Churgri of Vapula

R'yzzntyg Valignatirnarod's page

390 posts. Alias of DarkOne the Drow.


Full Name

R'yzzntyg Valignatirnarod

Race

Kobold (Red)

Classes/Levels

Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Gender

UTC +02:00 Female

Size

Ajikisshochraos HP: 45/45

Homepage URL

Actual items carried: 2 sacks of mixed coins valued at 100 GP

Constitution 9

About R'yzzntyg Valignatirnarod

R'yzzntyg Valignatirnarod
Female Kobold druid (legendary) 5 Archetypes Wyrmkin,
NE Small humanoid (reptilian, dragonkin)
Init +2, Senses darkvision (60 ft.); Perception +12; Dazzled (bright light); Eye of the Storm (10 ft.)
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DEFENSE
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AC 19, touch 14, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +1 size, +1 deflection )
hp 37 ((5d8)+7)
Fort +2, Ref +3, Will +8
Resistance (fire) 10
Resistance (sleep) +2
Resistance (paralysis) +2
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OFFENSE
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Speed 20 ft.
Melee scimitar (small) +3 (1d4-1/18-20)
Melee sickle (small) +3 (1d4-1)
Ranged oil, 1 pint flask +4 (1d6)
Special Attacks
Breath weapon (fire): damage 4d6 (DC 16); Cone 15'; Recharge 1d4 rounds; Ref save for half damage,
Druid (CL 5th; concentration +9)
Spell per day Orisons: At will (DC 14), 1st: 7 (DC 15), 2nd: 5 (DC 16), 3rd: 3 (DC 17)
Known Spells
Permanent Animal Messenger, cause fear, resist energy, draconic reservoir
3rd-call lightning
2nd-barkskin, flaming sphere, summon natures ally II
1st-cure light wounds, entangle, obscuring mist, ray of sickening, summon natures ally I
0th-detect magic, guidance, purify food and drink, resistance, spark, stabilize
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TACTICS
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STATISTICS
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Str 8, Dex 15, Con 12, Int 10, Wis 18, Cha 8,
Base Atk +3; CMB +1; CMD 13
Feats Draconic Aspect (red: fire), Draconic Breath, Draconic Glide
Talents Natural Arcana, Eyes of the Storm
Traits Smoke Resistant, Suck in Your Gut
Skills Climb +4, Fly +8, Knowledge (Arcana) +4, Knowledge (Geography) +5, Knowledge (History) +3, Knowledge (Nature) +5, Linguistics(Common) +1, Perception +12, Spellcraft +5, Survival +10, Swim +4,
Languages Common, Draconic, Druidic
SQ armor, darkvision, drake companion, gliding wings, light sensitivity, normal speed, orisons
Combat Gear rations, trail (small) (3), oil, 1 pint flask,
Other Gear scimitar (small), kilt (small), reversible cloak (common) (small), hide armor (small/darkleaf cloth), backpack (masterwork) (small), sickle (small), waterskin, spell component pouch, holly and mistletoe, cave whistle, ring of protection +1, 373.4 gp
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SPECIAL ABILITIES
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Armor (Ex) Kobolds have a +1 natural armor bonus.

Bond of the Dragon A wyrmkin druid gains a drake companion instead of an animal companion.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Kobolds can see in the dark up to 60 feet.

Draconic Aspect (Kobold) Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color’s corresponding energy type.

Draconic Breath (Kobold) You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution modifier) take only half damage. Red (Su): You breathe a 15-foot cone of fire that deals 2d6 points of fire damage.

Draconic Glide (Kobold) You gain a +2 bonus against sleep and paralysis effects. If you have the gliding wings racial trait, you don’t need to make a Fly check to glide, and you can move 10 feet laterally for every 20 feet you fall.

Draconic Resistance (Ex) You gain resistance to your exemplar dragon’s damage type equal to twice your class level. At 16th level, this becomes immunity to your exemplar dragon’s damage type.

Eyes of the Storm (Ex) The legendary druid can see through 5 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 class levels they possess.

Gliding Wings Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It 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, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.

Light Sensitivity (Ex) Dazzled in bright light.

Natural Arcana (Ex) You gain Knowledge (arcana) as a class skill.

Natural Bond A legendary druid gains a single natural bond at 1st level. Once chosen, it can not be changed.

Normal Speed (Ex) Kobolds have a base speed of 30 feet.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Smoke Resistant Your vision isn't impaired by nonmagical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation (CRB p.426). This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics.

Suck in Your Gut (Darklands) You're able to move normally when squeezing and take only a -2 penalty on attack rolls and to AC when doing so.

Wyrm Breath (Su) The wyrmkin gains the ability to channel their draconic might into a breath weapon. This breath weapon deals 1d6 damage determined by the wyrmkin’s exemplar dragon. This breath weapon can either be a 15 ft. cone or a 30 ft. line, and the wyrmkin must wait 1 round after using their breath weapon before using it again. At 4th level and every four levels afterwards, the damage of the wyrmkin’s breath weapon increases by +1d6 damage. Wyrm breath is treated as the wyrmtouched’sLRW draconic breath weapon racial trait for the purposes of feats and other abilities which require it. The wyrmkin qualifies for breath featsLRW. If the wyrmkin has another breath weapon of the same damage type and shape, when they use that breath weapon they may add the damage from this weapon to it. This includes spells that duplicate breath weapons, such as dragon's breath.

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GM bonuses
3rd level: Focus strengthens your will: You gain a +2 trait bonus on saving throws against charm and compulsion effects.

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Other notes
Book by Artus Vellor: "Magical Beasts, history and origins"
Dragon shape: Natural armour bonus stacks with Kobold's natural armour bonus.

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Ajikisshochraos
Female Drake Companion (Fire) 5
NE Small drake (drake companion, fire)
Init +4, Senses darkvision (60 ft.), low-light vision; Perception +8
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DEFENSE
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AC 18, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +3 natural, +1 size )
hp 45 ((5d12))
Fort +5, Ref +7, Will +4
Immunities magical sleep, paralysis, sleep, fire
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OFFENSE
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Speed 25 ft., Fly 35 ft. (good)
Melee bite +6 (1d611)
Melee 2 claws +6 (1d4+1)
Space 5 ft. by 5 ft. Reach 5 ft.
Special Attacks Breath Weapon (Fire) (20 ft. cone, 1d6, Reflex DC 16 for half, 1d4 rounds recharge),

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TACTICS
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STATISTICS
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Str 12, Dex 16, Con 13, Int 4, Wis 10, Cha 7,
Base Atk +4; CMB +4; CMD 17
Feats Dodge, Mobility
Drake powers Magic Attack
Skills Appraise +1, Climb +6, Fly +8, Intimidate +2, Perception +8, Stealth +8, Survival +4, Swim +5,
Languages Draconic
SQ darkvision, fly, low-light vision,
Combat Gear
Other Gear bite, claws, 0.0 gp
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SPECIAL ABILITIES
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Breath Weapon (Fire) The drake gains a breath weapon it can use once every 1d4 rounds recharge that fires a cone of fire up to 20 feet. It deals 1d6 points of fire damage (Reflex half; DC 16).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fly The drake is able to take ranks in Fly. Can fly 35 ft with good maneuverability.

Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magic Attack The drake’s attacks count as magic.