Gold Dragon

Edric 'Godly''s page

899 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Edric 'Godly'

Classes/Levels

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

About Edric 'Godly'

Male Lizardman Barbarian 12
LN Medium Humanoid (Lizardfolk)

Senses: Perception +18 (E, +4 Wis).

DEFENSE
AC 30 (T, +1 Dex, +5 item)
HP 212/212 (8 + 12*[12+4+1])
Fire Resist 6, Rage: Piercing/Fire Resist 8

Fort +23 (M, +5 Con) Success=Crit Success
Ref +17 (E, +1 Dex)
Will +20 (E, +4 Wis)

OFFENSE
Claws +21, d6+5+2+8. S. Agile, finesse.
Greataxe +23, 3d12+7+8. S. Sweep.

Spd 25 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 20 (+5) [+2 racial, +2 background, +2 class, +2 general, +2 level up]
Dex 12 (+1) [ +2 general]
Con 19 (+2) [+2 racial, +2 background, +2 general, +3 level up]
Int 12 (+1) [-2 racial, +4 level up]
Wis 18 (+4) [+2 racial +2 general, +4 level up]
Cha 10 (+0)

FEATS

Ancestry:
Razor Claws [Ancestry 1]: Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.
Flexible Tail [Ancestry 5]: You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
Dangle [Ancestry 9]: You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.

Class:
Raging Intimidation [Barbarian 1]: Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
No Escape [Barbarian 2]: {R, Trigger: A foe within reach attempts to move away from you.} You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Wounded Rage [Barbarian 4]: {R, Trigger: You take damage and are capable of entering a rage.} You roar in pain, awakening the rage within you. You Rage.
Dragon Rage Breath [B6]: {AA, must not have used already during this rage.} You breathe deeply and exhale powerful energy dealing 1d6 damage per level. The area and damage type match those of your dragon (30ft con, fire). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save.
Shared Rage [B8]: {A, must not have used already during this rage.} You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions.
Terrifying Howl [B10]: {A} You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.
Dragon Rage Wings [B12]: {A} You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up.

General:
Breath Control [Ancestry 1]: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Toughness [General 3]: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Untrained Improvisation[General 7]: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Incredible Initiative [General 11]: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Skill:
Quick Coercion [Background]: You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
Intimidating Glare [Barbarian 1]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Combat Climber [Skill 2]: Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Battle Medicine [Skill 4]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Continual Recovery [Skill 6]: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Battle Cry [Skill 8]: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
Quick Climb [Skill 10]: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
Skeptic's Defense [Level 12]: {R} You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

SKILLS
Acro +15 (T, +1 Dex)
Athletics +23 (M, +5 Str)
Intimidate +18 (M, +0 Cha)
Lore: Dragons +15 (T, +1 Int)
Medicine +18 (E, +4 Wis)
Survival +18 (E, +4 Wis)

AC penalty is 0

LANGUAGES
Common, Draconic, Iruxi.

EQUIPMENT
140 gold 0 silver 0 copper
+2 Greater Striking Greataxe
+2 Breastplate

BACKGROUND
Night Watch: When everyone else slumbers, you're on guard. You might have been a watch member in a teeming metropolis, the guard in an unquiet cemetery, or a lonely shepherd. Many a night you've shouted out warnings into the dark, unsure of what lurked just beyond the range of your lantern's light. More than once you've seen things shambling in the dark that never should have been up and about.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill and either Legal Lore or the Lore skill for your home settlement. You gain the Quick Coercion skill feat.

HERITAGE
Sandstrider Lizardfolk: Your thick scales help you retain water and combat the sun's glare. You gain fire resistance equal to half your level (minimum 1). Environmental heat effects are one step less extreme for you, and you can go 10 times as long as normal before you are affected by starvation or thirst. However, unless you wear protective gear or take shelter, environmental cold effects are one step more extreme for you.

CLASS FEATURES
Rage: {A} You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
- You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
- You take a –1 penalty to AC.
- You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
- After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Dragon Instinct (Gold):
Anathema: Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
Draconic Rage: While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
Specialization Ability: When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.
Raging Resistance: You resist piercing damage and the damage type of your dragon’s breath weapon.
Deny Advantage: Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Mighty Rage: {FA, Trigger: You rage on your turn.} Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.