Red Dragon

_Aurex_'s page

1 post. Alias of Doomed Hero.


Strength 21
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 11
Charisma 10

About _Aurex_

CE Large dragon (fire)

Senses dragon senses; Perception +9

DEFENSE

AC 17, touch 10, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 71 (6d12+24)
Fort +8, Ref +7, Will +7
Immune fire, paralysis, sleep
Weaknesses Vulnerability to cold

OFFENSE
Init +6
Large (long), Space 10'x15'
Speed 40 ft., fly 150 ft. (average)

MELEE
Bite +10 (1d10+7),
Claws (x2) +10 (1d8+5)
Unarmed Strike +10 (1d6+5)

Special Attacks breath weapon (20-ft. cone, DC 15, 2d10 fire)

STATISTICS

Base Atk +6; CMB +8; CMD 20 (24 vs. trip)

Feats:

Flyby Attack (tradition bonus)
Hover (tradition bonus)
Improved Unarmed Strike (brute sphere associated feat)
Multiattack (multiattack specialist associated feat)
Multiweapon Fighting (multiattack specialist associated feat)
Run (athletics sphere associated skill)

Spheres (granted by Cohort package, martial tradition, +3 spheres)
Tradition: Dragon

Brute Sphere (tradition bonus)

Shove: As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.

Wing Buffet (brute, tradition bonus) Whenever you successfully strike a single opponent with two wing natural attacks in the same round, you may make a bull rush check against them as an immediate action that does not provoke attacks of opportunity. If you are size Large or larger, whenever you first fly in a round where you started on the ground, you may make a single bull rush attempt as a free action that does not provoke attacks of opportunity against each creature within 15 ft., plus 10ft. for each size category you are above Large, rolling your combat maneuver check once and comparing the result to the CMD of all affected creatures.

Dual Weilding Sphere
Multiattack Specialist: When making your offhand attacks with the Dual Wielding sphere, you may make an additional off-hand attack with every off-hand weapon or natural attack you possess whose limb is not already engaged in making an attack. For every additional attack take an additional -2 penalty to all your attack rolls. You may forgo making additional attacks with extra limbs to reduce the penalty for fighting like this by 2 (to a minimum of 4). Associated Feat: Multiattack, Multiweapon Fighting.

Equipment Sphere[b]
Breath Weapon Specialist: You have learned to use your breath weapon in a more refined manner, allowing you to use it as a weapon. The weapon deals 1d8 damage (1d6 if you're small), has a critical multiplier of X3, has a range increment of 100 ft or your breath weapon's distance (whichever is longer) and deals the same type of damage as your breath weapon. If the breath weapon deals multiple types of damage choose a single type of damage it inflicts with every shot (you can choose to deal multiple types of physical damage with one shot). Using this weapon doesn't count towards uses of your breath weapon (it doesn’t count towards uses per day, or how often your breath weapon can be used). Specific additional effects of the breath weapon don’t apply. When used this way, creatures hit by the breath weapon don’t get a save for half damage.

This weapon has unlimited ammunition and does not provoke attacks of opportunity to reload (which is a free action). Otherwise it functions as a regular weapon and can be used in conjunction with talents and feats that depend on one (Though it may not function with some talents such as using the lancer sphere with a weapon of liquid acid). At the time of selecting this talent you can choose if your weapon is considered a thrown weapon or not (If used as a thrown weapon, it counts as a one handed thrown weapon).

Athletics Sphere (flight, run, and jump packages) When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.

In addition, you gain the following ability:

Coordinated Movement
Whenever you take the withdraw action, you regain your martial focus.

Home >Alternative Rule Systems >Spheres of Might >Combat Spheres >
Athletics
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When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages.

Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.

In addition, you gain the following ability:

[b]Coordinated Movement
Whenever you take the withdraw action, you regain your martial focus.

Athletics Packages:

Fly You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Skill: Fly.

Leap You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
Associated Skill: Acrobatics.

Run You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.
Associated Skill: Acrobatics
Associated Feat: Run.

Expanded Training: Gain 2 additional Movement packages (run and jump)

Talon Snatch: Whenever you use Flyby Attack, Spring Attack, the Mobile Striker talent, or a similar ability to successfully attack a creature with a talon natural attack during your movement, you may attempt a drag combat maneuver against the target of your attack as a free action that does not provoke attacks of opportunity, though you cannot drag the creature farther than your remaining movement for the round.
You can select this talent twice to allow the weapon to target touch AC.

Bonus Skill Ranks Equal to HD in Fly and Acrobatics. Compitence Bonus to Acrobatics = to 1/2 BaB.

Skills Bluff +9, Fly +13, Intimidate +9, Perception +9, Sense Motive +9, Stealth +9

Languages Draconic