Blue Dragon

Draken Shar Black's page

277 posts. Alias of BloodWolven.


Race

stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.

Classes/Levels

skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Strength 6
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 12
Charisma 14

About Draken Shar Black

Draken's standard actions:

1. Cast Stabalize
2. Use wand on ally in combat, cure light!
3. If hurt, use ring on ally to heal both of us.
4. Use Ring on Aeron if he is really hurt.
5. Sting something if group looks like they need help.
6. Fly away!

A black, blue creature. He does enjoy helping others, though with his different mindset, sometimes to their detriment.

He cares about his shineys more than anything, so he gets distracted easily, not a good scout. Let alone his priorities are different than a normal humanoid. Shiney, shiney, squishy, tree, oh a bird, large rock, bushes... he would come back with a report like that. :P

Adept Spells:

Spells: Orison: Detect Magic!!!, read magic, stabilize
Spell: 1st: (2) cure light wounds 1d8+3, Ha! I now have two healing spells! ( _ _ )

Ring: 2d8+5, Used: No ( _ )

Wand of cure light... almost out?

Dragonfly Familiar:

Standard dragonfly:

It is tiny +4 to AC, Dex +3,
Perfect flight, 30 ft flight, 5 ft walk
Perception +2 racial, 3 ranks
Fly +8 racial, 3 ranks, Dex +3
Str 1, Dex 16, con 3, int 2, wis 10, Cha 8
Grants +2 on Ref saves and Alertness when with caster.

Dragon:

CG, Tiny Animal, Adept 4
Init +2; Senses: blindsense 60 ft., darkvision 60 ft., low-light vision, scent; Perception +9

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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 35 (4HD)2d12+3d6 = 12+10+4+3+3
Fort +7, Ref +10, Will +10

Special: +1 Natural Armor (X-mas)

Immune paralysis, sleep; SR 12
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Offense
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Speed 15 ft., fly 60 ft. (good)
Melee sting +8 (1d3-2 plus poison)
Melee bite +8 (1d2-2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)

Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Base Atk +4; CMB +2; CMD 14 (18 vs. trip)
Feats: Weapon Finesse (1), skill focus linguistics(3), Craft Wondrous items (5), Craft Wand (Special from DM), Alertness (with familiar)

Skills 9+9+5+5+5+5=38 (+1 B-day present)
Acrobatics +6, (1 Rank, 3 CS, Dex +2)
Appraise +8, (2 Rank, 3 CS, Int +3)
Bluff +6, (1 Rank, 3 CS, Cha +2)
Climb +2, (1 Rank, 3 CS, Str -2)
Craft,
Diplomacy +7, (2 Rank, 3 CS, Cha +2)
Escape Artist +7, (2 Rank, 3 CS, Dex +2)
Fly +17, (4 Rank, 3 CS, Dex +2, good speed +4, size +4)
Heal +6, (2 Ranks, 3 CS, Wis +1)
Knowledge (Arcana) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Geography) +7, (1 Rank, 3 CS,Int +3)
Knowledge (History) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Local) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Nature) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Planes) +7, (1 Rank, 3 CS,Int +3)
Linguistics +15, (5 Rank, 3 CS,Int +3, feat +3, trait +1)
Perception +9, (3 Rank, 3 CS, Wis +1, feat +2)
Sense Motive +8, (2 Rank, 3 CS, Wis +1, feat +2)
Spellcraft +7, (1 Rank, 3 CS, Int +3)
Stealth +18, (1 Rank, 3 CS, Dex +2, R +4, size +8)
Survival +5, (1 Rank, 3 CS, Wis +1)
Swim +2, (1 Rank, 3 CS, Str -2)
Use Magic Device +9, (4 Rank, 3 CS, Cha +2)

Racial Modifiers
+4 Stealth, +4 more in forests

Languages Draconic, Common, Dwarven, Elven, Giant, Aklo, Aquan, and Sylvan, Aeron's Akilmo?.

Special Abilities
Change Shape (Ex) He can change into one of his normal shapes at will, that of a ferret and eel. Until he gets stronger, to change into something more fierce. :)
Breath ability (Su) 5 ft range, give a luck bonus of +1 on the NEXT d20 rolled for 12 hours or until used. Usable 1/day.

Ferret:

CG Tiny Animal
Init +2; Senses low-light vision, scent; Perception +9

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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 26 (3HD)2d12+1d6 = 12+10+4 + 0
Fort +4, Ref +6, Will +8

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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +7 (1d3-4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

Base Atk +3; CMB +1; CMD 13 (17 vs. trip)
Feats: Weapon Finesse, skill focus linguistics

Skills 9+9+5+5=28 (+1 B-day present)
Acrobatics +14, (1 Rank, 3 CS, Dex +2, R +8)
Climb +8, (1 Rank, 3 CS, Str -4, R +8)
Escape Artist +7, (2 Rank, 3 CS, Dex +2)
Heal +6, (2 Ranks, 3 CS, Wis +1)
Knowledge (Arcana) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Nature) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Planes) +7, (1 Rank, 3 CS,Int +3)
Knowledge (History) +7, (1 Rank, 3 CS,Int +3)
Knowledge (geography) +7, (1 Rank, 3 CS,Int +3)
Knowledge (local) +7, (1 Rank, 3 CS,Int +3)
Linguistics +13, (3 Rank, 3 CS,Int +3, feat +3, trait +1)
Perception +9, (3 Rank, 3 CS, Wis +1, feat +2)
Sense Motive +8, (2 Rank, 3 CS, Wis +1, feat +2)
Spellcraft +7, (1 Rank, 3 CS, Int +3)
Stealth +18, (1 Rank, 3 CS, Dex +2, R +4, size +8)
Survival +5, (1 Rank, 3 CS, Wis +1)
Swim +0, (1 Rank, 3 CS, Str -4)

Racial Modifiers
Str 3, Dex 15, Con 10,
+8 Acrobatics
+8 climb
+4 Stealth, +4 in forests

Languages: can only speak ferret, understands: Everything

Special Abilities
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Weasels are predators content with raiding chicken coops or attacking pets when they encounter civilization.

Eel:

CG Small Animal
Init +2; Senses: low-light vision; Perception +6

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Defense
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AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 38 (3HD)2d12+1d6 = 12+10+4 +12
Fort +8, Ref +6, Will +7

Resist electricity 10
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Offense
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Speed 5 ft., swim 30 ft.
Melee bite +6 (1d6+1) and tail +1 touch (1d6 electricity)

Feats: Weapon Finesse, skill focus linguistics

Skills 9+9+5+5=28 (+1 B-day present)
Appraise +8, (2 Rank, 3 CS, Int +3)
Escape Artist +15, (2 Rank, 3 CS, Dex +2, R +8)
Heal +6, (2 Ranks, 3 CS, Wis +1)
Knowledge (Arcana) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Nature) +7, (1 Rank, 3 CS,Int +3)
Knowledge (Planes) +7, (1 Rank, 3 CS,Int +3)
Knowledge (History) +7, (1 Rank, 3 CS,Int +3)
Knowledge (geography) +7, (1 Rank, 3 CS,Int +3)
Knowledge (local) +7, (1 Rank, 3 CS,Int +3)
Linguistics +13, (3 Rank, 3 CS,Int +3, feat +3, trait +1)
Perception +6, (2 Rank, 3 CS, Wis +1)
Sense Motive +5, (1 Rank, 3 CS, Wis +1)
Spellcraft +7, (1 Rank, 3 CS, Int +3)
Stealth +14, (1 Rank, 3 CS, Dex +2, R +4, size +4)
Survival +5, (1 Rank, 3 CS, Wis +1)
Swim +13, (1 Rank, 3 CS, Str +1, R +8)

Special Abilities
Electricity (Ex) An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.

Racial Modifiers
Str 13, Dex 14, Con 19
Eel +8 Escape Artist
+8 Swim


Gear & Friends:
He has a ring on his tail which he can heal himself and the one he is on for 2d8+5 once per day. He has a magical cape of resistance +2.

He has a special belt with a pouch that can hold small things like coins or gems.
4 pp, an uncut sapphire worth 9 gp
an uncut ruby. Draken thinks it is worth 10 gp. He thinks he might be able to shine it up. (Appraise 13 for someone to know it is worth 30 gp)

Draken's Loot in Aeron's backpack: 33 pp, 25 gp, 87 sp, 128 cp. 15 Crystals each worth 1 gp. Jasper 5 gp. 3 marbles. sundered gold holy symbol (100 gp).

The necklace/amulet that they took off the goblin dog: it is magical and Aeron wears it. (Amulet of Natural armor +1)

Some of his close friends are a little blue dragon, a eel that just always pops up when others go in the water, and a black tiger with an electric blue aura.

Wish list:
ability: Channel, lay on hands, Cleric Healing Domain granted ability: Rebuke Death, Healing Hex, Healing!

Cleric: Healing Domain: granted ability: Rebuke Death:
Rebuke Death(Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Witch: Hex: Healing:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

feat: dodge, craft wondrous items, extra channeling/lay on hands

item: a ring of mystic healing, a belt of healing (750 gp),

His split of the loot:

How much was my share? 1,600 gp -375 for a wand of cure light
so 1,225 - 20 eternal candles (-500 gp). so 725 - 40 precious stones worth 10 gp each (-400). so 325 gp - Gold necklace - worth 100 gp. so 225 gp - 22 platinum
Lots of money to get healing items and protection for the group! Also offensive spells!

stats:
HP: 33/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +7, Sense Motive +6, Initiative: +2, F: +7_ R: +8 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.

skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9