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About MelkyzadykBackground:
Melkyzadyk is an oddity, an enigma, and practically a force of nature. He was born of an unusual and forbidden union: his mother a blue dragon, his father a tarnished silver. Raised by his mother in the deserts of northern Garuns, with occasional visits by his (eventually redeemed) father, he nevertheless grew up practically alone; sharing some traits with each parent, but having other ways that were strange to each of them. He learned early to build a cadre of minions of the shorter-lived races, but could never bring himself to manipulate them, to use them up and throw them away, as his mother did with her own. But neither did he have his father's zeal for combating the evils of the Worldwound. He settled into a pattern much like many blue dragons, though with a somewhat more altruistic bent. Or at least one that that placed the law itself above his own interests: he became the shadowy power behind the throne of a small community of elves that gathered at an oasis in Osirion's desert, the nucleus of a prosperous, if never large, trading community at the foot of the Kho-Rarne pass through te Barier Wall mountains that came to be known far and wide for its fair and honest merchant, and the swift justice that awaited any who flouted its clear, comprehensive, and well-written laws. While some of the rulers of Osirion doubtless suspected his nature, the fair and even-handed rule of his frontmen made the town a much lower priority for investigation. This became all the more true when he aided the return of true Osiriani pharaohs to the throne: Melkyzadyk and Khemet I shared descent from a long-dead blue dragon who had used magical guises to reign as pharaoh for a hundred years, though that blood had long ago been diluted past the point of usefulness in Khemet's family. Khemet knew just what Melkyzadyk was, and agreed to give formal sanction to his latest front man's rule of that region of southwest Osirian. In return, Melkyzadyk was happy to lend his aid (and considerable resources) to Khemet for his coup. Later on, when the Sky Pharaoh tried to rise again, Khemet III requested his aid, and Melkyzadyk was happy to rid the land of that menace. In destroying that ancient pharaoh's Sky Pyramid, Melkyzadyk was, through a means still not clear even to himself, achieve a small measure of god-like power. Power he now desires to increase still further.
Appearance & Personality:
In his true form, Melkyzadyk is a gargantuan dragon, whose scales are of a unique color, like blued steel. However, he spends much of his time in the form of a gray-haired elf of indeterminate age, using this guise to pass undetected among his people, or through other lands entirely. Melkyzadyk splits the difference between his Lawful Evil mother and his Lawful Good father, following the law, but leaning neither to good nor to evil (or at least swinging between them by turn). He is a fair and even handed lord, not merciful, but also not capricious. He permits the worship of any lawful deity in his lands, along with most neutral ones (what city could exist without giving Pharasma, Nethys, or Gozreh their due?), and even a few chaotic ones, by his special permission. Merchants are expected to deal fairly and honestly in his lands, lest they lose their grasping hand or lying tongue. He sometimes leaves one of his loyal elves in charge for years or even decades at a time, wandering Golarion to learn from sages, fight against chaotic forces, or simply seek after interesting or rare items. He has fought in many wars (usually in his elven guise), even ben imprisoned for a time in Galt (he humored them until he had their measure, but such a lawless land could hardly expect him to submit meekly to their capricious decrees for long). But most of all he has, nearly single-handedly, checked the advance of chaotic, demon-worshipping cults from the Mwangi, or more rarely Katapesh. Again and again, he has fought Angazhan's fanatics, gnoll tribes, even secretive sects that worship Ydersius. Each has found its ambition to pass the Barrier Wall into Osirion checked, sometimes by a well-drilled, disciplined army, sometimes by mysterious lone attackers that his and fade into the sands, other times by mysterious accidents and turncoats from within, and once, just once, by a mighty dragon that annihilated an army by himself. It is said that several evil gods and demon lords want him dead, but as yet none has devoted the resources to the problem to make it happen.
Stats:
Melkyzadyk Taninim fighter (draconic hero, scaled juggernaut) 20/sorcerer (draconic hero, trueblood sorcerer) 20/gestal (In the Company of Dragons 9, 12, 12, 15, 17) LN Gargantuan dragon Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +37 -------------------- Defense -------------------- AC 44, touch 15, flat-footed 43 (+5 deflection, -1 Dex, +5 enhancement, +29 natural, -4 size) hp 345 (20d10+145) Fort +24, Ref +13, Will +22 (+5 vs. fear) Defensive Abilities all-around vision, evasion, freedom of movement (constant), hard to kill; DR 5/—; Immune cold, paralysis, sleep; Resist electricity 30; SR 31 -------------------- Offense -------------------- Speed 30 ft., climb 30 ft., fly 150 ft. (clumsy) Melee bite +39 (3d6+31/19-20), 2 claws +39 (2d6+25/19-20), tail slap +37 (3d6+31/19-20), 2 wings +37 (2d6+19/19-20) Space 20 ft.; Reach 15 ft. Special Attacks archmage arcana (wild arcana), champion's strike (fleet charge), mythic power (5/day, surge +1d6), wild arcana[MA] Sorcerer (Draconic Hero, Trueblood Sorcerer) Spells Known (CL 20th; concentration +26) 9th (5/day)—Aroden's Spellbane, mage's disjunction (DC 24), time stop, wish 8th (5/day)—form of the dragon III, polar ray, stormbolts[APG] (DC 23), sunburst (DC 23) 7th (5/day)—form of the dragon II, mage's magnificent mansion, umbral strike (DC 22), waves of exhaustion 6th (5/day)—antimagic field, chain lightning (DC 21), greater dispel magic, form of the dragon I 5th (6/day)—break enchantment, cone of cold (DC 20), echolocation, spell resistance, wall of force 4th (6/day)—boneshatter (DC 19), dimension door, dragon's breath[APG] (DC 19), enervation, fear (DC 19) 3rd (6/day)—dispel magic, displacement, fly, haste, lightning bolt (DC 18) 2nd (6/day)—darkness, elemental touch[APG], flurry of snowballs (DC 17), invisibility, resist energy, scorching ray 1st (7/day)—endure elements, mage armor, magic missile, protection from evil, shield, snowball[UW] 0 (at will)—detect magic, jolt[UM], mage hand, mending, message, prestidigitation, ray of frost, read magic, touch of fatigue (DC 15) Bloodline Draconic -------------------- Statistics -------------------- Str 35, Dex 8, Con 24, Int 16, Wis 14, Cha 20 Base Atk +20; CMB +36; CMD 50 (58 vs. overrun, 54 vs. trip) Feats Aerial Roll, Ancient Draconic, Arcane Strike, Athletic, Combat Expertise, Complex Essence, Cornugon Smash, Cunning, Deadly Aim, Dual Path[M], Elemental Spell[APG], Extend Spell, Flyby Attack, Greater Weapon Focus, Greater Weapon Specialization, Hover, Improved Critical, Improved Initiative, Intimidating Prowess, Iron Will, Latent Draconic Defense, Latent Draconic Defense, Latent Draconic Defense, Latent Draconic Gift, Latent Draconic Gift, Latent Draconic Gift, Latent Draconic Gift, Lightning Reflexes, Mighty Claws, Multiattack, Power Attack, Quicken Spell, Skill Focus (Fly), Snatch, Weapon Focus, Weapon Specialization Traits arcane temper, blood of pharaohs, civilized, deft dodger, fate's favored Skills Bluff +28, Climb +22, Fly +26, Intimidate +40, Knowledge (arcana) +26, Knowledge (history) +23, Knowledge (local) +27, Knowledge (nobility) +27, Perception +37, Sense Motive +4, Spellcraft +26, Swim +14; Racial Modifiers +4 Fly, +2 Perception, +2 Sense Motive Languages Ancient Osiriani, Celestial, Common, Draconic, Infernal SQ bite, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), breath weapon, breath weapon, breath weapon, climbing master[MA], compression, crush, dexterous claws, dracomorphosis, draconic essence, eldritch metabolism, finesse weapon attack attribute, impervious scales, pounce, powerful spellcasting, predatory battle acumen, rake, scaled resilience, skylord, superior awareness, tail slap, tail sweep, unfettered predator, wings Other Gear amulet of mighty fists, bag of holding vi, belt of the weasel[UE], circlet of spell eating iv, eyes of the dragon[UE], minor cloak of displacement, ring of evasion, ring of freedom of movement, robe of eyes, 76,000 gp -------------------- Special Abilities -------------------- Aerial Roll Imdt act while flying, Fly check vs. attack roll to dodge attack, take -10 on Fly until end of next turn. All-Around Vision (Ex) You can see in all directions and cannot be flanked. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bite Primary attack dealing 1d4 points of damage (increasing with size). Blindsense (60 feet) (Ex) Sense things and creatures without seeing them. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells. Breath Weapon (20d6 cold, 60 ft. cone, DC 27) (Su) At 1st level, the trueblood sorcerer gains the breath weapon associated with his draconic essence, usable as a standard action. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 po Breath Weapon (20d6 electricity, 120 ft. line, DC 27) (Su) At 1st level, the trueblood sorcerer gains the breath weapon associated with his draconic essence, usable as a standard action. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 po Climb (30 feet) You have a Climb speed. Climbing Master (Ex) DC 40 Climb to climb perfectly flat or smooth surfaces. Retain Dex bonus while climbing. Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack. Complex Essence You embody more than one of the aspects of draconic personality. Prerequisites: draconic essence class feature Benefit: You can select a second draconic essence that has an alignment matching yours. You are treated as having both
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic defense, similar to the taninim paragon class feature. Your effective taninim paragon
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic defense, similar to the taninim paragon class feature. Your effective taninim paragon
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic defense, similar to the taninim paragon class feature. Your effective taninim paragon
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic gift, similar to the taninim paragon class feature. Your effective taninim paragon level is e
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic gift, similar to the taninim paragon class feature. Your effective taninim paragon level is e
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic gift, similar to the taninim paragon class feature. Your effective taninim paragon level is e
Prerequisites: dracomorphosis class feature Benefit: You gain a draconic gift, similar to the taninim paragon class feature. Your effective taninim paragon level is e
Prerequisites: taninim, Multiattack, BAB 6+ Benefit: Your claws are now primary natural attacks. Normal: The claws gained from the dexterous claws racial trait are secondary na
Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
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