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Nahlzindrunriel's page

1 post. Alias of Teiidae.


Full Name

Nahlzindrunriel

Race

Taninim(silver dragon)

Classes/Levels

Draconic Examplar/Sorcerer

Gender

Male

Size

small

Age

300

Special Abilities

Shapechange

Alignment

LG

Deity

Xymor and Asgorath

Location

Sundabar

Languages

Illuskan, Draconic, Elven, Giant, Sylvan and Dwarven.

Occupation

City guard, Inn owner, Ptarian guard.

Strength 15
Dexterity 7
Constitution 15
Intelligence 12
Wisdom 10
Charisma 19

About Nahlzindrunriel

Male Moonelf Draconic Examplar/Sorcerer(Crossblooded) 3
LG Medium humanoid(Elf)
Init +0; Senses Darkvision 60ft, low-light vision.
Age:300 height: 6ft 0in. Weight: 155 lb
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DEFENSE
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AC 11, touch 8 , flat-footed 10 (+1 Armour, -2 Dex, +0 Deflection, Natural Armour +2, Misc +0, +0 size)
hp 42(3d12+6)
Fort +5, Ref +2, Will +2
Resistances:Cold resistance 5, Acid resistance 5.
Immunities:Paralysis, sleep.
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OFFENSE
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Speed
30ft.
Melee
..Morning Star +5 (1d8+1)
..Dagger +5 (1d4+1/19-20)
Ranged
Heavenly Fire: +1 (1d4+2)
Sorcerer Spells(CL 3; Concentration +7)
..1st (6/day): Mages Armour, Shocking Grasp.
..0 (at will):Detect Magic, Prestidigitation, Ray of Frost, Resistance
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STATISTICS
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Str 15, Dex 7, Con 15, Int 12, Wis 10, Cha 19
Base Atk +3; CMB +5; CMD 15
Traits
..Adopted: Gain a trait from elves
Warrior of old: You gain +2 to initiative
..Noble Born: You gain sylvan. Your family motto is “Success through Grace.”
..Secret Knowledge: You gain +2 to Knowledge Arcana.
Drawback
..Too many secrets: You take a –2 penalty on Bluff checks and saving throws against illusions.
Feats
Feats from class
..Eschew materials.
Feats from levels
..Extra Draconic Defense.
..Extra Draconic Gift.
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Skills
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Class skills*=ranked skills
..Appraise +5 (Ability +1, Ranked +1, Class +3)
..Diplomacy +8 (Ability +4, Ranked +1, Class +3)
..Fly +2 (Ability -2, Ranked +1, Class +3)
..Heal +4 (Ability +0, Ranked +1, Class +3)
..Knowledge Arcana +9/11 (Ability +1, Ranked +3, Class +3, Trait +2, Racial +2)
..Knowledge History +5 (Ability +1, Ranked +1, Class +3)
..Knowledge Local +6 (Ability +1, Ranked +2, Class +3)
..Knowledge Nature +5 (Ability +1, Ranked +1, Class +3)
..Linguistics +5 (Ability +2, Ranked +2, Class +3)
..Perception +8 (Ability +0, Ranked +3, Class +3, Racial +2)
..Sense motives +7 (Ability +0, Ranked +2, Class +3, Racial +2)
..Spellcraft +6 (Ability +1, Ranked +2, Class +3)
..Surivial +5 (Ability +0, Ranked +2, Class +3)
Non-Standard Skill Bonuses
.. +2 racial bonus on Perception and Sense Motive skill checks.
.. +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
.. +4 size bonus to stealth
Languages: Illuskan, Draconic, Elven, Giant, Sylvan and Dwarven.
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GEAR/POSSESSIONS
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Combat Gear: Morning star, dagger.
Worn Gear: City guard uniform, Elven explorers outfit, silken ceremonial robes
Other gear/Inventory
Carrying Capacity
Light 66lb. Medium 133lb lb. Heavy 200lb.
Current Load Carried lb.
Coins Gp:1,Sp:,Cp:

Race and Class features:

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SPECIAL ABILITIES
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Dexterous Claws:
Taninim claws are not quite robust enough to be used as natural weapons, but their front claws are nimble enough to manipulate manufactured tools and hold items without impairing their movement. A taninim can even wield weapons but is restricted to only wielding weapons in one hand at a time, suffers a -2 penalty to all attack rolls with manufactured weapons, and can only move at half speed.

Dragon Immunities:
Taninim are immune to magical sleep effects and paralysis effects.

Kinslayer:
Violent struggles for territory and prestige are common among taninim. They gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural and spell-like abilities of dragons.

Natural Weapon – Bite:
Taninim have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger. As dragons, taninim add 1 ½ times their Strength bonus on damage rolls with their bite attack.
Scaled Hide: Taninim have a +2 natural armor bonus to AC.

Glide:
Taninim have vestigial wings and can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, the taninim may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.

Superior Awareness:
Taninim gain a +2 racial bonus on Perception and Sense Motive skill checks.

Wyrm Lore:
Taninim gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
Unfettered Predator: Taninim can only wear armor designed expressly for draconic bodies, and even then chafe at the restrictions armor can cause to their natural movements. Taninim increase the armor check penalty of any worn armor by 2, and suffer a -2 penalty on attack rolls while wearing medium or heavy armor even if they are proficient in it. Taninim also reduce their maneuverability rating by one step when flying while wearing medium or heavy armor. These penalties apply regardless of any armor proficiency the taninim has.

Draconic Physiology:
Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs

Draconic Essence:
The draconic exemplar embodies one particular facet of dragonkind personality.Each draconic essence is associated with a particular
alignment, energy type, and true dragon type. The
draconic exemplar must select an essence from the
following list that has a listed alignment within one step
of his alignment. He gains resist energy 5 for his
draconic essence’s energy type. This increases to resist
energy 10 at 5th level, resist energy 20 at 10th level, and
resist energy 30 at 15th level. If the draconic exemplar
gains the breath weapon draconic weaponry, his
draconic essence determines the shape and damage die
of his breath weapon. The draconic exemplar also gains
a unique compulsion based on his draconic essence that
grows harder to resist as his hereditary power grows.
The DC to resist a compulsion is 10 + ½ the draconic
exemplar’s character level + the draconic exemplar’s
Charisma modifier. His physical appearance takes on
aspects of the associated true dragon, with the amount
of required similarity subject to GM discretion (a
significant amount of visual flexibility is encouraged,
particularly for draconic exemplars with the Feykin or
Lung alternate racial traits).

Honorable - Alignment: lawful good; Energy: cold;
Breath Weapon: cone (1d6); Dragon Type: silver.
Compulsion: the draconic exemplar must make a Will
save to resist defending the weak or to deceive another
creature.

Draconic Weaponry:
At 1st level, the draconic
exemplar chooses a special attack based on his draconic
physiology, chosen from the following list. At 7th, 13th,
and 19th level, the draconic exemplar gains an additional
special attack. He can use his draconic weaponry special
attacks a number of times per day equal to his ½ his
paragon class level + his Constitution modifier. Unless
otherwise noted, a draconic weaponry type can only be
selected once. Saving throws allowed by these abilities
have a DC equal to 10 + ½ the draconic exemplar’s class
level + the draconic exemplar’s Charisma or
Constitution modifier, as noted in the ability.

Breath Weapon (Su):
The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’s draconic essence) of energy damage per class level. Creatures in the breath weapon‘s area can make a Reflex save for half damage. The area of the breath weapon varies based on the draconic exemplar’s size as follows:

Table: Breath Weapon Size
Size Line Cone
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.
The draconic exemplar can use his breath weapon once every 1d4 rounds, up to a maximum number of times per day equal to 3 + his Constitution modifier. The saving throw of this ability is Constitution-based.

Draconic Defense:
At 2nd level and every three
additional levels, the draconic exemplar improves his
defensive capabilities by selecting one of the following
draconic defenses. A draconic defense can only be taken
once unless otherwise noted.

Enchanted Scales (Su):
The draconic exemplar treats ½ of his natural armor bonus as a deflection bonus to AC against touch attacks. He cannot benefit from any ability or effect that allows him to retain his natural armor bonus to AC against touch attacks while benefiting from this ability.

Thickened Scales (Ex): The draconic exemplar gains a +2 bonus to its natural armor bonus to AC. This draconic defense can be taken once for every five levels the draconic exemplar possesses (maximum +8 at 20th level).

Draconic Gift:
At 3rd level and every three additional levels, the draconic exemplar gains a special ability from the following list based on his draconic heritage. Many draconic gifts are augmentations or modifications of draconic weaponry; these gifts expend one daily use of draconic weaponry when used unless otherwise noted. Saving throws allowed by these abilities have a DC equal to 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Charisma or Constitution modifier, as noted in the ability. The draconic exemplar’s effective caster level is equal to his class level if needed for any spell-like or supernatural abilities. A draconic gift can only be learned once unless otherwise noted.

Humanoid Form (Su):
The draconic exemplar can assume a specific humanoid form of the same sex, chosen when this gift is first learned. The draconic exemplar always takes this specific form when using this ability. All dracomorphosis benefits plus all extraordinary or supernatural draconic defenses, draconic gifts and draconic weaponry are considered form-dependent abilities and cannot be used in humanoid form. This ability otherwise functions as the alter self spell except that the draconic exemplar does not gain the spell’s size bonus to his ability scores and can remain in the humanoid form indefinitely. This ability can be used 3 times per day.

Imbued Spirit (Ex):
The draconic exemplar’s powerful draconic spirit enhances his mental faculties. The draconic exemplar gains a +2 inherent bonus to one of his mental attributes. This gift can be learned multiple times, but a different mental attribute must be chosen each time.

Bloodline Arcanas
Any time you cast a spell that deals damage, you may choose to have it deal cold damage instead of its normal damage type. When you use this ability, damaging spells you cast gain the [cold] descriptor. If the spell has an effect other than dealing damage there is no change to its non-damaging effect. If you use this ability with spells that have the [force] descriptor (such as magic missile), the spell loses that descriptor.

You treat all spells with the [fire] descriptor as one level higher for purposes of spells known and spell slots. Thus while you can choose to know fireball, for you it is a 4th level spell.

Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline powers

Heavenly Fire (Sp):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex):
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Background:

Nahlzindrunriel was born in the year 1019 DR, just once year after the onslaught caused by the Draco Mythal which caused an event called "The rage of dragons", much carnage and destruction swept across Faerun. Nahlzindrunriel was born of silver Wyrm Deszeldaryndun and Otaaryliakkarnos. Nahlzindrunriel from a young age was raised with and round heroic adventurers, paladins and the guidance of right and wrong instilled to him by Deszeldaryndun.

Nahlzindrunriel was naturally curious of the humanoids, Deszeldaryndun taught him how to hide from the humanoids and study them. Despite being a metallic dragon, the humanoids were unpredictable, Otaaryliakkarnos knew this lesson well as dwarves killed her nieces. Nahlzindrunriel was tutored by an old paladin of Xymor, teaching him the Ptarian code of honour, instructing him to right wrongs and fix the injustices our Faerun. After centuries of training and learning, Deszeldaryndun and Otaaryliakkarnos allowed Nahlzindrunriel to venture on his own, watching over the young dragon. Taking the form of a moonelf, Nahlzindrunriel ventured the Silver marches curious of humanity, what secrets and ideas he could learn from them. While adventuring out of High forest and his old home "Floating Mountain", he stumbled upon a band of goblins harassing a merchant wagon. He rushed the goblins, burning them with his ice magic and bludgeoning them with his morning star. After the battle was over he collapsed on the ground, with a dagger coated in a mysterious resin sticking out of his leg. When he awoke, he found in himself surrounded by unfamiliar moonelves. Thanking him for saving their lives and their trade, they inducted him into their family as it was the best they could give him. From that day forward he was known as Sylmirfaren Nelalemaramircil. Slowly Sylmirfaren earned the trust of the people of Sundabar, eventually becoming part of the city guard. There he met the local hero Aldondrick Volharan. Sylmirfaren became partners with Aldon, patrolling the city turning in the unlawful. While Aldon was harsh in his adherence to the law, Sylmirfaren had the softer touch and was more forgiving of petty crime within reason. Eventually Sylmirfaren earned enough money from his work, adventures and both families to buy an Inn which he called, "The Happy Dragon's hoard". He used the inn to house traveler, pilgrims and the downtrodden of Sundabar. Living in the top section of the Inn, Sylmirfaren enjoyed the inn, helping those and hearing their stories and songs filled him with much pleasure. At nights he would hide away in his secret shrine chambers, dedicated to Xymor and Asgorath.

Appearance and Personality:

Nahlzindrunriel has two forms, the form of his true silver dragon self and that of a moonelf he disguises himself as.
His Moonelf form goes by the name Sylmirfaren. Standing at 6ft tall and weighing 155lbs. Sylmirfaren has silvery white hair, deep blue eyes that twinkle with glints of silver. He wears a set of simple yet incredibly craft elven clothing with a silken robe over it.
In his true form, he is a small regal silver dragon.

Nahlzindrunriel is a kind fellow, willing to help out those and strives to do good. While he is kind, Nahlzindrunriel is no push over and will enact a righteous fury upon those that hurt his loved ones and allies. Nahlzindrunriel stands up for all that is good, championing the downtrodden and those that cannot help themselves. He owns an inn called "The Happy Dragon's hoard", he uses some of the funds to pay for a soup kitchen for some of the more downtrodden citizens of Sundabar. He asks for small donations and alms from those generous enough to help supply him. He has a secret room in the basement storeroom that houses a Shrine to Xymor and Asgorath.