Red Dragon

Fyrenmar's page

139 posts. Alias of Zayne Iwatani.


Classes/Levels

Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Strength 6
Dexterity 10
Constitution 8
Intelligence 10
Wisdom 10
Charisma 18

About Fyrenmar

Fyrenmar
Male Kobold Stalker 6/Dragon Fury 6
NE small humanoid (reptilian)
Init +7; Senses: Lowlight Vision 60ft Perception +19
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Defense
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AC 24, touch 16, flat-footed 19 (+6 armor, +1 Size, +5 Dex, +2 Shield)
hp 84 (6d8+6+6d12+6)
Fort +6, Ref +10, Will +9
+2 trait bonus on saving throws against effects that cause sleep or paralysis
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Offense
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Speed 30 ft.
Melee
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Statistics
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Str 10 (-4 racial), Dex 20 (+2 racial, +2 level 8, 12), Con 12 (-2 racial), In 10, Wis 14 (+1 level 4), Cha 12
Base Atk +10/+5; CMB +9; CMD 24
Feats: Weapon Finesse (1), Two-Weapon Fighting (3), Discipline Focus (Thrashing Dragon) (5), Quick Draw (7), Improved Two-Weapon Fighting(9), Weapon Focus (Kukri) (11) Power Attack (Sharp Fang lvl 7)
Traits:
Languages: Draconic, Common (Linguistics)
Stalker SQ: Ki pool, deadly strike +2d6, stalker art (Alacrity), Combat insight (defensive reflexes), Stalker art (Evasion), Combat insight (uncanny dodge), Blending
Dragon Fury SQ: Dragon fury training, dual fang focus +2, sharp fang, Dance of thrashing claws, Dragon fury defense +2, Vicious fang,
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Gear:

--Equipped--

--Handy Haversack-- 2000

108,000


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Skills:

(6 class +1 FC)x6 + (4 class)x6 = 66

--Class--
(10)Acrobatics (Dex) +17
()Appraise (Int)
()Bluff (Cha)
(1)Climb (Str) +4
(1)Craft (Traps) (Int) +6
()Disable Device (Dex)
()Disguise (Cha)
(8)Escape Artist (Dex) +16
()Heal (Wis)
()Intimidate (Cha)
(6)Knowledge (local) (Int) +9
(6)Knowledge (martial) (Int) +9
(6)Knowledge (nature) (Int) +9
()Knowledge (religion) (Int)
(10)Perception (Wis) +19
()Perform (Cha)
(1)Profession (Miner) (Wis) +8
()Sense Motive (Wis)
(8)Stealth (Dex) +22
(8)Survival (Wis) +14

--Non-Class--
(1)Linguistics (Int)

-Modifiers-
+2 racial bonus on Craft (trapmaking)
+2 racial bonus on Perception
+2 racial bonus on Profession (miner)
+2 insight bonus to Perception
+2 insight bonus to Sense Motive
+2 insight bonus to Stealth
+1 trait bonus on Survival


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Racial Abilities, Traits and Feats:

Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.

Type: Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: Kobolds have a base speed of 30 feet.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.

Prehensile Tail: Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the armor racial trait.

Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

Day Raider: You're one of the few kobolds born with a greater tolerance for sunlight. You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.

--Traits--

Tribesman (Survival): Choose one of the following skill Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Blood of Dragons (Sleep and Paralysis): Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

--Feats--

Weapon Finesse (1): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Tail Terror (Stalker Art lvl 2): You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.

Two-Weapon Fighting (3): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Discipline Focus (Thrashing Dragon) (5): You gain a +2 bonus to saving throw DCs when using maneuvers of the selected discipline. You also inflict an additional +2 points of damage when wielding associated weapons of the chosen discipline. Special: If the character ever has fewer than three maneuvers known from the specialized discipline, then he loses the benefits of this feat until such a time that he does. This feat may be selected multiple times, each time selecting a new discipline to receive the benefits of this feat.

Quick draw (7): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

Power Attack (Sharp Fang lvl 7): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Two-Weapon Fighting(9): In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Weapon Focus (Kukri) (11): You gain a +1 bonus on all attack rolls you make using the selected weapon.


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Stalker Special Abilities:

Maneuvers

A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered stalker level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker’s initiator modifier is Wisdom.

New Disciplines: A Stalker A stalker adds either Riven Hourglass or Tempest Gale to his list of available disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill.

Maneuvers Readied

A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.

Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. In addition, the next attack he makes this encounter adds his deadly strike damage if it hits.

Stances Known

Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows.

Ki Pool (Su)

At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker’s ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).

At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.

At 5th level, the stalker may use his deadly strikes in conjunction with his combat insight to “read” his opponent’s defenses and deliver devastating blows beyond his foe’s guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all martial strikes initiated by the stalker for a number of rounds equal to his Wisdom modifier against this target. If the stalker scores a successful critical hit against the target while this ability is active, then he activates deadly strike as normal.

Deadly Strike (Ex)

The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker’s deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker’s attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10’s. Damage multipliers higher than x4 use d10’s for deadly strikes damage.

Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.

Combat Insight (Su)

At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.

At 2nd level, the stalker’s combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.

At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).

Dodge Bonus (Ex)

The stalker’s heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

Stalker Arts

As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list.

Alacrity (Ex): A stalker’s land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his Wisdom modifier to Acrobatics checks, due to his nimble and finely honed body. The stalker enjoys this benefit only when he is wearing no armor or light armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath.

Evasion (Ex): A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.

Blending (Su)

At 6th level the stalker’s natural attunement to the flow of ki in other people grants him insight in reading others and avoiding their notice. The character gains a +2 insight bonus to Perception, Sense Motive and Stealth checks. At 16th level, the stalker’s abilities improve further, and the character is permanently under the effects of a pass without trace spell.


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Dragon Fury Special Abilities:

Maneuvers

At every odd level, a dragon fury gains new maneuvers known from the Broken Blade, Mithral Current, Primal Fury, and Thrashing Dragon disciplines. He must meet a maneuver’s prerequisites to learn it. He adds his full dragon fury levels to his initiator level to determine his total initiator level and his highest- level maneuvers known.

At 3rd, 6th and 9th levels, he gains an additional maneuver readied per day, and at 2nd, 5th, and 8th levels he may exchange a known maneuver for a different maneuver that he qualifies for.

Stances Known

At 3rd level a dragon fury learns a new martial stance from the Broken Blade, Primal Fury, and Thrashing Dragon Disciplines. He must meet the stance’s prerequisites to learn it.

Dragon Fury Training

The path of the dragon fury has semi-mystical roots in several different traditions and schools of thought, allowing divergent paths to come together as one in the hands of its practitioners. If the character possesses one of the following abilities: bardic performance, ki pool, or rage; the character may add his class level to the class that offers that ability to determine the number of bardic performance rounds, ki points, or rounds of rage that he may use per day. This does not improve their effectiveness; this only increases the number of uses per day.

Dual Fang Focus (Ex)

The dragon fury is a practitioner of two-weapon fighting styles and suffers fewer penalties when fighting with two weapons or a double weapon. He adds a +1 competence bonus to attack and damage rolls while two-weapon fighting with these weapons at 1st level. This bonus increases by +1 at 4th level, and again at 7th and 10th levels.

Sharp Fang (Ex)

The dragon fury gains the Power Attack feat (even if he does not meet the prerequisites for this feat), and when fighting with two weapons in his hands (or when wielding a double weapon), he treats these weapons as if he were wielding both weapons as main hand weapons for the purposes of calculating the damage bonuses.

Dance of Thrashing Claws (Ex)

As the buffeting wings and heavy scales of the dragon protect its vital areas in battle, so do the paired weapons of the dragon fury. While one weapon defends the dragon fury, the other one lies waiting to continue the defense and see the martial disciple to victory. While in Thrashing Dragon stance and using a counter of the Broken Blade, Primal Fury, or Thrashing Dragon discipline, the character may use that counter one additional time (if necessary) before his next turn.

Dragon Fury Defense (Ex)

Mastering the art of fighting with two weapons in his hands or when wielding a double weapon, the dragon fury learns how to better defend himself with his dual weapons. He gains a +1 shield bonus to his Armor Class at 3rd level. This increases to +2 at 6th level, and to +3 at 9th level. To gain this bonus to his Armor Class, the dragon fury must be fighting with two weapons or a double weapon and must be in a Broken Blade, Primal Fury, or Thrashing Dragon stance.

Vicious Fang (Ex)

At 5th level, the dragon fury uses Sharp Fang as if both of his wielded weapons were wielded as two-handed weapons (gaining a damage bonus equal to +3 per point of attack bonus subtracted).


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Maneuvers:

Mystic Initiator Level: (6 Stalker + 6 Dragon Fury) 12th

Maneuvers Known 14:
--Level 1 -- (6) DC 13 (+1 Thrashing Dragon)

--Level 2 -- (2) DC 14 (+1 Thrashing Dragon)

--Level 3 -- (2) DC 15 (+1 Thrashing Dragon)

--Level 4 -- (2) DC 16 (+1 Thrashing Dragon)

--Level 5 -- (2) DC 17 (+1 Thrashing Dragon)

Maneuvers Readied 8:

Stances Known 4:


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Backstory:

Fyrenmar was just a normal Kobold of the Sootscale Clan when Tartuk came. Sure Fyrenmar was a little stronger and a little faster. But he wasn't cunning like their chief or smart like their head miner or scary like Tartuk. He was just one of the clan. Tartuk promised them power and glory but most of the time he just bossed them around. He even bullied the chief into obeying. Tartuk was strong. Fyrenmar was not. He dig his tunnel, collected the silver and stayed quiet.

Then the hero's came. They were strong, stronger even than Tartuk. Stronger than the cursed mites. Tartuk attacked but he stood no chance. It was over in the blink of an eye and the chief was the chief again. For now. Fyrenmar thought the hero's would take over as Tartuk did. But they did not. They offered peace, trade and eventually an alliance. With Kobolds. They were very weird.

The weirdest was the scrawny human. Even Fyrenmar could tell he was a runt compared to the other humans. But he did not fight like one. When he finally got close to Tartuk, he hit him so hard he sent him flying across the cave. Where did one so small find so much strength? And more importantly, could Fyrenmar gain this power too? They did not leave immediately thankfully. They stuck around for a feast. And with the help of one of the other hero's, Fyrenmar learned that small man's strength came from something called "martial arts". When they started learning Common to speak to their allies, Fyrenmar learned the words "Can you teach me" first.

And he did. Again with the weirdness. He taught little, weak Fyrenmar martial arts. His favorite discipline obviously became Thrashing Dragon. Oh to fight like a dragon. Some kobolds were born with many powerful draconic powers and features. The human said that through hard work, disipline and training, he too could attain that power. That was all Fyrenmar needed to here.