Valeros

Zuberi Ra-Amon's page

29 posts. Alias of Lorderl.


Full Name

Zuberi Ra-Amon

Race

Human (Egyptian)

Classes/Levels

Dragonfire Adept 2/ Draconic ECL 1/ Duskblade 2

Gender

Male

Size

6' 0", 223lbs

Age

23

Special Abilities

See Profile

Alignment

Neutral Good

Deity

Deity of Light

Location

Well of Life

Languages

Common, Egyptian, Roman, Draconic, Dwarven, Elven

Occupation

Adventurer

Homepage URL

email me at stormeagle1@yahoo,com

Strength 20
Dexterity 18
Constitution 20
Intelligence 16
Wisdom 15
Charisma 19

About Zuberi Ra-Amon

Zuberi Ra-Amon Background

Spoiler:
Zuberi's is from the Egyptian City of Heliopolis, once part of the Greek empire in the Northern parts of Egypt on the border with Babylonia and Summeria (Persian Empire), and of course the Greco Roman settlements.

Geographically, the Persian empire is the entire northern border except for about a 100 mile strip on the coast which is Greco-Roman. There is also the free city of Lankamar nearby in the north, a free wheeling outpost of all kinds of things, races, cultures; a rough place by nearly anyone’s standards.

Zuberi parents had a prearranged marriage. Zuberi is the youngest child and has 7 other siblings. In truth Zuberi was an unexpected surprise as his parents had not intended on having any other children since they had passed the normal child bearing years, thus Zuberi was by far many years younger than his next older sibling.

Life expectancy in Egypt is really high, about 85 years of age for humans. There hasn’t been a war in a long, long time, something like hundreds of years. There have been a few border skirmishes, but with a powerful Elven kingdom of Wood Elves on one side and Dwarves on the other, that meant that they are really well protected. Expect for the occasional pirates, Persian mercenaries and adventurers there wasn’t much in the way of conflict in their culture.

Zuberi, while being unexpected and the youngest child, one would think that he would be viewed with a special admiration, but that was not to be the case. Though loved by his parents, Zuberi wasn’t actually looked upon as anything special. It was more of a mixed feeling sort of thing. While all of the other sibling had left the cradle so to speak, Zuberi still needed tending. Though of a different age category or even generation, Zuberi was just one of the crowd amongst his family, even if he was a little out of touch with everyone because of it.

His family was of the upper lower class sect of laborers, skilled in the craft of stonemasonry in the employ of the Romans whom had a strong influence in Egyptian affairs. A few of his other sibling sought out profession more to their liking, assuming cultural vocations such as herdsmen, and farmers. The oldest of them whom was always in conflict with their father had even set out an became a fishermen.

Zuberi followed in his fathers footsteps and became a Stonemasoner, he also finds Calligraphy rewarding since symbols and writings fascinate him, and of course the pursuit of all things dragon.

In becoming a Stonemasoner, it somehow touched his farther. Through some financial sacrifice and after Zuberi’s induction into the Order of Light, his father bestow upon him an magnificently crafted enchanted greatsword. This may or may not have sat well with some of his older sibling whom might feel such an item should have gone to them.

While growing up Zuberi had gotten on well with his parents, siblings and extended family, nothing exceptionally, just middle of the road to good with everyone, all save his uncle Maxis whom seemed to wholeheartedly love him since the day of his birth.

Later, it was Zuberi’s uncle Maxis that introduce him to his future trainer and mentor, whom accepted him as his apprenticed and began his training, which would later lead to his induction as an Initiate of the Order of Light. Once an initiate completes their training, there follows a ceremony, after which Zuberi was gifted with a magical ring call a Ring of Radiance (or Ring of the Initiate) and was told to follow the path of light, in which the light would speak to him when the commitment was in his heart. That bit of wisdom was imparted by the proceeding elder of the ceremony, so that later in life it would help Zuberi to achieve a great goal.

Currently your character has been working with a Roman Prince as part of his Egyptian allies; he has been expecting aid from the Balinor Stormwall; a great Dwarven hero who had contacted him and was sending a specialized team to infiltrate the undead home city; Recently; the high cleric of Jupiter told the Prince that Neptune had saved the ship they traveled on from certain Doom and the party would not arrive; they would take refuge at the Oracle and make their way toward the meeting place; You and some of the Equestrian class (15 Roman allied horsemen (Germanic)) have been dispatched to go to their aid. You have avoided combat as best you can; there are a handful of other heroes as your self in the group with you; you are to help as you can; the horsemen are your guards; the Prince wishes a meeting.

Other background or behind the scenes information
My thoughts are that a sect/order of priest/mages with or without Pharaohs blessing, perhaps in concert with the Romans, have been for a great many years, for whatever purpose, trying to bring out certain qualities/traits in bloodlines. Zuberi is the result of one such endeavor.

My thoughts are that Maxis is part of this order. In most cases they arrange marriages or see to it that a couple meet as if by chance, or perhaps perform mating ceremonies. Perhaps Zuberi has already been involved in one or many such ceremonies?

So when Zuberi was born, Maxis visited, looking for signs that would only be visible to the trained eye.

I simply chose the name Maxis for the lack of a better one and also so that i may complete the background.

Alias of Lorderl
Race: Male Human Egyptian Classes: Dragonfire Adept 2/ Draconic ECL 1/ Duskblade 2
Neutral Good Medium humanoid (Dragonblood Subtype) (Variant Draconic Template RotD70, see end of profile)
CR 5: Dragonfire Adept (HD: 2d8+10), Duskblade (HD: 2d8+10)
Current XP: 10,000, Next Level @: 15,000 (Duskblade next level)

Init +4; Speed 30ft.
Senses: Listen +3, Spot +5 (template bonus applied); Darkvision (Ex): 60ft., Low-light Vision (Ex)
Languages: Common, Egyptian, Roman, Draconic, Dwarven, Elven

AC 22, Touch 14, Flat-footed 18 … (10 Base, +4 Dex, +5 Armor, +3 Natural)
HP Max: 53; Current: 53; Temporary:

SAVING THROWS: Fort: 11 __ Reflex: 4 __ Will: 8
Misc Save Bonuses: +5 Saves vs. Magic Sleep Effects and Paralysis

Spoiler:
______________________ BASE_____ ABILITY_____ MAGIC_____ MISC_____ TEMPORARY
___________ TOTAL _____ SAVE_____MODIFIER___ MODIFIER__MODIFIER____ MODIFIER
Fortitude______11________ 6________ +5_________ +0_______ +0 _________ +0
Reflex ________4_________ 0________ +4_________ +0_______ +0 _________ +0
Will __________8_________ 6 ________+2_________ +0_______ +0 _________ +0

SQ: +5 Saves vs. Magic Sleep Effects and Paralysis

BASE ATTACKS: Melee: 8 __ Ranged: 7 __ Grapple: 8
SPACE/REACH: 5ft/5ft or 5ft/10ft (Greatspear)

Spoiler:
_____________________ BASE
____________________ ATTACK ____ ABILITY_____ SIZE_____ MISC_____ TEMPORARY
__________ TOTAL _____BONUS____ MODIFIER__ MODIFIER_ MODIFIER____MODIFIER
MELEE_____ +8_________ 3__________ +5_______ +0_______ +0_________ +0
RANGED____+7_________ 3__________ +4_______ +0_______ +0_________ +0
GRAPPLE___+8_________ 3__________ +5_______ +0_______ +0_________ +0

CONTINUAL & TEMPORARY CONDITIONS, AND SPELL EFFECTS

Spoiler:
Draconic Knowledge: +6 bonus on all Knowledge and Spellcraft checks for 24hrs (see Spells section)
Draconic Aura (Vigor) (@+1)
Mercuries +3 luck bonus: 5 uses left

COMBAT TACTICS

Spoiler:

Generally, Zuberi begins combat wielding his greatspear as a defensive mechanism. During the first round of combat, if possible, he moves into position for optimal use of his breath weapon, and possibly get an AOO against the first opponent to move into direct melee against him during the initial combat round. In the following round, Zuberi drops the greatspear, then draws his greatsword for the remaining ensuing battle, hopefully, taking advantage of enemies that have been effected by his Entangling Exhalation breath.

Though not proficient in the greatspear, it does permit Zuberi to attack enemies in the event he is in a second tier position and unable to enter into direct melee himself.


WEAPONS
_________________________________TOTAL ___________________________________________ATTACK/
________________________________ ATTACK __________________________________________ DAMAGE _____ SPECIAL
________________________________ BONUS ___ DAMAGE ___ CRITICAL ___ TYPE ___ RANGE ___ MODIFIER ___ PROPERTIES
Dagger, Silver* _____________________+9 _____ 1d4+5 ____19-20/x2_____ P/S ____ 10ft _______ +1/ --- _______ N/A
Greatspear, Dragonfang*_____________ +5 _____ 2d6+8 ____20/x3 ________ P _____ 10ft _______ -4/ --- _______ +1 damage is Sonic energy
Greatsword, Cold Iron** _____________ +9 _____ 2d6+8 ____19-20/x2 _____ S _____ N/A _______ +1/+1 _______ +1d6 Fire damage on Confirmed Crit
Morningstar* ______________________ +9 _____ 1d8+7 ____20/x2________ B/P ____ N/A _______ +1/ --- _______ N/A
Short Sword, Baatorian Green Steel* ___ +9 _____ 1d6+6 ____19-20/x2______ P _____ N/A _______ +1/+1 _______ N/A
Composite Longbow, Dragonbone* _____+8 _____ 1d8+5 ____20/x3 ________ P _____130ft ______ +1/ --- _______ N/A

Weapon Notes
Greatspear: -4 attack penalty for being non-proficiency in weapon
Baatorian Green Steel: deals +1 damage, non-stacking damage if magical
Cold Iron: used bypass DR of certain creatures such Fey and Demons
Dragonbone Bow: 20ft range increase
Dragonfang Weapon: deals +1 (Sonic) energy damage of the dragons breath, non-stacking damage of same energy type dealt by weapon
Silver: used to bypass DR of certain creatures such Lycanthropes and Vampires

* = Masterwork Weapon
** = Magical Weapon

SPECIAL QUALITIES AND ACTIONS

Spoiler:
Variant Draconic Racial Class Template
Skill Bonus (Ex): +2 on Intimidate and Spot checks (already applied)
Ability Score Increase (Ex): +2 Str, +2 Con, +2 Cha (already applied)
Claws (Ex): 1d3 (medium size)
Darkvision (Ex): 60ft
Dragonblood Subtype (Ex)
Low-light Vision (Ex)
Natural Armor (Ex): +1 natural armor increase (already applied)
Racial Bonus on Saves: +4 Saves vs. Magic Sleep Effects and Paralysis

Dragonfire Adept
Breath Weapon (Su): 1d6 fire; 30ft line or 15ft cone; DC16 Reflex for half damage (DC10 + ½ class level + Con modifier)
Dragontouched: Bonus feat (see Feats section)
Invocation (Sp): Least (at will): Draconic Knowledge (see Spells section) (already applied)
Breath Effect: Frost Breath (Cone-shaped breath weapon deals cold damage)
Scales (Ex): +2 Natural Armor (already applied)

Duskblade
Spellcasting
Armored Mage (Ex): (Light Armor)
Combat Casting: Bonus feat
Arcane attunement (Sp): 6/day (see Spells section)
Arcane Channeling (Su) (@3rd Level)
Quick Cast 1/day (@5th Level)

ATTACK OPTIONS AND SPELL-LIKE ABILITIES

Spoiler:
Variant Draconic Racial Class Template
Claws (Ex): 1d3 (medium size)

Dragonfire Adept
Breath Weapon (Su): 1d6 fire; 30ft line or 15ft cone; DC16 Reflex for half damage (DC10 + ½ class level + Con modifier)
Breath Effect: Frost Breath (Cone-shaped breath weapon deals cold damage)

Duskblade
Arcane attunement 6/day

    • Dancing Lights
    • Detect Magic
    • Flare
    • Ghost Sound
    • Read Magic

SPELLS KNOWN & CAST PER DAY

Spoiler:
Spells Known per Level ___0 ___ 1st ___ 2nd ___ 3rd ___ 4th
Dragonfire Adept _______ --- ____1
Duskblade _____________ 4 ____ 3

0 LEVEL
Dragonfire Adept N/A
none

Duskblade: 4/day @CL 2; DC13
Acid Splash
Disrupt Undead
Ray of Frost
Touch of Fatigue

Arcane attunement 6/day

    • Dancing Lights
    • Detect Magic
    • Flare
    • Ghost Sound
    • Read Magic


1ST LEVEL
Dragonfire Adept at will @CL 2; DC15
Draconic Knowledge:

    • Treat all Knowledge skills as if trained (even if no ranks). Gain a +6 bonus on Knowledge and Spellcraft checks for 24hrs

Duskblade: 4/day @CL 2; DC14
Blade of Blood
True Strike
Ray of Enfeeblement

FEATS & CLASS SELECTION BY LEVEL

Spoiler:
Class Feats
Dragonfire Adept
Simple Weapon Proficiency: All
Dragontouched: Bonus feat (Dragon Magic pg18) (already applied)
    • Dragonblood Subtype
    • Gain 1 hit point
    • Gain a +1 bonus on Listen, Search, and Spot checks
    • Gain a +1 Saves vs. Magic Sleep Effects and Paralysis
    • May select Draconic feats as a Sorcerer of equal character level

Duskblade
Armor Proficiency: Light, Medium, Heavy
Combat Casting: Bonus feat
Shield Proficiency: All except tower
Simple Weapon Proficiency: All
Martial Weapon Proficiency: All

Class & Feats by level
1st Dragonfire Adept 1 ___ Entangling Exhalation [Breath], Power Attack (Human Bonus) ___ (Races of the Dragon pg101, PHB 3.5 pg98)
2nd Draconic Racial 1
3rd Dragonfire Adept 2
4th Duskblade 1 ________ Draconic Aura (Vigor) (@+1) _____________________________ (Dragon Magic pg16)
5th Duskblade 2

SKILLS

Spoiler:
___________________________ KEY __________________________ ABILITY _______ MISC
SKILL NAME ________________ ABILITY ____ TOTAL ____ RANKS ____ MODIFIER ____ MODIFIER
Appraise ____________________ Int ______ +3 ________ 0 __________+ 3 _________ 0
Balance* ____________________Dex ______+4 ________ 0 __________ +4 _________ 0
Bluff ________________________Cha _____ +4 ________ 0 __________ +4 _________ 0
Climb* ______________________Str ______ +5 ________ 0 __________ +5 _________ 0
Casting Defensively ___________ Con _____ +13 _______ 4 __________ +5 _________+4
Concentration ________________Con ______+9 ________ 4 __________ +5 _________ 0
Craft (Calligraphy) ____________ Int ______ +3 ________ 2 __________ +3 _________-2
Craft (Cartography) ___________ Int ______ +5 ________ 2 __________ +3 _________ 0
Craft (Stonemasonry) __________Int ______ +3 ________ 2 __________ +3 _________-2
Decipher Script _______________ Int ______+8 _________5 __________ +3 _________ 0
Diplomacy ___________________Cha ______+4 ________ 0 ___________+4 _________0
Disguise ____________________ Cha _____ +4 ________ 0 ___________ +4 ________ 0
Escape Artist* ________________Dex _____ +4_________ 0 __________ +4 _________0
Forgery _____________________ Int ______ +3_________0 __________+3 _________ 0
Gather Information ____________Cha ______+6 ________ 0 __________ +4 ________ +2
Heal _______________________ Wis ______+2 ________ 0 __________ +2 _________ 0
Hide* ______________________ Dex ______+4 ________ 0 __________+4 _________ 0
Intimidate ___________________Cha ______+6 ________0 __________+4 _________ +2
Jump* ______________________Str _______+5 ________ 0 __________+5 _________ 0
Knowledge (Arcana) ___________ Int ______+15 ________ 6 _________ +3 ________ +6
Knowledge (Dungeoneering) ____ Int ______+15 ________ 6 _________ +3 ________ +6
Knowledge (Local) ____________ Int ______+15 ________ 6 __________+3 ________+6
Knowledge (Nature) ___________Int ______+15 ________ 6 __________+3 ________ +6
Knowledge (Religion) __________ Int ______+15 ________ 6 __________+3 ________+6
Knowledge (The Planes) ________Int ______+15 ________ 6 __________+3 ________+6
Knowledge (All the rest) _______ Int _______+9 ________ 0 __________+3 ________ +6
Listen _____________________ Wis _______+3 ________ 0 __________ +2 ________+1
Move Silently* _______________Dex ______ +4 ________ 0 __________+4 _________ 0
Perform (ALL) _______________ Cha ______ +4 ________ 0 __________ +4 _________0
Profession (Astrologer) _______ Wis _______+4 ________ 2 __________ +2 ________ 0
Profession (Scribe) ___________ Wis ______ +4 ________ 2 __________ +2 ________ 0
Ride _______________________ Dex ______ +4 ________ 0 __________+4 _________0
Search _____________________ Int _______+4 ________ 0 __________+3 _________+1
Sense Motive ________________Wis ______ +2 ________ 0 ___________+2 ________ 0
Speak Language (Dwarven) _____--- ______ -- __________1 __________ --- ________ ---
Spellcraft ____________________Int ______ +12 _______ 1 __________+3 ________+8
Spot _______________________ Wis ______+5 ________ 0 ___________+2 _______ +3
Survival _____________________Wis ______+2 ________ 0 __________ +2 ________ 0
Swim* ______________________Str _______+5 ________ 0 __________+5 _________0
Tumble* ____________________ Dex ______--- ________ 0 __________+4 _________0
Use Magic Device _____________Cha ______ +9 ________5 __________ +4 ________ 0
Use Magic Device (Scroll) _______Cha ______+11 _______ 5 __________ +4 _______ +2
Use Rope ___________________ Dex ______+4 ________ 0 __________ +4 ________ 0

Background Skills
Craft (Calligraphy) 2 ranks
Craft (Cartography) 2 ranks
Craft (Stonemasonry) 2 ranks
Profession (Astrologer) 2 ranks
Profession (Scribe) 2 ranks

* = Armor Check Penalty

Applicable Skill Synergies
Decipher Script _____________ Use Magic Device checks involving scrolls
Knowledge (Arcana) _________ Spellcraft checks (already applied)
Knowledge (Dungeoneering) ___Survival checks when underground
Knowledge (Local) ___________Gather Information checks (already applied)
Knowledge (Nature) __________Survival checks in aboveground natural environments
Knowledge (Religion) ________ Checks to turn or rebuke undead
Knowledge (The Planes) ______Survival checks when on other planes

POSSESSIONS

Spoiler:
Weapons
Composite Longbow, Dragonbone MW (+5 Str Bonus) (1,000gp) (Draconomicon pg117)
Dagger, Silver MW (322gp)
Greatspear, Dragonfang (Sonic) MW (625gp) (Draconomicon pg117)
Greatsword, Cold Iron MW (400gp) (converted to magical via background, see Magical Items)
Morningstar, MW (308gp)
Short Sword, Baatorian Green Steel MW (2,310gp) (Arms and Equipment Guide pg13)
Tanglefoot Bag (50gp)
Arrows (20) (1gp)

Armor
Mithral Shirt (1,100gp).
Mithral Dastana (1,025gp) (Arms & Equipment Guide pg15)

Goods
Aspergillum, Silver (50gp)
Backpack (2gp)
Bandoleer, Masterwork (5gp)
Bedroll (1sp)
Blanket, Winter (5sp)
Caltrops (x2) (1gp ea)
Case, Map or Scroll (1gp)
Chalk, 1 piece (x5) (1cp ea)
Crowbar (2gp)
Explorer’s Outfit (---)
Flint and Steel (1gp)
Hammer (5sp)
Money Belt (4gp)
Oil (pint) (x2) (1sp ea)
Piton (x3) (1sp ea)
Potion Belt, Masterwork (60gp)
Rations, Trail (per day) (x3) (5sp ea)
Pouch, Belt (1gp)
Rope, Silk (50ft.) (10gp)
Sack (1sp)
Spell Component Pouch (5gp)
Sunrod (x2) (2gp ea)
Tindertwig (x2) (1gp ea)
Vial, Ink or Potion (x2) (1gp ea)
Waterskin (full) (1gp)
Whetstone (2cp)

MAGICAL ITEMS

Spoiler:
Potions
None


Scrolls
Scroll (500gp)

    • Bull`s Strength
    • Bull`s Strength

Scroll (75gp)

    • Resist Energy
    • Resist Energy
    • Resist Energy

Scroll (75gp)

    • Resist Energy
    • Resist Energy
    • Resist Energy

Scroll (500gp)

    • Bear`s Endurance
    • Scorching Ray

Scroll (Prince equipment supplement)

    • Greater Magic Weapon
    • Greater Magic Weapon


Rings
Ring of Radiance or Ring of the Initiate of Light: Activation: Swift Action (background item)

    • This ring is from my mentor/trainer. It allows me to tap into the power of light. It stores one charge. The charge may be expended to buff a weapon of my choice, granting a +3 divine bonus to attack and damage rolls. The charge may also be expended to buff my armor, granting a +3 divine bonus to AC. Each of the benefits will last one turn (ten minutes). The item will shine and glow with radiance at this time. If cast under direct sunlight or some other powerful light source (dm option), the effect may not expend the charge on the ring, or it could also result as an area affect, depending on some rolls and how well you are attuned to the light.

    • Normally functions 1/day but needs to be recharged before being able to use again.

    • Recharging is best accomplished in full sunlight, requiring at least 1 minute while thanking the deity for his favor. Ideally this is done while the sun is at its apex or when the surrounding light is at its brightest.

    • Any Temple of Light could be used to recharge the ring.

    • Can select the rings granted divine bonus upon expenditure of stored charge.

    • The ring will only function and retain a charge when worn by a member of the Order of Light


Weapons
Greatsword, Cold Iron: +1/+1; deals 1d6 fire damage on Confirmed Critical hit (background item)


Armor
none

FUNDS

Spoiler:
Coins
PP: ---
GP: 34
SP: 7
CP: 3

Gems
Bloodstone (50 gp).
Blue Quartz (x2) (10gp ea)
Diamond Dust (100gp)
Eye Agate (x2) (10gp ea)
Fire Agate (x2) (10gp ea)
Fire Opal (200gp)
Rose Quartz (50gp)
Ruby (50gp)
Turquoise (10gp)

Art

Other

DESCRIPTION

Spoiler:
Short of a person being dead, when Zuberi enters a room he is almost always noticed. He is an imposing figure, and his greatspear only adds to his strength of character. In his gleaming Mithral attire he is more often than not mistaken for a Paladin. Zuberi has great physical strength and a matching demeanor, though he possesses a kind heart and gentle touch.

Zuberi golden hue skin is usually the first giveaway of his draconic heritage, the second are his scales that blend well together because of their golden hue. Zuberi mood is often visible to an observant eye, his scale take on a brighter golden tone when joyous and happy and a darker tone when sullen or angered. In battle its even possible for his scales to gleam with the thrill of the conflict when he holds nothing back and permits the light of his heart to flow through his being. He has black hair and matching eyes.

GOALS

Spoiler:
Zuberi see himself as a champion for the weak and a pursuer of knowledge. The deeds he performs he does so based on his own morality and without need for reward.

Aside from humbling achieving the status of a Champion of Light, one of his strongest pursuits is gaining knowledge of Dragons and their role in human affairs over the eons. As for personal desires he wishes to meet a Gold Dragon and possibly even ride upon a dragon or perhaps become a Dragonrider. He is aware that many spellcaster acquire familiars, and if he were to do so himself his would either be a Pseudodragon or one of the metallic good wyrmling dragons.

VARIANT: DRACONIC RACIAL CLASS (Races of the Dragon pg70)

Spoiler:
CLASS FEATURES
All the following are class features of the draconic racial class.

SKILL BONUS (Ex):
A character pursuing the draconic racial class begins play with a +2 racial bonus on Intimidate and Spot checks.

DRAGONBLOOD SUBTYPE (Ex):
The draconic racial class template grants the dragonblood subtype at 1st level.

ABILITY SCORE INCREASES (Ex):
At the 2nd character level (ECL 2), when the 1st draconic racial class level is gained, the following increases to ability scores are gained: Strength +2, Constitution +2, and Charisma +2.

When the 2nd draconic racial class level is added, Strength and Intelligence each increase by 2.

When the 3rd draconic racial class level is added, Strength increases by 4.

All ability increases are cumulative.

CLAWS (Ex):
The 1st draconic racial class level grants two claw attacks. These claw attacks deal damage according to the draconic creature template (see page 74).

At the 2nd draconic racial class level, claw damage increases to that granted by the half-dragon template (MM 146).

DARKVISION (Ex):
The 1st draconic racial class level grants darkvision out to 60 feet.

LOW-LIGHT VISION (Ex):
Tthe 1st draconic racial class level grants low-light vision.

NATURAL ARMOR (Ex):
The 1st draconic racial class level grants a +1 natural armor bonus to AC (existing natural armor improves by 1).

The 2nd draconic racial class level grants another +1.

The 3rd draconic racial class level grants an additional +2 natural armor bonus increase, for a total improvement of +4 over the three levels of the draconic racial class.

RACIAL BONUS ON SAVES AGAINST SLEEP AND PARALYSIS (Ex):
Tthe 1st draconic racial class level grants a +4 racial bonus on saving throws against magic sleep effects and paralysis.

BITE (Ex):
The 2nd draconic racial class level grants a bite attack that deals damage according to the half-dragon template.

BREATH WEAPON (Su):
The 2nd draconic racial class level grants a weak breath weapon. The form of this breath weapon depends on the character’s dragon parentage. See the half-dragon template for details. This breath weapon deals half the normal damage of a half-dragon’s breath weapon. If the dragon type doesn’t grant a breath weapon (see Half-Dragons Beyond the Monster Manual, below), the draconic racial class doesn’t grant one either. If the dragon type granted a weak breath weapon when the 2nd draconic racial class level is taken, then when the 3rd draconic racial class level is taken, the weak breath weapon becomes a normal half-dragon breath weapon. It deals the damage granted by the half-dragon template. If the dragon type didn’t grant a weak breath weapon when the 2nd draconic racial class level is taken, then when the 3rd draconic racial class level is taken, the racial class grants a special attack according to the dragon parent. See Half-Dragons Beyond the Monster Manual for details.

IMMUNITY TO ENERGY (Ex):
The 2nd draconic racial class level grants immunity to an energy type based on the character’s dragon parentage and the half-dragon template.

DRAGON TYPE:
The 3rd draconic racial class level grants the dragon type, which replaces the dragonblood subtype previously gained. As part of this benefit, the character gains immunity to magic sleep effects and paralysis and loses the previously gained +4 racial bonus on saves against these effects. All the character’s racial Hit Dice increase by one die size, to a maximum of d12. Players are entitled to reroll increased racial Hit Dice for their characters.

Racial skill points per Hit Die change to 6 + Int (or four times this number for the first racial Hit Die). If this number is higher than the normal quantity of skill points for the recipient creature’s racial Hit Dice, it gains skill points equal to the difference between its new skill point total and its old skill point total. If this number is lower than the normal quantity of skill points for the recipient creature’s racial Hit Dice, it loses skill points equal to the difference between its new skill point total and its old skill point total. Racial class skills do not change.

WINGS (Ex):
Large or larger creatures that take the 3rd draconic racial class level grow a pair of functional wings, or their existing vestigial wings become functional. Such creatures gain a fly speed equal to twice their base land speed (maximum 120 feet) with average maneuverability.

TABLE 4–1: THE DRACONIC RACIAL CLASS
Draconic ______ Ability
Racial Class ___ Score
Level _________Increases ____________Benefits

Base
Character — _______________________ +2 on Intimidate checks and Spot checks

1st ___________ Str +2, Con +2, ______ Claws*, darkvision 60 ft.,
______________ Cha +2 _____________ Dragonblood subtype,
__________________________________ Low-light vision, Natural armor (+1),
__________________________________ +4 Racial bonus on saves against Sleep and Paralysis

2nd ___________ Str +2, Int +2 _______ Bite**, Breath weapon (weak)**,
_________________________________ Claws**, Immunity to Energy**, Natural armor (+2)

3rd ____________ Str +4 _____________Breath weapon (full), Dragon type, Natural armor (+4), Wings***

Base Character = 1st character Class level
1st __________ = Class level + 1 Draconic racial class level (ECL+1)
2nd __________ = Class level + 2 Draconic racial class level (ECL+2)
3rd __________ = Class level + 3 Draconic racial class level (ECL+3)

* From the draconic template.
** From the half-dragon template.
*** Only if Large or larger.

GAME OOC

Spoiler:
Other Player Characters
Astinos Human (Greek) Paladin 2nd / Knight 3rd Alias of Vulcan Stormwrath
Caran Lith Draug Eld Druid 6th Alias of Fritholf
Kemnebi Djal Ibenbast Catfolk Wizard 4th / Sorcerer 1st Alias of Ragadolf
Llvenoc Drow Fighter 3rd Alias of Balfic Graa
Namaste Kalashtar Psion 5th Alias of Nightwish
ThoronHen Changeling Rogue 5th Alias of Catman

Things you know…
There is a God of Light in all its facets and he has a champion on this world. There is also a God of Dark and one of Gray. These gods are a bit beyond morality in mortal terms, but you can be one of this deities champions. These deities exist outside of the normal sphere of things, meaning they don’t have or need followers, priests, prayers, or belief to exist. They are primal, the stuff of the universe, with thought, reason and most of all purpose. If they need something done, they do it. So, in this case, the Deity of Light would make you a tool to accomplish a task for its purpose. In your terms, you just have a normal life like everyone else, but find you have a great attunement to light. As the bad guys in this scenario are all dark and icky it would be natural for you to combat them.

To become a Soldier of Light; just meet Fystor, Champion of Light, pretty easy as he already knows about and has met this party.

The Prince commands two legions, each has about 15 thousand men. He probably has about 100 wizard, 500 clerics. Though most of the clerics have lost most of their power and most of the wizards are not hazard class, ie.., 5th level or greater. You have been with the Prince about six months. His opposite among the undead; is a vampire named Lord Callidous Lifebane. Mostly he commands enhanced skeletons, a cadre of about 500 Wight, Clerics, and some 70 or so Necromancers of various skill. The two armies are pretty deadlocked, though the vampire holds the city and the Prince doesn’t have enough of a force to surround it. H e holds one portion and will loose a protracted battle. He is in negotiations with some Northern Emperor, inquiring for more aide. He holds this portion of the city for the pc group to do their part.

Lord Aversol is the undead ruler of this particular necropolis, there are many undead rulers on this continent.

Well, the reason the Egyptians are here is because the Prince's spies inside the undead camp found a tablet that mentioned a Cabal of three Liches, three Mummy Lords, three Mind Flayers, and three High Priests of Set, who are planning to kill the Sun. This was some of the same group that was responsible for the uncovering of the Darkwell some years back. Which led to a decade of darkness that ended on the Day of Pain. In which the heroic Balfic Grah had been captured by this Cabal. He was to be sacrificed over the Darkwell with the dread relic shard of the Illearth Stone. But Balfic escaped this fate and somehow managed to close the Darkwell. He is a High Priest of Darkness and no one is sure how or why he did this.

With the sacrifice of his blood upon the Darkwell, everying on the continent screamed in pain and the darkness was banished. This is part rumor and story, for only Balfic and his party know the whole truth, of which Balinor is a member of.

Anyway, this group seems to be at it again with plan B, so new heroes are needed. The Priests of Set provided the divine power of the Dark and they are known to be allies of the dreaded snakemen that have come back from the time of dread among the elves.

Lord Aversol Sunkiller is rumored to be a Lich or a Death Knight, no one knows for sure.

PERSONAL JOURNAL

Spoiler:
ENTRY 1
The Roman Prince is an ideal figure to help mold Zuberi into a very capable Marshall class figure, which will add to his ability to continue to lend support to his allies.

Astinos is by far the most pronounced character which represents a point in Zuberi life path which he strides to match and which will also help him to keep a clear perspective on that goal, at least to a certain point.

From Zuberi view, both Namaste and Kemnebi share spellcasting in common with him, it’s a basis from which a good mutual respect and friendship can be developed.

His first impression of Llvenoc did not sit well with Zuberi. To judge another, meant that you in turn would be judged. Also he found the Drow to be just plain rude to complete strangers. With their renewed affirmation to one another only time will determine whether a long lasting friendship can be cultivated between the two.

note on what bard said about Caledon

The Bard and Caledon each appear to have access to lots of information which can be really useful, of course the trick is to ask the correct question and in the same process understand the answer from their perspective.

Something in Caledon past has somehow changed the man in some manner to suggest that he may be unnatural in some form or another.

It took Zuberi some time to piece everything together which lead him to believe that Acorn was the deific child. This conclusion was drawn and based on the information given by the Priestess about the deific child and the behavior he had witness between the Priestess and Acorn. Also the name Acorn hinted at this as well.

If Acorn is actually the deific child, he/she can be a real boon to our cause and tip the balance back over to the side of light. Our roles in interacting with her and what knowledge she gains from us will weigh in the manner she views things and her outlook of how things coexist