare among dragonkind, exceedingly rare, and he was always treated as an aberration. When he grew older, he determined that he would strike out from his people, and make a name for himself. Rather than being considered an anomaly as an albino, Zinnath decided that it would be better to claim the identity of a miniature white dragon.

He would never be evil like a white dragon, nor would he have many of their abilities, but he was going to play the part as best he could. No matter his efforts though, he just can't overcome his love of small valuable objects, and his insatiable desire to have them.

After several years of trying to be something he wasn't, he met a hermit-mage in the forest. Ndombe was kind to Zinnath, and he started working to teach Zinnath the ways of magic, but Zinnath could never quite get it right. It took years before they figured out the problem. Zinnath did not have the wizarding gift, rather his draconic background was more permissive of the natural spellcasting abilities of a sorcerer. Once they solved that conundrum, Clyburne was able to start working to help Zinnath enhance his natural powers. This resulted in Zinnath having access to different spells than some of his ilk.

Zinnath is kind hearted, and playful, he cannot overcome who he really is after all, but he does try and play like he is more ferocious and evil like his larger cousins.

Appearance:

While most of his sort are multicolored and brilliant in appearance, Zinnath was born with a lack of natural pigmentation throughout his entire hide. However, he will occasionally use his chameleon scales spell to make himself much more vibrant than even his cousins could hope to be.