Blue Dragon

Hothead's page

79 posts. Alias of Old Mammoth.


Race

Hydrahead

Classes/Levels

Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4

Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

Gender

???

Size

Medium

Alignment

N

Strength 11
Dexterity 19
Constitution 13
Intelligence 13
Wisdom 7
Charisma 20

About Hothead

Stats!:

Hothead
Hydrahead (Flame Oracle 7)
N Medium Magical Beast Init +7 Senses: Perception -2, low-light vision, darkvision 60 ft

-Defense-

AC 21, Touch 15 FF 17 (+1 armor, +1 deflection, +4 Dex, +5 Natural)
HP45 (7d8+7)
Fort +4, Ref +9, Will +4;
Immune cold;
Weaknesses vulnerability to fire;
Special Defenses uncanny dodge

-Offense-

Speed Depends on body.
Melee bite +6 (1d8+1)
Ranged unsubstantiated threats +8 (0)
Special Attacks Breath Attack (3d6 cold, Ref 16 for half)

Oracle Spells Known (CL 7th; concentration +12)

3rd (5/day, DC 18) - cure serious wounds, deeper darkness, dispel magic, fireball
2nd (7/day, DC 17) - cure moderate wounds, ironskin, lesser restoration, resist energy, silence
1st (8/day, DC 16) - barbed chains, burning hands, command, doom, cure light wounds, sanctuary, shadow trap
0th (at will, DC 15) - create water, detect magic, detect poison, enchanced diplomacy, guidance, purify food and drink, stabilize

-Statistics-

Str 11, Dex 19, Con 13, Int 13, Wis 7, Cha 20
BaB +5, CMB +5, CMD +9

-Feats-

(racial bonus) Cyrohead You are immune to cold, take 50% extra damage from fire, and have a breath weapon. This breath weapon is a 15-foot cone (starting from any point within your reach) that deals 3d6 points of cold damage (Reflex 10 + 1/2 level + Con modifier for half). It is usable once every 1d4 rounds.
(bonus) Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component.
(1st) Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
(3rd) Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
(5th) Focused Spell (Metamagic) When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell.
(7th) Ability Focus (Breath attack) +2 to breath attack's DC.

-Traits-
Magical Lineage (fireball)
Ambitious You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

-Revelations-

(1st) Gaze of Flames (Su) 6 rounds/day You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance.
(3rd) Fire Breath(Su) 2/day As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage.
(7th) Wings of Fire(Su) 7 min/day As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability.

-Skills-

FCB to skill points every level
skill = points + ability + misc
Diplomacy = 7 + 5 + 3 = 15
Knowledge (history) = 1 + 1 + 3 = 5
Knowledge (planes) = 4 + 1 + 3 = 8
Knowledge (religion) = 4 + 1 + 3 = 8
Linguistics = 5 + 1 + 0 = 6
Intimidate = 7 + 5 + 3 = 15
Perform (Sing) = 7 + 5 + 3 = 15
Spellcraft = 7 + 1 + 3 = 11

Languages: Common, Aquan, Ignan, Abyssal, Celestial, Infernal, Draconic

-Other Stuff-
Automatic Bonus Progression: Resistance + 1, Armor (scales) & Weapon (bite) attunement +1, Deflection +1, Mental prowess (Cha) +2, Physical prowess (Dex) +2
Oracle's Curse (Powerless Prophecy) Can't act on surprise rounds, staggered the first round if there's no surprise round.

Background & Personality:

Sometimes, for whatever reason, the gods feel like granting a puny mortal the amazing power to engulf everything around them in an inferno of divine fire in exchange of having to deal with a tiny little curse. Most of the aforementioned puny mortals find the deal pretty neat. Hothead, on the other hand, doesn't. Being a Cyrolisk, he's extremely afraid of fire, and for a good reason. Most people merely burn if they happen to be a bit too close to a flame. Hothead? He melts. Needless to say, he doesn't feel very positive about either his powers or the gods who saddled him with them.

Given that his most effective ways of dealing violent death are also disproportionally dangerous to himself, Hothead greatly prefers defusing volatile situations with his silver tongue over resorting to violence. He's generally an even-keeled person (Hydra? Head? Magical beast?), if a little bit inattentive. This changes when confronted with his greatest fear, fire, which can turn him into anything between a whimpering wreck of a head and a raging beast.