Gold Dragon

Krazok Vell Firesource's page

674 posts. Alias of BloodWolven.


Full Name

Krazook Vell Firesource

Race

Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage

Classes/Levels

Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Strength 24
Dexterity 19
Constitution 18
Intelligence 12
Wisdom 12
Charisma 11

About Krazok Vell Firesource

Background:
My fire breathers have lived in the Golden High Heavens for many years. We pay homage to the dragons, spirits, and nature. We are a tribe that hunts and survives by what we can find. I was not one of the brightest egglings but my strength gave me much to be wanting of the others. Quickly I was put with the hunters and only two years ago given the esteemed honor of hunt master. Since then we have flourished with plenty of food and secured borders. Though I felt the summoning from the spirits and have joined in the pursuit of the preservation of my tribe when civilization comes. I continue to search for a grand hunt to bring back trophies and stories to my fire breathers. We don't mine the mountain but a select few of us aid the Dwarven merchants when they take wares to civilization."

forerunner Kre'Teshlar Goldenwings but no other dragons. We venerate our father."

"No worries, we can figure it out next time and maybe make more of a direct statement. That was my plan. If they don't need to know how to get to the Golden Glade then they could stay in the mansion. My gold dragon patron has nothing to do with daily affairs of the village. He deals with major threats to the continent and the world. He is not typically home. I make most decisions with the aid of the council."

He asks the group, "We can take care of the hobgoblin murder pit and see what lives in the Sludge Trench after or before, what do you think?"

Speaking directly to the elves he states, "I am Lord Krazok Vell Firesource of the forerunner Kre'Teshlar Goldenwings. I with my companions would love to escort you to the Golden Glades."

He states to the group, more to the elves than the others, "With Jean's wonderful speed we should be at the border within four days. Then another day or so to the Golden Glade."

He explains to the elves about the situation, "I have a Tiny Hut or Magical Mansion, through the doorway that appears you can stay safely. We are not sure if it will work long time. When in doubt if the magical item does not work that way, you would just be dislodged from the dimensional space into the adjacent place on the material plane. There should be no threats involved."

"The fort is about two days by foot, Jean and I could get there in under a day. The baddies are a mix of monstrous humanoids and kobolds. A normal group not taking my secret passage would have to go around the mountain making it a two week excursion. Then likely a week by foot to get to my clans domain. Though if we can fly it would take about three days."

My guess it has to do with the Warlord Kreeze. Some God awful creature tore up half of his fort about a year ago. I believe the soldiers turned bandit though they were basically bandits under the Warlord anyways. It is a very lucrative trade route. Gold, silver, and coal, are abundant in the mountains. My clan holds the main mountain with the gold vein.

mix of monstrous humanoids and kobolds."

Invulnerable Rager:

Source Advanced Player's Guide pg. 79
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage. An invulnerable rager has the following class features.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.

Description:
This ten foot monster of draconic heritage stands towering over his allies. In his claws is a bloody large war axe as if straight from battle. His head is that of a dragon, as are his reddened bronze scales and claws. A mithril breastplate covers his chest, with a belt of gear around his waist.

His axebeak, Talon, mount stands to his side holding packs and extra oversized weapons.

Krazook Vell Firesource:

Male Dragonkin Fighter 5 / Invulnerable Rager (Barbarian) 5
NG Medium Humanoid
Init +4; Perception +5, Darkvision 60 feet, lowlight vision.
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+7 mithril breastplate, +4 Dex, +2 Nat)
hp 72/72 (1d12+4); {12, 8, 12, 7, 12} Resist Electricity and fire 10

Fort +13, +4 base, +4 Con, +5 magic cloak
Ref +10, +1 Base, +4 Dex, +5 magic cloak
Will +7, +1 Base, +1 Wis, +5 magic cloak

--------------------
Offense
--------------------
Speed 40 ft.

[dice=Claw]2d20+11[/dice] [dice=damage]1d4+7[/dice]
[dice=bite]1d20+6[/dice] [dice=damage]1d6+3[/dice]

Melee Dagger +11 (1d4+7/19-20)
MW heavy pick +12 (1d6+7 /x4)
[dice=Large Warhammer +11 (2d6+7/x3)
[dice=Large +1 greatsword]1d20+13-2[/dice] [dice=damage with PA]3d6+11+6[/dice]
[dice=Large +1 guisarme]1d20+12-2[/dice] [dice=damage with PA]2d6+11+6[/dice] Reach/Trip
[dice=Large +1 great axe dragon bane] 1d20 + 12 +2 - 2[/dice] [dice=damage with PA] 3d6 + 10 + 6 + 2d6[/dice]

[dice=Ranged sling, +1 adamantine bullet]1d20 +9[/dice] [dice=damage]1d4+8[/dice] 50 ft.
[dice=(2/3) Large Javelins]1d20 +8[/dice] [dice=damage]1d8+7[/dice]

Base Atk +4; CMB +12, CMD 16

Feats: Weapon focus greatsword (1), PA(fighter 1), toughness (book), Iron will(book), Cleave(fighter 2), Dodge (3), great cleave(fighter 4), improved breath weapon(scepter)

Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Resilient: Growing up in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Ability Final Base Race Wish Magic Items RuneSmith
Strength 24 18 +4, +2
Dexterity 19 17 - +2
Constitution 18 16 +2,
Intelligence 12 14 -2,
Wisdom 12 14 -2, Charisma 11 9 +2,


Racial abilities for Dragonkin:

CR: Lvl + 1

Type: Dragon humanoid. Do not recalculate HD, BAB, or saves.

Armor Class: Nat. armor improves by +2.

Special Qualities and Defenses: A dragonkin gains darkvision 60 feet; low-light vision; immunity to sleep and paralysis; and resist energy 10 of the same type as its breath weapon.

Speed: 30 feet.

Melee: A dragonkin has two claw attacks and a bite attack. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see Natural Attacks.)

Special Abilities: A breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per HD possessed by the dragonkin (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Dragon Variety Breath Weapon
Black or copper 30–foot line of acid
Brass 30–foot line of fire
Blue or bronze 30–foot line of electricity
Gold or red 15–foot cone of fire
Green 15–foot cone of acid
Silver or white 15–foot cone of cold

Powerful Build: Basically works as if you are Large but only when advantageous to do so.

Abilities: Increase from the base creature as follows: Str +4, Con +2, Int -2, Cha +2, Wis -2.

Skills:
CS=class skill (0 ACP)
Acrobatics +9 (2 Rank, +3 CS, +4 Dex)
Climb +11, (1 ranks, +3 CS, str +7 )
Craft (armor) +7, (2 rank, +3 CS, +1 Int, +2 MW items)
Handle Animal +5, (2 ranks, +3 CS, 0 Cha)
Heal +3, (0 ranks, +1 Wis, +2 Kit)
Intimidate +8, (+4 size, 1 ranks, +3 CS, 0 Cha)
Linguistics +1, (1 ranks, +0 Int)
Perception +5 (0 ranks, +1 Wis, +4 racial)
Ride +9 (2 ranks, +3 CS, +4 Dex)
Sense Motive +1, (0 ranks, +1 Wis)
Stealth +4, (0 ranks, +4 Dex)
Survival +8, (4 ranks, +3 CS, +1 Wis)
Swim +11, (1 ranks, +3 CS, +7 str)
Languages: Common, Draconic, Giant

Gear:

On person: 0 potions of cure light (1d8+1), belt pouch (chalk and charcoal)(1/2), Healer’s kit (1), 4 daggers(4), sling, mithril breastplate armor (15), silver holy symbol, Five red glowing +1 adamantine bullets (3), heavy pick (4), large greataxe (24), Large +1 guisarme(24), coins (1) and Total weight: 52

Backpack (2): 5 rations (5), 2 sacks(1), waterskin (4), a survival Kit (5), bottle of wine(1), To Find Inner Strength and Constitution (Toughness and Iron Will) [8/40 hours read], loot (?)
Total weight: 18

Talon the Axebeak's saddlebags: Bedroll(5), +1 Leather armor (10), gear maintenance kit(2), 4 Daggers (4), Large warhammer (10), 3 bear traps, large greatsword (16)

[+1 leather armor; this suit consists of a heavy cloak, gloves, kilt, and boots, but leaves his chest bare—although the armor looks incomplete, it actually functions just as well as any suit of magic leather armor.]


a red glowing great axe:

The axe looks like it was recently used and has blood on its blade, the grip looks like it has been pitted by acid. There are dark glowing runes on the head as well.

Simply known as 'Slayer', this mighty weapon wants to defeat everything and its alignment is LN. It is intelligent, though to interact with it you must do the first ritual. This is a Legacy item. It knows to slowly grow its wielders in order for it to accomplish its goals.

Omen: It always looks like it recently killed someone with a spatter of blood on the blade and dripping some every minute.

Ritual 1, Bloodbath: The wielder must kill a dozen opponents with this weapon in one encounter. (Completed) (Ritual done) (Activate vicious weapon ability as a swift action, can not be deactivated until end of battle.)

Ritual 2, Ending Those Nasty Dragons: The wielder must slay at least three dragons and their whole brood. The dragon must be at least the CR of the wielder. The dragon bane quality activates when in the presence of a dragon. Once the ritual is completed the wielder gains immunity to dragon's frightful presence ability and resistance 10 to the type of dragon breath damage after being hit by it until the end of combat.

Ritual 3, To Slay a Troll: The wielder must slay a troll completely and utterly. The troll must be at least 2 CR more than the wielder. The fire quality activates when in the presence of a troll. Once activated the weapon gains the fiery quality and the wielder gains fast healing 2.

Ritual 4, Solemn offering: The wielder must pay honor to those that it has killed and others it holds in high regard. Staying at the sight of a recent massive battle. 100+ deaths or CR 4 or greater over player, that the wielder had killed over half of the creatures. Should a creature come the wielder and companions must defeat it or restart the 3rd ritual again. The weapon gains the transmutable bane quality and the wielder gains DR 3/- and DR 10/magic.

Kits and item descriptions:

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Traveler's any-tool: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Boots of the cat (1,000 gp): These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Items coming in from Restov:

HHH, 2500 gp
Boots of the cat 1,000 gp
Traveler's any-tool 250
Silversheen 250 gp
Cracked Incandescent Blue Sphere Ioun Stone, 200 gp, +1 acrobatics
Vest of Resistance +1, 1000 gp
present creidt: 5403 - 5200 = 203 -100 gor Fizzy = 103 saved
And 10 pp and 3gp

Scabbard of honing (500 gp): This leather scabbard resizes itself to fit any axe, sword, dagger, or similar item normally stored in a scabbard. Sheathing a nonmagical weapon in the scabbard for 1 minute hones its edge as if it had been sharpened with a whetstone (page 75).

Belt of Healing, 1000 gp, 3 charges daily, 1 charge 2d8, 2 charges 3d8, 3 charges 4d8.

Command word: "Heal me oh brother."

Raptor Gauntlets, 4500 gp, +2 str and natural weapons enhance gloves damage.

Loot:

+1 whip to Krazok,
masterwork short sword to Krazok,
(Krazok) a potion of cure light wounds, a potion of invisibility,
(Krazok) Chest With 164 sp, 31 gp, and a tarnished silver locket holding a faded portrait of a young woman (worth 10 gp) wrapped in a piece of cloth. The cloth itself is a faded map of the Greenbelt that might just point the way toward a great treasure. The intriguing treasure map claims to lead the way to a magic weapon.

***Krazok nods his head and leads you back to get the +1 breastplate. With promises made Krazok takes the bracers of armor and Aurora gets the breastplate. The breastplate is magical and does constrict to fit Aurora's frame nicely.***

Items to still look for:

Cracked Incandescent Blue Sphere Ioun Stone, 200 gp, +1 survival,
Cracked Incandescent Blue Sphere Ioun Stone, 200 gp, +1 handle animal

background:

My story? Ah well nothing such as grand as yours. My fire breathers have lived in the Nalmarches for many years. We pay homage to the dragons, spirits, and nature. We are a tribe that hunts and survives by what we can find. I was not one of the brightest egglings but my strength gave me much to be wanting of the others. Quickly I was put with the hunters and only last year given the esteemed honor of hunt master. Since then we have flourished with plenty of food and secured borders. Though I felt the summoning from the spirits and have joined in the pursuit of the preservation of my tribe when civilization comes. I continue to search for a grand hunt to bring back trophies and stories to my fire breathers.

Most of his people, the dragonkin, fire breathers are located in a Southern part of the Nalmarches. They live out of caves similar to kobolds but never tell them this.

We hold death as the natural cycle of things to come. We must kill in order to live and many things die so we can grow stronger. We honor the kill and don't needlessly kill.

"I am Krazok Vell Firesource, the leader of my hunting pack, guide to the chosen named Viklop, sunderer of the Grengorian Cyricnal, and third in line of the mantle of Thornbearer. This is my hunting pack, Verick my apprentice, Zezrika our priest, Dexrian the Swift our guide, and our shaman of explosions Fellizza." Krazok is very proud of his pack, each of them take a step forward once announced.

scepter:
Well the collection of power, typically magical in nature. My purpose to make those who wield me more powerful anyway I can. My master was old when Brevoy lost its royal family and still lived for many more years. He died of old age, even I have not found immortality yet. Asc' Verligon Corthendar, runesmith of the Brevory Royalty was my master and when the royalty disappeared he fled the lands up North. This is his hideaway from the bustle of the city and he spent his time finishing making his hideaway.

Lawful Neutral and can adapt itself and its magics to augment the wielder especially with runes.

Asc' was a silent counselor to the king himself, one of the few adventurers who helped him take the throne. Past few years? Has time really been that short for you? It has been at least decades for us, though that spell may have been active.

As I said he can become a tool for the group and as long as the wielder reigns him in there should be very little issues.

You won't do because you think that beauty is your goal in life and that you don't need power. You are dense aren't you. I don't think I could aid in ruling these or any lands, not really in my scope of abilities. You should know my intentions, to make the wielder stronger, sometimes that may force me to challenge my master or to enhance them using spells. You are frustrating.

Very nice, I had hoped so. Even with you just holding me I can act in the betterment of your group. See the steps, your bloodline is truly royal.'

Though back to how I can improve you, from your agility and attire I would say you are a monk of some kind, we could craft you some magical tattoos to protect you better or enhance your attacks, my runesmithing ability would be able to apply a rune to your skin and enhance your overall strength, dexterity, constitution, intelligence, wisdom, or charisma. Runesmithing is ideal if you have someone or something that is willing to give up that ability to you. Typically giving them a good life of living here and becoming a vassal of yours. Though basic runesmithing is just welling up the power to make a rune and apply it.

I myself as a scepter can either enhance your charisma or intelligence. I can give you some insight on how to work with your attendants and give you a boost to your leadership. I am able to command one person to do as you wish once per day. I can read magic, craft runes, emit light up to a torch or down to a candle, detect magic, and have a good understanding of what things are worth meaning I am very good at appraising items correctly. I can also heal you once per day using cure moderate wounds.

With an enhancing ritual I can let you use a different ability score to use as the ruler, such as your strength. Once this is done you must fight anyone who wishes to fight you for the throne. *Done

Go ahead and toss me to the side then.

No I won't do any changes that you want today. You can either toss me to the side or be more polite, I don't do well with threats as you can tell.

Fizzmetal:
Ahhh, really, your tongue!!! I best get some TLC with some polish and a clean cloth! Ahhh stop the licking! Now! I don't know which is worse being berry smeared or your tongue.

Scepter - Tiny hut / fortress:
Bright green stone tiles, glowing green ever burning torches, etc.

He pulls out his flaming green scepter and plants it in the ground then steps back. A tiny hut pops up from the scepter. He opens the door and steps through. The portal looks like the same green flames the scepter was emitting.

After entering you find yourself in a hallway. As you go down the passageway green runes appear before you on the tiled floor. A voice states, "Welcome to Lord Krazok Vell Firesource's abode. You will find a room for each of you on this hall, either to your right or left. At the end you will find the library. From there many of the rooms can adjust to your needs just request a type of room and if one is available then directions will be provided. Oh you might be wondering, I am the intelligence that lives within the scepter."

It then continues, "The whole complex can be manipulated. I can create rooms for training, for magical item creation, for collection of herbal remedies, for alchemy, for smithing, for professions, for runes, for tattoos, for brewing, for nearly anything you can think of." *The list goes on for a few minutes but these are the first and likely most important ones.*

Surprisingly you hear nothing at each of the doors and upon inspection inside you find a large room with a large bed, dresser, shelves, a table, a tub, drawers and such. Each room seems rather spartan, but each has a large roaring fire that keeps the rooms at a nice warm temperature.

The North Door at the end of the hallway leads to a library of sorts with shelves all around the room and tables in the center covered in books. A foray is set on one side with paper, ink, and quills about with what appears to be arcane research. With detect magic you can see that many of the books have magic on them which seems to be a low level of universal. Likely a preservation spell.

Rooms available: Kitchen. Off to the right sounds of bubbling and falling water can be heard. There is a large curtain closed in the archway so you can't see water.

Gallery. Long table, mostly used for meals, paintings and displays.

Sparring Pit.

Magical item workshop.

Spice room. Collection of herbal remedies, drying ingrediants, and jars for pickling.

Alchemy lab. for brewing, alchemy, potion making.

Smithing Forge. Tools, armor, weapons, etc.

Training rooms for professions: Barrister, basketweaver, carpenter, cook, fletcher, and dancer.

Rune Smith Forge. For runes, tattoos.

*One book at the foray appears to have several magical auras on it. It is a bit more extravagant with a stout leather binding and cover which overlaps locked with a metal lock and runes are inscribed over much of it tastefully.

Touching the book:
As you grab it nothing happens to you. You can see that time has not affected it, it even smells new. As you read through it you can tell it is a journal. The journal of Asc' Verligon Corthendar, Runesmith of the Brevory Royalty. It actually tells of the last years of his life.

Daily Quest:

100

100 pushups Str DC 15: Take 10 +7 Str = 17
30 minutes
100 situps Str DC 17: Take 10 +7 Str = 17
30 minutes
100 squats Str DC 14: Take 10 + 7 Str = 20
1 hr
1 hr break
100 jumping jacks Con DC 15: Take 10 + 4 Con +1 guidance = 15
30 minutes
Run 5 K Con DC 12: Take 10 + 4 Con = 14
1 hr
[Dice=Random Loot Box]5d100[/dice]