Spectral Dragon

Inarus's page

949 posts. Alias of Just a Mort.


Full Name

Inarus

Race

Male CG Adult spectral dragon | HP 266/332 AC: 20(20 Tch, 16 Fl) | CMB: +18, CMD: 31 | F:+ 18, R: +16, W: +15 | Init: +16 | Perc: +23, SM: +4 | Speed 30ft |

Classes/Levels

| Bard Spells: 1st 6/6| 2nd 2/5| 3rd 5/5|4th 3/3|5th 1/1| 10/10 rounds performance Active conditions:

About Inarus

SHADOW DEMON
CG Huge dragon shadow (earth) {Medium outsider (demon, incorporeal) }
Init +yours +4; Senses dragon senses, tremorsense 60 ft.; Perception +as you do
Aura frightful presence (120 ft., DC 10+1/2 HD+Cha)
DEFENSE
AC 20, touch, 20, flat-footed 17 (+4 Dex, +4 shield, +4 deflection, -2 size)
hp 242 (18d12+125)
Fort +18, Ref +16, Will +15
Immune magic missile, paralysis, poison, sleep
SR 25, DR 10/cold or good, DR 2/- adamantine
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)
Melee(all touch now)
bite +19 (2d8+1d6 cold), 2 claws +19 (2d6+1d6 cold), gore +19 (2d6+1d6 cold), tail slap +19 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
Special Attacks breath weapon (50-ft. cone, 12d6 piercing dmg, DC 24)
Spell-Like Abilities (CL 13th; concentration +17)
• Constant—detect magic, read magic, resistance, shield
• At will—deeper darkness, entangle (DC 11+), fear (DC 14+), ghost sound (DC 10+),pass without trace, telekinesis (DC 15+), touch of fatigue (10+), {greater teleport(self only)doesn't work on dragon body} , blight
• (3/day)—obscuring mist, magic missile, shadow conjuration (DC 14+), shadow evocation (1 used) (DC 15+)
4th (3/day) locate creature
3rd (5/day)—wind wall, stinking cloud (DC 16)
2nd (7/day)—fog cloud, hideous laughter (DC 15), touch of idiocy
1st (7/day)—hypnotism (DC 14), obscuring mist, magic missile, ray of enfeeblement (DC 14)
0 (at-will)—daze (DC 13), mage hand, read magic, resistance, touch of fatigue
STATISTICS
Str -, Dex 18, Con 22, Int 16, Wis 17, Cha 19
Base Atk +17; CMB +23; CMD 33
Feats Light armor proficiency, medium armor proficiency, heavy armor proficiency, still spell, eschew materials, Hover, Power Attack (b) Improved Initiative, Improved Natural Armor, Toughness
Skills Perception +23, Fly +11, Survival +17, Use Magic Device +21, Stealth +10, Spellcraft +18, Linguistics +19, Knowledge Arcana + 25,
Swim +13, Intimidate +14

Mythic feats: Extra Lay on hands (Mythic), Still Spell (Mythic), Combat Reflexes (Mythic), Maximise surge, Potent Surge

Immunity to magic

A living rune is immune to spells and spell-like abilities that allow spell resistance. In addition, certain other spells and effects function differently against the creature as noted below.

• An erase spell deals 6d6 points of damage to a living rune.
• A living rune caught in the radius of any symbol spell is immune to its effects and heals 1d8 points of damage per spell level. Hit points beyond its total maximum are gained as temporary hit points that fade in 1 hour.
• A living rune is affected normally by magic missile, maze, and spells that deal sonic damage.

Sunlight Powerlessness (Ex)

A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.

Racial +8 Perception
Languages Abyssal, Common, Draconic, Elven, Sylvan, Auran, Terran, Aquan, Ignan, Giant, Undercommon, Infernal,Aklo, Varisan, Shaonti; telepathy 100 ft,
SQ sound imitation, woodland stride
SPECIAL ABILITIES
Sound Imitation (Ex)
A very young or older forest dragon can mimic any voice or sound it has heard by making a successful Bluff check against the listener's Sense Motive check.
Woodland Stride (Ex)
As the druid ability of the same name.
TREASURE
(all the below are sized for a large creature)

- sin-rune (with "lust" and "envy" as the complex rune) [allows the constant SLA abilities

Racial +8 Perception
Languages Abyssal, Common, Draconic, Elven, Sylvan, Auran, Terran, Aquan, Ignan, Giant, Undercommon, Infernal,Aklo, Varisan, Shaonti; telepathy 100 ft,
SQ sound imitation, woodland stride
SPECIAL ABILITIES
Sound Imitation (Ex)
A very young or older forest dragon can mimic any voice or sound it has heard by making a successful Bluff check against the listener's Sense Motive check.
Woodland Stride (Ex)
As the druid ability of the same name.
TREASURE
(all the below are sized for a large creature)
- mask of tomes and 7,200 gold in a sack on the howdah of Susulakun, the

Also:

[Dice=bite,PA, archaeologist luck, heroism]1d20+25-5+3+2[/dice]
[Dice=dmg]2d8+31[/dice]
[Dice=claw,PA, archaeologist luck, heroism]1d20+25-5+3+2[/dice]
[Dice=dmg]2d6+22[/dice]
[Dice=claw,PA, archaeologist luck, heroism]1d20+25-5+3+2[/dice]
[Dice=dmg]2d6+22[/dice]
[Dice=gore,PA, archaeologist luck, heroism]1d20+25-5+3+2[/dice]
[Dice=dmg]2d8+31[/dice]
[Dice=tailslap,PA, archaeologist luck, heroism]1d20+20-5+3+2[/dice]
[Dice=dmg]2d8+31[/dice]

[Dice=bite,PA, heroism]1d20+25-5+2[/dice]
[Dice=dmg]2d8+28[/dice]
[Dice=claw,PA, heroism]1d20+25-5+2[/dice]
[Dice=dmg]2d6+19[/dice]
[Dice=claw,PA, heroism]1d20+25-5+2[/dice]
[Dice=dmg]2d6+28[/dice]
[Dice=gore,PA, heroism]1d20+25-5+2[/dice]
[Dice=dmg]2d8+19[/dice]
[Dice=tailslap,PA, heroism]1d20+20-5+2[/dice]
[Dice=dmg]2d8+28[/dice]

[Dice=bite,archaeologist luck, heroism]1d20+25+3+2[/dice]
[Dice=dmg]2d8+16[/dice]
[Dice=claw archaeologist luck, heroism]1d20+25+3+2[/dice]
[Dice=dmg]2d6+12[/dice]
[Dice=claw,archaeologist luck, heroism]1d20+25+3+2[/dice]
[Dice=dmg]2d6+16[/dice]
[Dice=gore,archaeologist luck, heroism]1d20+25+3+2[/dice]
[Dice=dmg]2d8+12[/dice]
[Dice=tailslap, archaeologist luck, heroism]1d20+20+3+2[/dice]
[Dice=dmg]2d8+16[/dice]

Old Body:

Male Archaeologist bard
NG Half Orc
Init +8; Perception +21
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Defense
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AC 21, touch 13, flat-footed 18
hp 87
Fort +13, Ref +17, Will +17;
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Offense
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Speed 30 ft.
Melee +1 holy scorpion whip +17/+11 (1d3+6)
Ranged MW Composite shortbow +11/+6 (1d6+3)
Spells known (CL 11th; concentration +14)
. . At will—Sift, Light,Prestidigitation, Message, Detect Magic, Mending
Lv 1 spells(6/day): Grease, Liberating Command, Saving Finale, Ear Piercing Scream, Solid Note, Remove Fear, Comprehend Languages, Feather Step, Hideous Laughter
Lv 2 spells (5/day): Silence, Glitterdust, Invisibility, Blur, Mirror Image, Heroism, Versatile Weapon, Tongues
Lv 3 spells(5/day): Invisibility Sphere, Haste, Daylight, Dispel Magic, Displacement, Fear, See invisibility
Lv 4 spells(3/day): Dimension Door, Freedom of Movement, Greater Invisibility, Cure Critical Wounds
Level 5 spells(1/day): Greater Dispel Magic

--------------------
Statistics
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Str 20, Dex 14, Con 14, Int 12, Wis 10, Cha 17
Base Atk +8; CMB +13; CMD 25
Feats Combat Reflexes, Weapon focus(Scorpion whip), Improved Whip Mastery, Arcane Strike, Improved Initiative, Lingering Performance, Greater Whip Mastery, Dazing assault (qualified using BAB from dragon)
Traits Paragon of speed, Fates favoured
Skills Perception +14, Disable Device +20, Stealth +10, Spellcraft +15, Knowledge Arcana +18, Diplomacy +20, Knowledge Planes +21, Knowledge Religion +21, Knowledge Nature +21, Knowledge Local +21, Knowledge Dungeoneering +21
Background skills: Linguistics +5, Knowledge Engineering +13, Knowledge History +16, Knowledge Nobility +13, Knowledge Geography +14, Perform (Dance) +13

Bardic Knowledge
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Archaeologist luck (10 rounds)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny dodge
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

Trap Sense
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability. (Trapspotter, Arcane Strike)

Evasion
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Loremaster
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Jack of All Trades
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Languages Common, Orc, Draconic, Ancient Thassalonian
Gear MW Composite Shortbow Str +3, Headband of Alluring Charisma +2, Belt of Giant Strength +4,Cold Iron Morningstar, Silver Mace, MW thieves tools,200 arrows, 100 cold iron arrows, 2 oils of bless weapon, ring of protection +1, amulet of natural armor +1, wand of Cure Light wounds, grappling arrow, 7 days rations, ring of sustenance, +1 Mithiril Breastplate of comfort, Wand of Grease (50 charges), 3 scrolls delay poison, 5 scrolls obscuring mist, 1 scroll of fly, 1 oil of daylight, 1 scroll magic circle against evil, Wand of protection from evil (50 charges), Wand of CLW (50 charges), Handy Haversack, 2 scrolls remove paralysis, 1 potion remove blindness, 2 scrolls remove blindness, 5 tanglefoot bags, +1 Holy Scorpion whip, 2 oils magic weapon, spiritbane spike, Cloak of Resistance +3, Pale Cracked Green Ioun Stone (+1 competence bonus to saves), Lesser Rod of Extend, 2 Spell component pouches, belt pouch.

Backstory

Inarus's mother Shadi, was living in one of the outlying villages of the Sklar Quah, constantly at war with the orcs from the Holds of Belkzen. The orcs had always been attacking in the evenings, but lately a new leader had come into power, an orc named Askur. Rumor had it that their new leader, despite having the ferocity of an orc, was not fully orc, and had risen through the ranks by not only strength, but cunning. Under his leadership, the orcs no longer fought in their traditional ways going head on with the Shaonti. The orcs used the cover of darkness to sneak up on the village, then their shamans called upon their magics to plunge the entire village into darkness. The Shoanti were caught by suprise and were slain by the orcs, and the women were taken captive, to be gang raped to produce the next generation of military advisors and shaman apprentices.

For Askur himself was not a full orc, but a half orc, and had his cunning from his human side. He had noticed that orcs were very good in a fight, but totally inept at anything concerning military tactics. He wanted to introduce some human into the next generation to produce orcs that at least could comprehend strategy, instead of trying to solve every problem with an axe.

When another orc tribe attacked and the orcs were distracted fighting the invaders, Shadi managed to slip herself free from her bonds and slipped away. She returned to the Sklar Quah to report on what had happened to the viliage and herself, hoping to find refuge. Instead, she was cast out from her clan, having being "tainted" by their arch enemies, the orcs. She was left to fend for herself in the wilds with a growing belly. She headed south, out of Shoanti lands, after being told never to return again on the pain of death.

She eventually ran into a Varisan caravan who agreed to take her in, after they heard her play with her flute. She later gave birth to a little green-skinned baby, who she named Inarus, a human name, because she wanted people to see him as the human inside and not his orcish exterior. Inarus grew up among the Varisans, being adopted into the caravan like his mother, and was tattooed with the clan symbol, the horse, marking him as one of them. From them he learnt Varisan ways, learnt to dance, and learnt their love of travel. When his mother died of old age, he left the caravan, knowing that there was a whole wide world out there for him to explore...

Current Time:

Male Human Cleric 1
LN Humanoid
Init +3; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12
hp 9
Fort +3, Ref +3, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d4+1)
Ranged Longbow +3 (1d8)
Spells (CL 1st; concentration +3)
. . At will—Stabilize, Create Water, Light
Lv 1 spells known (2/day): Remove Fear, Cure Light Wounds

Domain spells(Calm Animals)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot, Precise Shot
Traits Blacksheep, Birthmark
Skills Perception +7, Disable Device +4, Knowledge local +5, Survival +6, Diplomacy +5, Sense motive +2, Perform Oratory +4, Knowledge Nature +9, Knowledge Geography +9
Alternate racial traits: Dimdweller
Background skills
Craft (Alchemy) +4, Handle animal +10
Languages Common
Other Gear
Longbow, Waterskin, Flint and Steel, Backpack, beltpouch, grappling arrow, dagger, quarterstaff, 2 days rations, 2 days carnivore feed, thieves tools, leather barding, leather armor, 1 wooden holy symbol, 60 arrows, 2 days carnivore feed, 50 ft hemp rope,

149.05 gp spent.

Single Minded

An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Public Speaker

An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance

An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points.

Spontaneous Casting

An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.

1st - command

Backstory

Inarus was born in Sandpoint, with his father, Demetri, a hunter who often brought game back from Tickwood, and his mother, Kara a furrier who'd make what was caught into fur products (hats and coats). His father would often bring him to Tickwood, and show him the ropes of the trade. This changed one fateful night when his mother was asked as an urgent request to send furs to a client on the other side of town. She never came back. The sheriff, Casper Avertin, sent a runner to their house asking them to identify the body that they found in a back alley. Her throat was slashed and her purse and furs taken, a victim of a random mugging. As Inarus looked at her body and wept, he realized one thing, that the world was a harsh place, where the strong preyed on the weak.

After the death of his wife, Demetri became depressed and lost the will to live. He squandered the family savings, only wanting to drown his sorrows in drink. Inarus did not understand why his father had changed from a loving Dad into this person who didn't care about anything in the world. His Dad was the only person left to him in this world yet was drinking himself into his grave. When the savings ran out they were turned out of their house and forced to live in the streets. The town of Sandpoint looked down on the pair and Inarus soon turned to crime to keep himself fed. He joined a gang and they started pilfering anything unattended, then moved to housebreaking at night. On one of those heists they were caught, and since they were adolescents, the sheriff sent for their guardians. Since Demetri had drunk himself to death, the only other living guardian was the town alchemist, Nisk Tander.

Nisk Tander, the town alchemist, became Inarus's guardian as his only living relative, but made a neglectful guardian, seeing Inarus only as a free source of labour. He taught Inarus the rudiments of herb lore, then sent him out to Tickwood to gather herbs for his alchemical business. The woods were a welcome respite to young Inarus. At least no one in the woods judged him. There were no scornful eyes on him. He remembered the happy times the family had together, before his mother died. It brought him a measure of peace. His father's teachings had stood him in good stead, as Nisk had this bad habit of leaving his food next to alchemical workbench, exposed to the acrid vapours of the shop, and the food became...unsavory to say the least.

On one of those trips in the forest he found a half eaten body surrounded by vultures. The body had a suit of leather armor, longbow, a quiver full of arrows and a curious wooden symbol of a bow and arrow. He salvaged everything, then left the vultures to their feast. 'Who am I to judge them, afterall, I am no better, taking the leavings of others.'He thought to himself. One of the vultures followed him back to town. He had a vague idea that maybe he could train the vulture that adopted him to hunt for him, just like falcons did.

He set up archery targets at Nisk's backyard, and practiced with his pilfered bow. He fed Lyra out of the town dumps, with her enthusiastically eating any leftovers. He managed to train her to hunt for him after earning more claw scars on his forearms. Nisk noticed that he was now approaching a man's growth and there was more profit to be had if he could be hired out. He introduced him to the Scarnetti family who had need for some hired help(for half of Inarus's wages). There, Inarus met his buddies from his burglary days, mostly spending their time guarding the logging camp, and "encouraging" independent contractors to stay out, occasionally entering town to "remind" clients of their debts due, if nice letters didn't do the trick. The Scarnetti family was willing to pay a decent wage to Inarus, including some bonuses for "extra jobs."

When Inarus turned eighteen, and passed out of Nisk's guardianship, he worked for the Scarnetti's full time. Nisk and Inarus's relationship is a strange one. Nisk does not care for Inarus, but knows that he knows too much of what REALLY goes on in the shop, and Inarus is perfectly happy to blackmail his uncle to get what he wants...

Current time Animal companion:

Lyra
N Animal(Giant Vulture)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, + 2 natural +2 armor)
hp 15 (2d8+4)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 10 ft, fly 50 ft
Melee Bite +2 (1d8+1)

--------------------
Statistics
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Str 12, Dex 15, Con 14, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 14
Feats Iron Will
Skills Perception +5, Survival +5
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks Attack, Attack, Defend, Hunt, Come, Down, Stay.
Combat Gear Leather barding, 2 days carnivore feed