There is a saying: "Desperate times call for desperate measures." In Irrisen, that is usually just called Tuesday.
There is something about being ruled over by a murderous band of snow hags that brings out the fiendish inventiveness and insane scheming of an oppressed people. For those of the snowy hamlet Vaklav deep in the Skala Mountains, the plan was perhaps a little stranger, and a little more long term than most would have been used to. It involved maidens. Specifically three of the daughters of the village. They had been selected by a series of trials as the strongest, the smartest, the most beautiful. These three then left Vaklav to find the lair of Scillarevlyax, a silver wyrm of immense power. The quest worked: all three maidens returned, pregnant by the dragon.
The dragon-blooded were considered royalty in Vaklav and the surrounding territories. Though it was cloaked in palatable terms, they were bred like animals. Their favors were used to cement treaties, those with dragon blood given to the most powerful so that their children would have some of the same abilities. The younger dragon-bloods were often bribed or seduced by those who wanted some of the dragon's power. When the Skala Mountains had an army of these dragon-bloods, they would rise up and destroy the winter witches.
There is another saying about best laid plans.
This breeding program, which had lasted for many hundreds of years, was discovered. The witches sent their forces into the Skala Mountains and unleashed a war of extermination. The hardy mountain-dwellers fought well, but they were no match. Finally, there was only the cradle of the bold plan left: Vaklav, standing against the forces of evil. There was a last stand, moments of glory and brutality. It was ultimately for nothing. Vaklav was crushed. The bloodline is gone, the bold plan failed.
Almost. One remains, who was spirited out of the village by brave partisans. Konstantin Argentaev is the last of the dragon-blooded, the final descendent of Scillarevlyax and the human Illyana Argentaev. He is in exile now, but he plans to gather his strength and he will return to the Skala Mountains as the champion that the project strove to create. He thinks of his great-great-grandsire often, and has a thousand questions over his role in the troubles. Far more importantly, when Argentaev returns to the Skala Mountains, the Winter Witches will feel a cold deeper than any they could imagine. One that will freeze even them.
This, the last of the dragon-blooded vows.
Physically, Argentaev wears his origins obviously. He has the angular and rather aquiline noses common to Skala natives. At first, only his white hair and ice blue eyes marked him as one of the dragon's descendents, but he has gained a far more obvious indicator. From a distance, his complexion seems to have no more than a silvery cast, but close up, and in the light, it's obvious he is covered in minute silvery scales, with a faint blue pattern, somewhere between a snake's skin and the geometry of snowflakes, over it. He no longer dresses in the aggressively nationalistic costume of his people, but he does have a fondness for Irrisani styles and other exiles. He has a sensitivity to warm weather, and his leanly muscled arms are often on display. His manner is stoic, reserved, many would say cold. Within his chest beats the heart of a proud partisan, a son of Irrisen and the dragon.
HP: 102 (5d6+4d12+56)
Special HP Modifiers: +9 from Toughness, +6 from Archmage, +27 from Mythic Exposed to Awfulness, +5 from May
Saves: Fort +5, Ref +4, Will +8
Special Save Modifiers: +1 to saves from cloak of resistance +1, +1 to saves vs. fear effects, +2 sacred bonus vs. emotion-based effects
Modifiers: +2 Intimidate from May, +3 K: Arcana, Intimidate, and Perception from Skill Focus, +2 Perception and Sense Motive when Venobya is in arm's reach, +2 Perception when Venobya can auto-aid (not included), +3 to sight-based Perception checks in bright lights from Familiar (not included)
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SPECIAL ABILITIES
------------------- Racial Abilities Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Sorcerer. Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. (5 levels)
Sorcerer Abilities Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline:Draconic (Silver)
Class Skill: Perception
Bloodline Arcana: Whenever you cast a spell with the Cold energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Dragon Disciple Abilities Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.
Abilities from Feats Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Elemental Focus (Cold): Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage.
Greater Elemental Focus (Cold): Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. This bonus stacks with the bonus from Elemental Focus.
Mythic Elemental Focus (Cold): Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental Focus and Greater Elemental Focus for spells of the selected energy type is 1 higher. When casting a spell with this energy type's descriptor, you can expend one use of mythic power as part of the casting to force the spell's targets to roll their saving throws twice, taking the lower result.
Draconic Discipline: If you are affected by a mind-affecting enchantment or necromancy effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Rime Spell: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor.
Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actual level.)
Skill Focus (Knowledge: Arcana): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Eldritch Heritage (Arcane): You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell's actual level.)
Abilities from Traits Elemental Pupil: When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of damage of this type per die of damage.
Exposed to Awfulness: Once per day with you fail a saving throw against an effect created by a demon, you can immediately reroll that saving throw as a free action.
Strong Heart: You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks made against you increases by +2.
Mythic Abilities Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Mythic Exposed to Awfulness: You gain +3 hit points per level. Whenever you are reduced to negative hit points, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier.
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Mythic Spellcasting (Ex): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
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GEAR
------------------- Magic Gear: Wand of magic missile (CL 5, 29 charges), runestones of power (1st, 2nd), Righteous Medal of Command
Weapons:
Armor:
Belt: Belt of Incredible Dexterity +2, Belt of Mighty Constitution +4 (not worn)
Body:
Chest:
Eyes:
Feet:
Hands: Gloves of the Sorcerer +1
Head:
Headband: Headband of Alluring Charisma +2
Neck: Amulet of Natural Armor +2
Ring: Ring of Protection +1
Ring: Ring of Forcefangs
Shield:
Shoulders: Cloak of Resistance +1
Wrist:
Mundane Gear: On his person: Explorer’s outfit, scarf, backpack, belt pouch, waterskin, liquid ice
In the backpack: bedroll, flint and steel, iron pot, mess kit, soap, 5 days of trail rations, shaving kit, 2 vials of antitoxin, 2 history texts, Staunton's journal, small library of rare books
Artifact -- Terendelev's Scale:
The scale can be used three times per day to activate any of five powers: Cloudwalking, Disguise, Lay on Hands, Resistance, or Sacred Weaponry.
Cloudwalking: As a standard action, a scale can be used to cast levitate with a caster level of 20. A pillar of roiling clouds rises below the levitating object or creature, growing or shrinking with the target's altitude. This pillar is 5-ft in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
Disguise: As a standard action, a scale can be used to cast alter self with a caster level of 20. While disguised, in addition to the standard effects of the spell, the target gains a +4 bonus on Bluff checks made against evil creatures.
Lay on Hands: The scale can be activated to provide lay on hands as per the paladin ability. This ability functions as if the bearer had a paladin level equal to his character level.
Resistance: As an immediate action, the scale can be used to cast resist energy with a caster level of 20 - but only against electricity or cold.
Sacred Weaponry: As a swift action, the scale can be used to cast align weapon with a caster level of 20 - but only to align the weapon lawful or good. Unlike a normal align weapon this effect can be cast on an unarmed strike or natural weapon.
The scale grants Fog Vision whenever it is in Konstantin's possession at all times.
Fog Vision: Can see perfectly through smoke, fog, and cloud.
Encumbrance (in lbs.): 40.5 (light load)
Encumbrance assumes 5 days of rations
Money: 3838 GP
Claimed Loot Value: 26762 GP
Claimed Loot: Cloak of Resistance +1, ring of protection +1, wand of magic missile, headband of alluring charisma +2, history texts, Staunton's journal, runestone of power (2nd level), belt of mighty constitution +4, amulet of natural armor +2, ring of forcefangs, small library of rare books
VENOBYA N Tiny animal (gyrfalcon)
Initiative +3; low-light vision; Perception +14
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DEFENSE
------------------- AC: 19 (+3 Dex, +2 size, +4 natural), touch 15 (+3 Dex, +2 size) flat-footed 16 (+2 size, +4 natural)
HP: 51 (9 HD)
Saves: Fort +3, Ref +5, Will +8
Special Save Modifiers: None
Special Defenses: Improved evasion
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OFFENSE
------------------- Speed: 10 ft., fly 60 ft. (average)
Melee: 2 talons +8 (1d4-2)
Space: 2-1/2 ft.; Reach 0 ft.
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STATISTICS
------------------- Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
BAB +5; CMB +6; CMD 14
Feats: Weapon Finesse
Skills: Bluff +1, Diplomacy +3, Fly +7, Intimidate +7, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: Planes +8, Linguistics +0, Perception +22, Spellcraft +8
Modifiers: +8 to Perception (racial)
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SPECIAL ABILITIES
------------------- Familiar: The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.
Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
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GEAR
------------------- Magic Gear: Mundane Gear: