
Race |
Human BldRgr1/Sorc4/DD3, HP:69/69, AC:19, Touch:12, Flat Footed:17, (assumes mage armor) |
Classes/Levels |
F:+7, R:+4, W:+7 (+2 vs. fear;+1 vs death), Init:+6, Perc:+10 (low-light vision) |
About Kal Drak
Kal Drak (Gruingar de'Morcaine)
Male human (Garundi) bloodrager 1/dragon disciple 3/sorcerer 4 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +10 (+12 vs. magic traps)
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Defense
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AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 63 (8 HD; 4d6+1d10+3d12+16)
Fort +7, Ref +4, Will +7; +2 trait bonus vs. fear, +1 trait bonus vs. death effects
Resist draconic resistance, acid 10
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Offense
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Speed 40 ft.
Melee cold iron cestus +8 (1d4+3/19-20) or
. . silver cestus +8 (1d4+3/19-20)
Ranged +1 adaptive greenwood composite longbow +8 (1d8+4/×3)
Special Attacks bloodrage (6 rounds/day), breath weapon (11d6 acid, 60 ft. line, DC 20, 2/day), breath weapon (4d6 acid, 60 ft. line, DC 14, 1/day), claws, claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 8 rounds/day), dragon bite
Sorcerer Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—dispel magic, fly, haste
. . 2nd (7/day)—acid arrow, darkvision, glitterdust (DC 17), resist energy
. . 1st (8/day)—corrosive touch[UM], enlarge person (DC 16), heightened awareness[ACG], liberating command[UC], mage armor, magic missile, vanish[APG] (DC 16)
. . 0 (at will)—acid splash, detect magic, disrupt undead, drench[UM] (DC 15), light, prestidigitation, read magic
. . Bloodline Draconic, Draconic
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +5; CMB +8; CMD 20
Feats Favored Prestige Class, Prestigious Spellcaster, Battle Cry (acg)[ACG], Eschew Materials, Improved Initiative, Iron Will, Silent Spell
Traits blood of dragons, courageous, greater purpose
Skills Acrobatics +6 (+10 to jump), Bluff +9 (+7 for 24 hours when you fail an opposed Charisma based check), Climb +7, Diplomacy +9 (+11 vs. geniekind, +7 for 24 hours when you fail an opposed Charisma based check), Disguise +5 (+3 for 24 hours when you fail an opposed Charisma based check), Escape Artist +6, Fly +9, Intimidate +16 (+14 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +9 (+11 to understand the nature and ways of dragons), Knowledge (dungeoneering) +5 (+7 while navigate dungeons beneath the Cairnlands' siege castles, +7 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (engineering) +5, Knowledge (geography) +5 (+7 to navigate the City of Brass and surrounding areas, +7 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (history) +5 (+7 vs. Azlant, +7 to learn about Thassilonian artifacts), Knowledge (local) +5 (+7 to identify drow and their customs, weaknesses, and tactics), Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5 (+7 vs. geniekind, +7 to identify demons and other outsiders native to the Abyss), Knowledge (religion) +5, Linguistics +5 (+7 to learn about Azlanti sentence construction and idioms), Lore (Draconic History) +12, Perception +10 (+12 vs. magic traps), Ride +6, Sense Motive -1 (+1 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +5, Survival +3 (+5 to navigate Jungles of Mwangi Expanse, +5 to notice and follow tracks in Arctic environments), Swim +7, Use Magic Device +9 (+7 for 24 hours when you fail an opposed Charisma based check)
Languages Aklo, Common, Draconic, Osiriani, Shadowtongue, Undercommon, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Combat Gear cold iron arrows (20), oil of bless weapon, potion of cure moderate wounds, potion of hide from undead, scroll of air bubble, comprehend languages, detect secret doors, protection from evil, reduce person, silent image, unseen servant, silver arrows (10), wand of infernal healing (50 charges), acid, antiplague[APG], antitoxin, bone burn, holy weapon balm[ACG], itching powder[UE], oil, reagent, brimstone, reagent, myrrh; Other Gear +1 adaptive greenwood composite longbow, cold iron cestus[APG], silver cestus[APG], boots of the cat[UE], handy haversack, headband of aerial agility (cha +2)[UE], ring of sustenance, robe of arcane heritage[APG], traveler's any-tool[UE], bedroll, earplugs[APG], fishhook, flint and steel, folding chair[UE], folding table[UE], grappling hook, holy text (The Draconic Apsu)[UE], ink, inkpen (2), noble's outfit, paper (7), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, scroll case, silk rope (50 ft.), silver holy symbol of Apsu, string or twine[APG], trail rations (7), waterskin (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 1 pp, 4 gp, 6 sp, 6 cp
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Special Abilities
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Acid Claws & Bite (8 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Battle Cry (ACG, 5/day) Allies within 30' gain +1 mor bon to atk and +4 mor bon to saves vs. fear for 1 min.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Breath Weapon (11d6 acid, 60 ft. line, 2/day, DC 20) (Su) As a standard action, deal energy damage in area (Ref half).
Breath Weapon (4d6 acid, 60 ft. line, 1/day, DC 14) (Su) As a standard action, deal energy damage in area (Ref half).
Draconic Resistance (Ex) Gain Acid resistance 1 and +5 natural armor.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
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Fear no longer! For I, Kal Drak, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.
Gruingar believes himself to be a dragonic avatar of Apsu who goes by the name of Kal Drak. He has somehow gotten trapped in the shape of a human. his goals are to find a way to 'return' to his proper dracon form. Then peacefully rule in Apsu's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emperor. But he doesn't let anyone know about those doubts.
{Totally irrelevant to me if those are beyond the scope of the campaign. Maybe that will be a post level 20 occurance. That is what he has in mind and what he is working toward.}
Will take 2 more levels of dragon disciple, and will take preferred spellcaster feat to keep casting at a full level sorcerer.
Kal Drak is a tall, broad shouldered, athletic man. Relatively handsome with rather long red hair. Over the last several years his skin has taken on a burnished hue as if he was starting to get a bad sunburn. He is quite vain and expects to be the center of attention.
He wears a noble's outfit of light brown with dark red thread highlights. The thread is supposed to suggest the outline of scales. However, it fails to do so and just looks ... high-quality odd-ish. He really wants to get an outfit that appears copper colored with the look of scales. But the cloth dyers are unable to get the hue he wants. It always ends up looking just orange or a hideous cherry red. And the patterns usually end up looking like overlapping flowers. {long suffering sigh}
If anyone were to look into the antecedents of Kal (we can assume the VC's have), the would find he was born as Gruingar de'Morcaine in south central Garund. He comes from a large ordinary family that runs a moderately successful apple orchard.
At some point something went 'click' in his mind and Kal Drak entered the scene. He doesn't acknowledge anything of his past prior to that point. He IS a dragon. Not only that, he is an avatar of Apsu. Somehow some unknown servant of Dahak trapped him in this human form. When he finally manages to break that curse, he will be able to properly take up his mantle and duties as an Avatar of Apsu.
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