Copper Dragon

Giridonyth's page

34 posts. Alias of Scavion.


Full Name

Giridonyth

Race

Taninim Draconic Exemplar/Bard(Marshal/Prankster)

Classes/Levels

91/98 HP 11 MP AC 20 (tch 14; ff 27); CMD 23; Fort +7, Ref +7, Will +10; Darkvision, Low-light Vision; Perception +13; Sense Motive +4; Init +5

Gender

Male

Languages

Common, Draconic, Lizardfolk

Strength 20
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 14
Charisma 18

About Giridonyth

Character Image!
Humanoid Character Image!

Backstory:

Found as an egg, Giridonyth was adopted by the major Dragonmarked Houses and their stewardship of him divided amongst the most dominant of their number within Newthrone. Whilst House Ghallanda and Jorasco tended to be more protective and nurturing, House Tharashk leaned towards cultivating his draconic heritage...by encouraging him to "tussle" with other children(the practice of which ended abruptly when a child who shoved him received a broken arm in response), drunkards and their own before taking him out on hunting expeditions to prey on animals. Despite the objections of the other Houses, House Tharashk continues to seek ever greater "tests" for their charge. Unfortunately for everyone, Giridonyth's sudden surge in growth has made him increasingly more difficult to control or guide.

Aside from the upper echelons of the Houses, to outsiders, he simply appears as a particularly gifted Dragonmarked Human boy of 8 years.

Stat Block:

Giridonyth
Male Draconic Exemplar/Bard(Marshal/Prankster) 5
CG Medium Dragon(Taninim)
Init +5; Senses Darkvision(60ft), Low-Light Vision Perception +13
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DEFENSE
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AC 20, touch 14, flat-footed 17 (10 Base +6 Natural Armor, +1 Deflection, +3 Dex)
hp 98 (30 Static, 48(Draconic Exemplar), 15 Con, 5 FCB)
mp 11
Fort +7, Ref +7, Will +10
DR 5/Magic Resists Acid 10
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OFFENSE
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Spd 40 ft, Fly 70 ft(Average)
Melee
bite +11 (1d8+8), 2 claws +11 (1d8+6), 2 wings +9 (1d4+3)
Ranged Musical Power +8 (1d4+4)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60-ft. line, DC 16, 5d6 acid)
Songs Known (CL 5th; concentration +9)
2nd(DC16) -- Cacophonous Call, Harmonic Chorus, Blurring Melody, Battle Hymn
1st(DC15) -- Hideous Laughter, Elemental Carol, Elemental Threnody, Army's Paeon, Foe Requiem, Distort Speech, Insidious Rhythm, Saving Finale, Quick Etude, Solid Note, Joyful Noise
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STATISTICS
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Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 18
Base Atk +5; CMB +10; CMD 23
Feats Lingering Performance, Skill Focus(Diplomacy & Perform[Comedy]), Deft Maneuvers, Improved Aura, Multiattack
Traits Reactionary, Inspired, Scaley Ally, Guiding Spirit, Blood of Dragons, Agent of Chance
Skills Diplomacy +15, Fly +11, Knowledge(Arcana) +9, Perception +13, Perform(Comedy) +15, Sleight of Hand +11, Spellcraft +9, Peform(Oratory, Wind, Dance) +12
Languages Common, Draconic, Lizardfolk
Combat Gear Amulet of Mighty Fists(+1), Ring of Protection(+1)
Gear Handy Haversack Bag, Hat of Disguise, Pathfinder's Kit, Squeaky Ball[Perform(Comedy) Masterwork Tool]
Coin: 638 gp

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SPECIAL ABILITIES
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Racial:

Racial(Taninim):
Stats- +2 Con/Cha, -2 Dex
Dragon Immunities- Immune to magical sleep and paralysis effects.
Kinslayer- Violent struggles for territory and prestige are common among taninim. They gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural and spell-like abilities of dragons.
Natural Weapon Bite-Taninim have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger. As dragons, taninim add 1 ½ times their Strength bonus on damage rolls with their bite attack.
Scaled Hide- +2 Natural Armor Bonus to AC
Superior Awareness- +2 Perception and Sense Motive
Wyrm Lore- +2 Knowledge(Arcana) to identify dragons and can make such checks untrained.
Unfettered Predator- Taninim can only wear armor designed expressly for draconic bodies, and even then chafe at the restrictions armor can cause to their natural movements. Taninim increase the armor check penalty of any worn armor by 2, and suffer a -2 penalty on attack rolls while wearing medium or heavy armor even if they are proficient in it. Taninim also reduce their maneuverability rating by one step when flying while wearing medium or heavy armor. These penalties apply regardless of any armor proficiency the taninim has.
Draconic Physiology- Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs.
Dragon Senses- Darkvision 60’ and low-light vision.

Draconic Exemplar:

Draconic Exemplar:
Predator's Claws- Gain two primary claw attacks that deal 1d4 points of damage.
Draconic Essence(Witty)DC 16 Will- Resist Acid 10, determines shape, energy and damage die of breath weapon. Gain unique compulsion. Compulsion: The draconic exemplar must make a Will save to remain silent or speak seriously in tense situations.
Draconic Weaponry(5/5 per day)-
Breath Weapon(5d6 Line of Acid, Reflex for Half), usable once every 1d4 rounds up to a maximum number of times per day equal to 3 + his Constitution modifier. The saving throw of this ability is Constitution-based.
Draconic Defense-
Hardened Scales DR5/Magic
Thickened Scales +2 Natural Armor
Draconic Gift-
Humanoid Form The draconic exemplar can assume a specific humanoid form of the same sex, chosen when this gift is first learned. The draconic exemplar always takes this specific form when using this ability. All dracomorphosis benefits plus all extraordinary or supernatural draconic defenses, draconic gifts and draconic weaponry are considered form-dependent abilities and cannot be used in humanoid form. This ability otherwise functions as the alter self spell except that the draconic exemplar does not gain the spell’s size bonus to his ability scores and can remain in the humanoid form indefinitely. This ability can be used 3 times per day.
Dracomorphosis- At 4th level, the draconic exemplar increases his size to Medium, adjusting the base damage of his natural attacks accordingly. He gains two secondary wing attacks that deal 1d4 points of damage, or gains a primary gore attack that deals 1d6 points of damage if he has the Lung alternate racial trait. The reach of his bite attack (and gore, if any) increases to 10 feet. He gains a +2 size bonus to Strength and a +2 size bonus to his natural armor bonus to AC. He gains the ability to fly with a base speed of 60 feet and average maneuverability. This flight is considered a supernatural ability.

Bard(Marshal/Prankster:

Bard(Marshal/Prankster):
Limit Breaks-
Siren’s Song (Su): This Limit Break causes the bard to enhance his songs beyond normal. For a duration of 1 round +1 round per four bard levels after 1st, every numeric variable of 1 song is increased by 1 + 1 per four bard levels after 1st. This limit break requires only a swift action.

Soul Voice (Su): This Limit Break allows the bard to be able perform songs with perfect efficiency. For a duration of 1 round + 1 round per four bard levels after 1st, the bard can select one song each round started and performed during the limit break that has all variables and effects maximized and doubled. This limit break requires only a swift action.
Musical Power- Starting at 1st level, a bard can empower and use any musical instrument or performance skill as a weapon. Using their ranks in the associated performance skill (perform (strings) for a harp) in place of their Base Attack Bonus, the bard can, as a standard action, make a ranged touch attack against a foe within 25 feet + 5 feet per two bard levels. This attack deals non-elemental damage equal to 1d4 + his Charisma modifier. Any instrument wielded by the bard can be enchanted as if they were a ranged weapon, applying any enhancement/enchantment onto this attack. Rolling a natural 1 with an instrument causes it to gain the broken condition, receiving a -2 penalty on attack rolls and halving the bard’s skill bonus to Perform checks with that instrument. With an hour’s worth of work, a bard can repair a single instrument with the broken condition.
Bardic Performance(16/16r) DC16-
Countersong, Distraction, Mock, Inspire Courage(+2), Punchline
Auras(5/8d)
Minor[Force of Will, Motivate Charisma]
Major[Motivate Urgency]
Versatile Performance- Perform Comedy(Bluff/Intimidate)
Song Talents-
Bardic Inspiration(d8) 4/4 per day, The bard can inspire others through stirring words or music. To do so, he uses a swift action on his turn to choose one creature other than himself within 60 feet of him who can hear him. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Quick Inspiration, use Inspiration as a Swift Action
Swap- A prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand. This functions as the steal combat maneuver, but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat maneuver check. If the prankster’s check exceeds the target’s CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object or the end of its next turn (whichever happens first).
Inspiration- This inspiration affects all allies within a 30-foot radius centered on the bard, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two bard levels beyond 3rd (2d6 at 5th, 3d6 at 7th, and so on) These temporary hit points last until the battle ends, or until they are removed through damage. A bard may inspire a number of times per day equal to 3 + his Charisma modifier. This is a move action and does not provoke an attack of opportunity. The bard can choose whether or not to include himself in this effect. This is a language-dependent ability.
Armored Bard- Can use medium armor and shields without song failure
Wide Audience- Can affect a 60-foot cone instead of a 30-foot radius with songs that affect an area. In addition, for every four levels beyond 4th, the area of such songs is increased by 10 feet (radius) or 20 feet (cone). If the song instead affects multiple creatures, it affects one additional creature than normal for every four levels beyond 4th. This does not affect songs that affect only a single creature.
Grant Move Action(1/1 per day)- Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.

This extra action does not affect the allies’ initiative count; the round continues normally after the marshal’s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal’s may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally’s turn.) At 8th and every 4 levels after that, gain another use per day.
Clear Mind- A bard can regain his MP quicker. The bard must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The bard does not gain this recovery if he is asleep or unconscious. The bard regains 1 MP per hour. This increases by 1 for every five bard levels after 5th.
Medley- A bard can perform a medley, allowing him to maintain two songs at once. At 10th level, the bard can maintain three songs and at 20th level, the bard can maintain four songs. A Perform check is needed for each additional song (DC 15 + double the song’s level), with a +4 to the perform DC for each song after the first, for a max of +12 for a fourth song. The bard loses the song if he fails his respective Perform check.

Additionally, all equivalent level or lower songs that are part of the medley have their durations refreshed on a successful Perform check using this feature. Once a bard achieves the maximum allotment of songs allowed by Medley, the bard may substitute any songs currently in effect with a new song on a successful Perform check using this feature. The bard may start these songs in subsequent rounds, but not in the same round.


Traits:

Traits:
Reactionary(Combat)-+2 to Initiative
Inspired(Faith)- Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Scaley Ally(Regional)- Gain a +1 trait bonus to Bluff, Diplomacy and Intimidation skill checks against any Dragon-type creature, or creatures who identify as such. These creatures are also counted as 1 level higher in terms of attitude, to a minimum of neutral.
Guiding Spirit(Magic)- Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.
Blood of Dragons(Race)- +1 Trait bonus on Perception checks.
Agent of Chance(Religion)- Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse.

Feats:

Feats:
Lingering Performance- The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Skill Focus(Diplomacy and Perform Comedy)- Gain a +3 bonus to the skill. Increases to +6 at 10 ranks.
Deft Maneuvers- You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Improved Aura- Double the radius of your auras.
Multiattack- The creature’s secondary attacks with natural weapons take only a –2 penalty.