Iron Dragon

Kra'el Blackscale's page

118 posts. Alias of Lazyclownfish.


Race

| HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10

Classes/Levels

| Speed 20 ft. | Smite Evil (+3/+1) 0/1

Gender

Male Dragonborn Paladin 1

About Kra'el Blackscale

Pronounced like 'Krah-yel'

This character is inspired a little bit by this song and a little bit by certain aspects of the lion, Aslan from The Chronicles of Narnia, who is the beacon of pure good in the setting. This quote from The Lion, the Witch, and the Wardrobe kind of conveys what I‘m going for:

“Safe? Who said anything about safe? ‘Course he isn’t safe. But he’s good.”

The following from The Silver Chair clarifies the idea a bit more:

Another quote:
“Are you not thirsty?" said the Lion.
"I am dying of thirst," said Jill.
"Then drink," said the Lion.
"May I — could I — would you mind going away while I do?" said Jill.
The Lion answered this only by a look and a very low growl. And as Jill gazed at its motionless bulk, she realized that she might as well have asked the whole mountain to move aside for her convenience.
The delicious rippling noise of the stream was driving her nearly frantic.
"Will you promise not to — do anything to me, if I do come?" said Jill.
"I make no promise," said the Lion.
Jill was so thirsty now that, without noticing it, she had come a step nearer.
"Do you eat girls?" she said.
"I have swallowed up girls and boys, women and men, kings and emperors, cities and realms," said the Lion. It didn't say this as if it were boasting, nor as if it were sorry, nor as if it were angry. It just said it.
"I daren't come and drink," said Jill.
"Then you will die of thirst," said the Lion.
"Oh dear!" said Jill, coming another step nearer. "I suppose I must go and look for another stream then."
"There is no other stream," said the Lion.

He is unquestionably honorable and good, but he does nothing for anyone’s convenience. And he does whatever is necessary to protect the innocent from evil, up to and including self-sacrifice. With Kra’el, I will attempt to emulate these aspects of that character.

Statistics:
Male Dragonborn Paladin 1
LG Medium Humanoid (dragon)
Init +0; Senses Darkvision 60ft, Perception +2
------------------------------
DEFENSE
------------------------------
AC 20, touch 10, flat-footed 20 (+6 armor, +0 dex, +2 shield, +2 natural)
hp 13
Fort +4, Ref +0, Will +2
Resist acid 5
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee Mw Longsword +5 (1d8+3) or Cold Iron Morningstar +4 (1d8+3)

Ranged Heavy Crossbow +1 (1d10)
------------------------------
STATISTICS
------------------------------
Str 17, Dex 10, Con 14, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Traits Omen, Well-provisioned Adventurer
Feats Antagonize
Skills (5 points; 2 class, 1 INT, 2 background)
ACP -5
(1) Diplomacy +7
(1) Intimidate +10
(0) Perception +2
(1) Sense Motive +4
(1) Lore: Bahamut +5
(1) Linguistics +2

*ACP applies to these skills
Non-Standard Skill Bonuses
Draconic Mein: +2 Intimidate
Keen Senses: +2 Perception
Omen: +1 Intimidate

Languages Common, Draconic, Goblin, Orc

Hero Points 1/3

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Darkvision: Dragoborn can see in the dark up to 60 feet.

Draconic Mein: Dragonborn receive a +2 racial bonus to Intimidate skill checks.

Dragon Breath: Dragonborn have retained the dragon breath of their draconic heritage. Once per day as a standard action, dragonborn can breathe 20-foot line of dragon breath that deals 1d6 points of energy damage (Reflex save for half damage). The type of energy is determined by the dragonborn’s parentage as follows: acid (black, copper, or green), cold (silver or white), electricity (blue or bronze), fire (brass, gold or red). The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive.

Dragonskin: Dragonborn gain a +2 natural armor bonus due to their scaly hide.

Energy Resistance: Dragonborn gain resistance 5 to the same energy as their dragon breath.

Fearless: Dragonborn gain a +2 racial bonus on all saving throws against fear effects.

Keen Senses: Dragonborn receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Dragonborn are proficient with longswords and bastard swords.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Well-Provisioned Adventurer (Equipment) You always knew you’d leave your humble beginnings behind and become an adventurer, so you scrimped and saved, buying the necessary equipment one piece at a time until you had everything you needed. Select one of the equipment packages below. If you select this trait during character creation, you do not receive any starting gold.

Holy Warrior Package The holy warrior is prepared to use her might and zeal to take the fight to the enemy, but she understands the importance of having the right equipment to overcome the resistances of her monstrous foes. This equipment package is well-suited to a cleric, inquisitorAPG, paladin, warpriestACG, or even a fighter with a religious background. It’s especially suited to characters who focus on supporting their party members and making them more effective in a fight. Even more than with other equipment packages, the GM should consider substituting the masterwork longsword in this package with a masterwork melee weapon appropriate to the PC’s faith. If the PC can cast spells, add a spell component pouch.
Armor: Heavy steel shield, masterwork breastplate.
Weapons: Cold iron morningstar, heavy crossbow with 10 bolts, masterwork longsword. (Bastard Sword instead hopefully?)
Combat Gear: Alchemist’s fire (3), holy water (4), oil of bless weapon, potions of cure light wounds (2), potion of protection from evil, sunrods (3).
Other Gear: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), crowbar, flint and steel, holy symbol (silver), mess kitUE, sack, silk rope (50 ft.), trail rations (5 days), waterskin, 7 gp.
Total Weight: 102 lbs.

Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 102 lb.
Heavy steel shield
masterwork breastplate
Cold iron morningstar
heavy crossbow with 10 bolts
masterwork longsword.
Alchemist’s fire (3)
holy water (4)
oil of bless weapon
potion of protection from evil
sunrods (2)
Backpack
bedroll
belt pouch
candles (5)
chalk (5 pieces)
crowbar
flint and steel
holy symbol (silver)
mess kit
sack
silk rope (50 ft.)
trail rations (5 days)
waterskin

Money 7 GP 0 SP 0 CP

Step 1::

1. The introspections of a Dragonborn Paladin.

What is good? The townsfolk like to talk about good and evil as if it’s clear as day but to me, it’s not so simple. Is there only one good choice in any situation? I think not. The pelorian priests say that good is about helping those in need. But Justicemaker teaches that we should let people fight their own battles. Is it good to watch someone struggle who needs help? Or does it depend on the outcome? If this person struggles and overcomes, are they not stronger now than they were before? In that case, was it good to sit by and watch instead of trying to help?

I watched a man nearly drown today. I could’ve helped. But should I have? I could’ve easily rescued him and the townsfolk would’ve lauded me as a hero. But the man will have learned nothing, aside from perhaps to stay away from the water. No, I didn’t help. I watched as the man struggled and eventually escaped the water on his own. I would’ve helped if he was truly going to drown, but he was not there yet. And it doesn’t really matter. The fact remains that I did not help. I think the townsfolk hate me for it. But the man learned a valuable lesson. Most importantly, if the man finds himself in the water again, but this time with no dragonborn around who could help, he knows how to rescue himself. He is safer this way. Was this good? My guilt would imply that it is not. But no, I am resolved. The townsfolk need to be as strong as possible for what I feel is coming. That is what is truly important, truly good.

2. Kra’el was hatched in Brindol on the very night that Azarr Kul was slain by the Diamond League. His birth was seen as an ill-omen by the dragonborn community with the town under deep siege and his scales black as night. Dragonborn didn’t usually come that color. Even though the siege broke shortly after, the dragonborn in Brindol have still been uneasy about him since. This makes him something of a loner in town, not really having strong bonds with his racial community. Ever since he was young, he’s taken his birth and coloration to be an Omen of things to come. He doesn’t know what yet, but most of his life choices and preparations have been tied to the belief that he needs to be ready for something.

3. Kra’el Blackscale is big for a dragonborn. At 7’2”, he’s like a big, frightening, black-scaled brick wall with piercing red eyes. Not wanting to diminish his imposing appearance, Kra’el has all of his clothing and armor stained dark to match his scales. Not particularly graceful, he moves with a slow, inevitable purpose, as if he always knows exactly where he is going and absolutely nothing can get in his way. If his presence isn’t enough to intimidate, his deep, resonant voice has a slight rasp to it that gives people the sense that this is a creature that is not afraid to get his hands dirty.

4. While Krael wants the townsfolk to be as self-sufficient as possible, he’ll be a little bit different in an adventuring party. In that kind of environment, he considers it his job to keep the others safe. He won’t hesitate to step in the way of enemies to protect them or to offer healing(when he gets it). He’s been preparing himself for a long time for what is to come, but he also knows that it is much bigger than he could possibly handle alone. He will be the epitome of a team player from the outset of the story. But that doesn’t mean he’s setting up anyone’s tent for them or anything…

5. To summarize, Kra’el is stern and imposing, but introspective and somewhat intellectual. He is honorable and good, but he doesn’t help those who don’t truly need help. Just like the drowning man, he lets the townsfolk solve their own problems if they can, but he doesn’t hesitate to come to their aid against evil. That’s different, in his mind. Evil needs opposition and that’s not the townsfolk’s job. It is decidedly his job, whether someone pays him for it or not. Also, the name Blackscale is just what the townsfolk call him. It has nothing to do with his family.


Step 2::

1. Kra’el believes firmly that everything about his life has been leading up to some important purpose. The date of his birth, the color of his scales, his sheer size and his calling by Bahamut. He intends to be ready. If some danger threatens the relatively peaceful times for his people, Kra’el plans to be at the forefront. He wants to be a leader and an example for his people for how to persevere and stand up against evil. He may not be nice to them, but he will keep them safe.

2. I have a few things in mind for Kra’el, but mostly I want to connect him to the story as tightly as possible. I wouldn’t mind at all if he ended up having to fight on the side of good dragons against evil dragons. I also left his family intentionally vague. It would be very interesting if some relative(his father perhaps?) were somehow aligned with the opposing side in the coming conflict. Beyond that, I might be open to seeing Kra’el develop a little more compassion, but I’d really like that kind of idea to come through one of the other player characters and through a bond formed there.

Step 3::

1. At a very young age, before his calling by Bahamut, Kra’el ventured to the town of Overlook to the west in order to find some combat experience. Although he did get some minor experience fighting orcs, his ego and immaturity led him to several fist-fights with the local guardsmen which got him kicked out of town. That was 6 or so years ago and Kra’el has since leveled off a bit, but there may be some residual resentment there.

2. Kra’el doesn’t remember his father. Dragonborn are typically only raised by one parent and his mother didn’t talk about his father much. Kra’el’s father is involved in some nefarious things that his son would definitely not approve of. (leaving this as vague as possible so you can hopefully fit it into story you have already, rather than having to build a specific side-plot)

Step 4::

1. Kartenix, the Captain of the Town Guard: Kra’el has a good working relationship with the captain of the town guard, having spent the last few years working off and on for him.

2. Deacon Branson, cleric of Pelor(feel free to change the name): As the Shrine of Bahamut has no permanent clergy in town, and Kra’el is no priest, the dragonborn spends a reasonable amount of time at the Shrine of the Sun. He’s a bit frustrating to some of the priests as he isn’t as helpful as they’d like(he’d respond to a request to retrieve something from a high shelf with nothing but a blank stare), but the Deacon seems to like him well enough.

3. Lady Ariane Sanja: Kra’el doesn’t like the smell of the shady tiefling lord and though she doesn’t consider him much of a threat, he’s proven to be an annoyance to her plans more than once.

Step 5::

1. Lord of Justice, give me the strength to crush the wicked in my palms, and deny them the wisdom to flee before me. Krael maintains the cleanliness of the Shrine of Bahamut in town, but he doesn't spend much time there otherwise.

2. To most people, Kra’el seems like a stone, unmoving and unsympathetic. He stands almost perfectly still, calm until action is required.

3. Kra’el likes to ask himself and others deep rhetorical questions. Questions meant to evoke thought. He always leaves them open ended and rarely answers them himself, rather preferring that his companions think about them and give a thoughtful response.