Gold Dragon

Brazzamul The Gold's page

3 posts. Alias of Tin Foil Yamakah.


Full Name

The Red Penitent

Race

Gold Dragon Monk Weapon Adept(Unchained) 10/ Dragon Disciple 10 | HP: 410/410 | Init 7 | Move 60(Fly 60)

Classes/Levels

AC 73( +2 vs Crit Confirm| T: 29 | FF: 73 | Fort: 33 | Ref: 21(Evasion) | Will: 32(+2 vs Enchantment)

Gender

FCB: Skill Pt, CMB :24 | CMD : 48

Size

M

Age

67

Special Abilities

60' Darkvision, +5 saves vs Poison, Tremorsense 60'

Alignment

LG

Deity

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Languages

Celestial, Common, Draconic, Dwarven, Elven

Strength 52
Dexterity 8
Constitution 34
Intelligence 26
Wisdom 40
Charisma 24

About Brazzamul The Gold

Backstory:
Little is known of The Red Penitent before he came to Diamond Lake, save for the scattered stories that have spread among travelers, crusaders and refugees.

Many of these stories speak of a raving, joyous, nearly mad zealot, clad only in tattered trousers and bare to the waist. He carries a three sectioned staff and wears no armor save for a scarlet sash lined with broken and tattered chains.

It is told this man spoke of fighting evil dragons, that this was to be both his penance and the key to the end of his sorrow. What that means, no ones seems to know, and few appear to have made any effort to find out.

The Red Penitent was last seen near the outskirts of Diamond Lake, claiming to all who would listen that he would give himself fully to the cause. He appeared to be in the company of those of like mind, loudly proclaiming to all who would listen that he was the herald of those divine ones that would bring an end to the age of worms.

Backstory Part 2:
Brazzamal was one of Dragotha's Thirteen Champions that was responsible for cleansing the world of the 'inferior' races. Listed as the thirteenth champion "Butcher of Dwarves". He was unsuccessful in his cleansing of the dwarves. During his battle with King Rkard of Kemalok, Brazzamal retreated for an unknown reason. The dwarven scribes at the time thought that Brazzamal died from a battle wound Rkard inflicted, but this was not true...His ambitions ran much deeper than that

He led the Champions in revolt against Dragotha and was later tasked with keeping her imprisoned for eternity. He demanded a yearly 1000 slave sacrifice from each of the dwarven kingdoms so that he could harness the energy he collected from the slaves to keep Dragotha imprisoned. In order to keep Dragotha out of the world the champions made Brazzamal the first Dragon King.

Brazzamal's closest allly was one of the champions, Tizzok'Kur the blue dragon. Without Tozzok'Kur, Brazzamal could not have gained the support of the other champions. In return for his service, Brazzamal promised to share a potion of the power he collected with Brazzamal. While Brazzamal adhered to the letter of his word, he intentionally provided less than implied in order to keep Tizzok'Kur weak enough to never challenge him. Tizzok'Kur knew this, and could do nothing about it. While he continued to serve knowing rebellion was no option, his resentment at being forced into a lesser role than promised.

Sometime after he revisited Kemalok. Using the power granted to him as the Dragon king he sapped the life force of every dwarf in the kingdom leaving it to be swallowed by the earth.

Brazzamal was killed by Rikus using Rkard's ancient sword the Scourge that was crafted for him by Alasklerbanbastos, the gold dragon. Rikus accomplished this with great assistance from Sadira and Neeva, . Brazzamal's fellow Champions fail to stop Sadira and Rikus. Resulting in him being stabbed by the Scourge. The blade snaps after its embedded in his head causing a gold ooze to envelope him. The caustic material is Alasklerbanbastos's essence that powers the blade leaving only Brazzamal's pre-transformation skeleton behind in a pond of the gold liquid...

So powerful was Brazzamal that even this apparent death did not end him. His consciousness lingered in his bones as they lay in the golden pool, and he slowly regathered his strength over several years. During this time there was a physical transformation, yes; but there was a deeper transformation within.

The golden ooze contained the memories of Alasklerbanbastos and his interactions with the mortal races (particularly the dwarves) over his long life. As he reconstituted himself, Brazzamal was assaulted by a constant onslaught of these memories. For the first few weeks it was a mere annoyance, but after several months the “insipid” memories threatened to drive him mad.

After almost a year, something changed within Brazzamal. Where before he had only a barrage of memories about “insignificant lessers” living fleeting lives, he began to see something new. He saw creatures with hopes, dreams, and aspirations. He saw them born, live, and die. Where before he had exerted his mental force to silence the memories, he now listened. He found himself rooting for the dwarves he saw as they attempted to fulfill their lambitions.

He cheered when Grimgi finally found the courage to propose to Sullya and felt the joy of their wedding day. He grieved with Grimgi when Sullya died in childbirth, and felt admiration as Grimgi supported his daughter as a single father, shortening his life through hard mining work to provide for her.

He felt hope when Zharrin attempted to leave the bottle behind to defend his homeland. His heart broke when Zharrin was not strong enough to live up to that ambition and died alone in a gutter. These are but a few of the thousand of memories Brazzamal saw as he lay in the golden pool.

After two years of this, Brazzamal was no longer the remorseless tyrant he once was. His desire to subjugate was replaced with a different feeling; the desire to repentant of the evil he had done to the dwarves and make things right- or at least try to. He could wait no longer to regain his full dragon form but instead opted to take on a “low-power” form as a dwarf. Red had been reborn as a golden dwarf / dragon, yes; but the true rebirth was in his outlook.

In his absence, Tizzok’Kur had taken on the role as lead oppressor of the dwarves. Brazzamal attempted to contact Tizzok’Kur to persuade him to abandon his ways and nearly lost his life in the process. Tizzok’Kur was strong now, and he had not forgotten Brazzamal’s treachery. Tizzok’Kur continued his murderous reign, worse even than Brazzamal before him.

Over the next decade Brazzamal worked directly with the dwarves to combat Tizzok’Kur, but it was clear he was too powerful to be stopped. Having regained most of his power and the ability to regain his true dragon form, Brazzamal made a final deseprate gambit to liberate the people he had once oppressed. Brazzamal engaged Tizzok’Kur in combat, and was losing badly as expected. Brazzamal clutched Tizzok’Kur and released the souls of all the dwarves he had devoured, using the connection to the souls he had gifted Tizzok’Kur to release them as well.

The gambit paid-off. While the release of the souls did not kill either dragon, they were severely weakened. Tizzok’Kur being stronger was forced to retreat and recover his strength for nearly 30 years before he was again combat ready. Brazzamal however was left merely a shell of his former self, most of his memories lost in the release of his power. Brazzamal found himself a dwarf, with only one clear memory “Repent of the evil you have done, follow the path of penitence”.

You can make knowledge checks on what Tizzok’Kur is up to if you’d like. Needless to say he is indeed the one now known as “Azure the unrepentant”.

Physical Description:
A dwarven male, close to six feet tall, his body lean and wiry with muscle and sinew. His chest and extremities are laced with a myriad of scars, though many more marks of violence are hidden beneath the whirling and overlapping tattoos of dragons, unidentifiable holy symbols and scriptures laced across his back and arms. He frequently wears a wide smile, though the expression never quite seems to reach his eyes, those instead carrying a wide-eyed fervor. His hair shows streaks of red amidst auburn, his beard much the same, though also lined with grey. He appears unkempt and disheveled, yet as clean as travel allows.

Racial:
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.

Spell Smasher: Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.

Skills:
Athletics: Jumping, Climbing & Swimming: Str (24)
Acrobatics: Acrobatics, Escape Artist, Fly & Ride: Dex(25)
Finesse: Stealth, Disable Device & Sleight of Hand: Dex(23)
Influence: Bluff, Diplomacy, Intimidate: Cha(16)
Nature: Handle Animal & Know dungeon, geography, nature: Int
Perception: Perception & Sense Motive: Wis(36)
Performance:Disguise & Perform: Cha(5)
Religion: Know Religion & Planes: Int
Society: Lingustics & Know History, Local, Nobility: Int(6)
Spellcraft: Spellcraft, UMD & Know Arcana: Int
Survival: Heal & Survival: Wis(16)

Traits:
Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Honored Fist You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.

Feats:
1.Dodge(Monk): +1 AC
1.Improved Unarmed Strike(Monk)
1.Perfect Strike(Monk)
1.Steel Soul: +4 vs spells and SLA's
2.Combat Reflexes(Monk)
3.Extra Ki: Your ki pool increases by 2
5.Extra Ki: Your ki pool increases by 2.
6.Mobility(Monk):
6.Weapon Specialization(Monk): +2 Damage
7.Dimensional Agility
9.Dimensional Assault
9.Evasion(Monk):
11.Toughness(DD Bonus)
11.Dimensional Dervish: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport. Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

13.Dimensional Savant: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

14. Improved Blind-Fighting(DD Bonus) Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible..
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

15.Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally

17. Improved Critical When using the weapon you selected, your threat range is doubled.

17. Improved Initiative(DD Bonus)

19. Lightning Reflexes

Ki Pool/Powers:
3.(1/2 Lvl+ Wis Mod)(25/25) Ki Strike: Unarmed attacks are treated as magic, cold iron & silver for overcoming DR.
As a swift action may use 1 Ki pt for an extra attack during a full attack.

6. Sudden Speed: A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.

8.Abundant Step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.

Style Strike:
5. Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

9. Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

Dragon Disciple:
At 3rd level, (10d6 Fire, Ref 20, 30'Cone)

At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I(8 min.)

Wings (Su): At 9th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Offense:
+5 Adamantium,Holy,Sansetukon +31(35)/+31(35)/+26(30)(1d10+24)17-20 x2 (B)
Bite
Claws
Wings
Tail Slap
Crush
Tail Sweep
CMB:BAB+Str, CMD: BAB+10+Str+Dex+Wis.

Cash:
39.7

Equipment:
Folding Pole(10'), Rope(50'), Masterwork Tools(Acrobatics, Athletics, Finesse, Influence, Perception, Performance Survival)

Magic Items:
Waist: CLW Wand(21)
Body: Monk's Robe
Chest:
Eyes: Eyes of the Eagle(+5 Perception)
Feet: Earthquake Boots(Earthquake 1/day standard)
Hands:
Head: Goz Mask(See through Fog and Smoke)
Headband: Ki Focus(+1 on Ki Attack)
Belt: Meridian Belt
Neck: Necklace of Ki Serenity
Ring 1: Ki Mastery(+2 Grapple,Reposition,Trip' Reduce number of Ki pts to use by 1)
Ring 2: Greater Inner Fortitude(Reduce ability damage/temp ability penalties by 6. ability drain by 3)
Ring 3:
Ring 4:
Shield:
Shoulders: 10K for Resurrection
Weapons: Lavender Ioun Stone(Absorb 8th level spells up to 50 levels)
Wrist:
Other: Dusty Rose Ioun Stone(Cracked), Pale Green(+1 Attack Rolls) in Wayfinder, Meditation Crystal(23)(Regain 1 ki pt in 1 min.)

Earthquake:
80' radius When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details).

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.