Spell Tattoos! (UMD DC 21 to activate!)
*2x Mage Armor (200gp)
*2x Cure Light Wounds (200gp)
*1x Liberating Command (100gp)
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[spoiler=Fireball Breath and Speed Surge]
*Fireball Breath (Su)
A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 5d6 points of fire damage (DC 16 Reflex half) to all creatures within a 20-foot-radius spread. Once a flame drake has used its fireball breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
*Speed Surge (Ex)Three times per day as a swift action, a flame drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.[//spoiler]
[dice=Fireball Fire Damage; DC16 Reflex for 1/2]5d6[/dice]
[dice=Fireball Fire Reset Delay]1d6[/dice]
DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 66 (7d12+21)
Fort +8, Ref +6, Will +6
*Immune fire, paralysis, sleep
*+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened
*Weakness vulnerability to cold
OFFENSE
Speed 20 ft., fly 60 ft. (average)
Melee bite +11 (2d6+5 plus 1d6 fire), tail slap +6 (1d6+2 plus 1d6 fire with Elemental Assault)
Space 10 ft.; Reach 10 ft.
Special Attacks fireball breath
STATISTICS
Str 21, Dex 13, Con 16, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +12; CMD 23
Feats Flyby Attack, Improved Initiative, Power Attack
Skills Fly +8, Intimidate +9, Perception +10, Stealth +6, Survival +10,
Use Magic Device +8
Languages Draconic
SQ speed surge
SPECIAL ABILITIES
*Fireball Breath (Su)
A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 5d6 points of fire damage (DC 16 Reflex half) to all creatures within a 20-foot-radius spread. Once a flame drake has used its fireball breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
*Speed Surge (Ex)
Three times per day as a swift action, a flame drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
RP bonuses:
Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Elemental Assault (1 RP): Prerequisite: Dragon type or outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action. (NOTE: Since I already get a fire bonus on my bite attack...I'm assuming this works with my only other melee attack...the tails slap!)
History:
Born in the haven, and the only living child of a Red dragon, Frist was the only survivor of her eggs being attacked by a powerful mummy. His egg was damaged and infected by the mummy rot to a certain extent. Brought to Haven as an egg, he survived through dragon magic, but Frist was born as a lowly Drake rather than as a full Dragon. HIs mother abandoned him and now he carries a big chip on his shoulder...despising other drakes and and trying to feel superior to the others with his Dragon-blood. His only real wish is to be a full Dragon some day, or get his revenge on the mummy that cause his deformation!