Sovereign Dragon

Seiryū, The Kung Fu Dragon's page

17 posts. Alias of hallowsinder.


About Seiryū, The Kung Fu Dragon

Seiryū, The Kung Fu Dragon
Great Wyrm Sovereign Dragon 23 / Enlightened "Paladin" 12 | Unchained Monk 15 / Chaotic Wilder 20
CE Colossal dragon
Init +2; Senses darkvision 60 ft., low-light vision; Perception +50
Aura frightful presence (360 ft., DC 39)
XP:???
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DEFENSE
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AC 85, touch 40, flat-footed 72. . (+4 Dex, +11 Wis, +12 Cha, +5 Monk, +40 natural, -8 size, +5 Deflection, +5 Toughening, +1 Dodge)
hp 1110 (30d12+750+12d10+180)
Fort +58, Ref +46, Will +58 (+2 vs Enchantment)
DR 20/magic; Immune paralysis, sleep, disease, charm; SR 46
Improved Evasion
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OFFENSE
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Spd 100 ft., fly 250 ft. (clumsy)
Melee bite +65 (4d8+34/19-20), 2 claws +65 (4d6+23/19-20), gore +64 (4d6+34/19-20), tail slap +61 (4d6+34)
.. Kung Fu Dragon Fists of Fury
Ranged ..
Space 30 ft.; Reach 20 ft. (30 ft. with bite and gore)
Special Attacks breath weapon (70-ft. cone, 24d6 sonic damage, DC 34), crush (DC 34, 4d8+24),master counterspelling, tail sweep (DC 34, 2d8+24), violent retort

Spell-Like Abilities (CL 30th; concentration +44)
Constant- True Seeing
At will- calm emotions, detect good/evil, prismatic spray, sympathetic vibration, tongues

Spells Known (CL 19th; concentration +33)
+6 to all below DCs
9th (4/day)—timestop, wish
8th (7/day)—maze, power word stun, scintillating pattern
7th (7/day)—greater teleport, limited wish, mass hold person (DC 25)
6th (7/day)—eyebite (DC 24), mass suggestion (DC 24), transformation
5th (7/day)—break enchantment, dismissal (DC 23), dominate person (DC 23), feeblemind (DC 23)
4th (8/day)—confusion (DC 22), lesser geas (DC 22), locate creature, rainbow pattern (DC 22)
3rd (8/day)—gaseous form, hold person (DC 21), lightning bolt (DC 21), suggestion (DC 21)
2nd (8/day)—detect thoughts (DC 20), fog cloud, hideous laughter (DC 20), scorching ray, touch of idiocy
1st (8/day)—charm person (DC 19), chill touch (DC 19), color spray (DC 19), endure elements, true strike
0 (at will)—daze (DC 18), detect magic, flare (DC 18), ghost sound, mage hand, mending, message, read magic, resistance

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STATISTICS
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Str 54, Dex 18, Con 38, Int 32, Wis 33, Cha 38
Base Atk +42; CMB +72; CMD 93 (96 vs trip)
Feats Flyby Attack, Hover, Improved Critical (bite, claw, gore), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Skill Focus (Perception), Toughness, Weapon Focus (bite, claw), 6 more feats
Skills Appraise +44, Bluff +47, Diplomacy +52, Fly +18, Intimidate +52, Knowledge (arcana, geography, history, nobility, planes) +44, Perception +50, Perform (oratory) +44, Sense Motive +44, Spellcraft +44 (30x3 + 12 x2+int to spend currently, all currently have 30 ranks)
Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran plus four more
Combat Gear
Other Gear
SQ change shape, dogmatic discordance, golden armor
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SPECIAL ABILITIES
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ImmaDwagon:
Change Shape (Su)- A young or older sovereign dragon can assume any humanoid form three times per day as polymorph.

Dogmatic Discordance (Su)- Good or evil creatures take a -2 penalty when making saving throws against a sovereign dragon's spells, spell-like abilities, breath weapon, and aura.

Golden Armor (Su)- Once per day as a standard action, an old or older sovereign dragon can cover its form in golden armor, granting it a +4 armor bonus to AC and energy resistance 15 to one energy type, chosen at the time the armor is summoned. This armor lasts for a number of rounds equal to the dragon's age category. The sovereign dragon can dismiss the armor as a free action.

Master Counterspelling (Su)- A great wyrm sovereign dragon can counterspell once per round as an immediate action. It need not know the spell it is countering, but can instead expend any spell that is one level higher to automatically counter the spell.

Violent Retort (Ex)- When a young or older sovereign dragon takes damage from a melee attack critical hit, it can, as an immediate action, make a claw or tail slap attack against the creature that made the critical hit.

ImmaMonkey:
AC Bonus: Wisdom to AC and CMD +5 (Because Monk Robes)
Bonus Feats: Deflect Arrows (1), Dodge (2), Combat Reflexes (6), Medusa's Wrath (10), Snatch Arrows (14)
Flurry of Blows: +2 Attacks at highest BaB when full-attacking with unarmed/monk, does not stack with TWF, but does with everything else.
Stunning Fist: Can chose to fatigue, sicken (1 min), stagger (1d6+1 rounds) the target instead of stun.
Unarmed Strike: Improved Unarmed Strike, unarmed strike with fists/elbows/knees/feet, deal full str bonus on damage rolls for all unarmed strikes. Base damage of unarmed strike is 2d10 (Monk's Robes) when Medium. 12d8
Improved Evasion: If succeeds reflex throw, take no effect instead of halved, and always takes half.
Fast movement: +50 Enhancement land speed.
Ki Pool (SU): 7+Wis Mod Ki points, as long as 1 point in pool, can make ki strike, treating weapon as magic, cold iron, silver, and chaotic. Spend 1 point as a swift action to make an additional unarmed strike at highest BaB whne flury of blows, stacking.
Ki Powers:
Sudden Speed (4th, SU): Spend 1 ki point as swift action to increase base land speed by 30 ft for one minute.
Ki Hurricane (10th, EX): As a Full-Round Action, move up to twice speed, at any point in that movement, spend 1 ki point to make the first attack in flurry of blows, and spend as many more ki points 1 to 1 to keep making attacks until out of flurry of blows.
4 others, but ki powers in general suck. Will come back to this later if I think I need them.
Still Mind (Ex) +2 on saving throws vs enchantment spells/effects.
Purity of Body (Ex) Immunity to all diseases. ALL.
Style Strike (Ex) Twice per full attack, attack with one of these (cannot use same one twice in one FoB).
Flying Kick: Move up to fast movement bonus before attack, in order to attack a foe, movement provokes AoO as normal. Attack must be kick.
Hammerblow: Both hands free, roll unarmed strike damage twice adding (not multiplied on critical), before applying strength and other modifiers to the damage.
Knockback Kick: If the attack hits, free combat maneuver check (using BaB of the attack that landed the hit), knocking target away 10 ft, +10 ft per 5 won by, movement does not provoke AoO. Requires free foot.
Tounge of the Sun and Moon (Ex): Can understand and speak with any living creature, as if under permanent tongues effect.

Automatic Bonus Progression
Legendary Body 1 and 2 - 3 pts, +6/6/6
Legendary Mind 1 and 2 - 3 pts, +6/6/6
Deflection +5
Toughness +5
Charisma +5 - 5 pts
Dexterity +5 - 5 pts
Strength +5 - 5 pts
Con +2 - 2 pts

Enlightened "Paladin"
An Enlightened Paladin has pretty much no abilities that reference good vs evil, instead being a lawful cha-based monk. Seiryū, being all things lawful monk changed to chaos, is this.
Confident Defense (Ex)- Per level, up to one point of Cha can be added to Dex to AC.
Unarmed Strike (Ex) Again, only worse.
Aura of Chaos (Su) As if his chaotic dragon levels weren't enough.
Sense Perfection (Su) Detect ki pools as a paladin detects evil.
Personal Trial (Su) 4/day swift action, gain +4 Insight hit and damage, AC, saving throws, vs a target till they are dead or you rest.
Divine Grace (Su) Cha to all saves
Lay On Hands (Su) 6+Cha mod/day heal 6d6 damage, standard, swift on self, removes fatigue, staggered, nauseated, blinded.
Aura of Excellence (Su) Immune to any effects that make him reroll or roll multiple times and take the lowest. When allies within 10 ft are forced to reroll, roll twice and take better, when forced to roll multiple times and take the lowest, roll an extra time and take the second lowest.
Ki Pool (Su) 6+Cha modifier ki points, swift action ignore damage reduction by target of personal trial for 1 rounds.
Divine Body (Su) Divine bond, only enhancing unarmed strike. Standard action, 2/day, 12 min duration, +3 Enhancment stacking, anarchic, brilliant energy, defending, disruption, flaming, flaming burst, keen, merciful, speed, unholy.
Aura of Resolve (Su) Immune to charm spells/spell-like. Allies within 10 ft get +4 morale vs those.
Aura of Perfection (Su) Whenever would reroll and take the second result, roll twice and use the higher as the result of reroll. 10 ft aura.

Mythic
Deflect Arrows Deflect additional 3 ranged attacks per round, expend mything power as immediate action to deflect a single ray from a spell or effect targetting you.

Feats:
Toughness (lvl 1): +1 HP per level
Deflect Arrows (bonus Monk 1): Deflect one projectile a round as long as hands free (not vs ballista/spells)
Dodge (bonus monk 2): +1 Dodge AC/CMD
Power Attack (lvl 3): -11 hit(CMB)/+22(33) damage until next turn.
Smiting Reversal (lvl 5): Three/day, after being targeted by a smite attack, AoO with +cha to hit and Level to damage, ignoring all damage reduction.
Martial Focus (LvL 7): +1 damage with natural weapon group, treated as having weapon training in that for prereqs.

Dodge (2), Combat Reflexes (6), Medusa's Wrath (10), Snatch Arrows (14)
Cut/Smash from the Air, Unavoidable Strike

Backstory Great Wall of Text:

Seiryū, the Azure Dragon
When Seiryū began life, so many many millenia ago, he was a guardian of Kasai. If this is already starting to bore you, congratulations, you and Seiryū have something in common! Seiryū wanted nothing more than to fight, and to have his fights appreciated by others, such artistry they were. The blood and death wasn't important, just the sheer exhilaration of martial combat, the mind games and yomi played out in the physical realm, and the clash of rainbows and sparks of magic that gave the weight of emotions form and power. But he could never fill his appetite, the other guardians rarely humored him with a match, no one dared attack the city guarded by four mighty mythical beasts, and the people only frightened of the performances. Some frightened was good, but all frightened betrayed a lack of culture. They simply couldn't appreciate him!

Now, when a human kung-fu master gets drunk on wine and sorrow and goes on a rampage, he gets jailed and will probably have to pay some damages for broken tables, probably some resisting arrest, maybe some assault charges, and unlikely but tragic an accidental murder. When a DRAGON kung-fu master gets drunk on wine and sorrow and goes on a rampage through the holy city he's supposed to protect... The consequences are rather more dire, even in the best of cases.

When the other guardians intervened, Seiryū lashed out in rage and the battle destroyed entire city blocks. While the strongest of the guardians, Seiryū was not even the slightest match for all of the others combined, if they had been trying to kill him rather than restrain him. Seiryū, near the limits of his strength as they fought to restrain him, struck down Byakko, perhaps blinded by resentment, perhaps underestimating his own strength, or consumed by battle. Seiryū fled, perhaps in horror at what he had done, perhaps for fear of the vengeance of Suzaku and Genbu. It was long ago, even for Seiryū, and he prefers to not think of such times.

Seiryū, the Kung-Fu Dragon
Seiryū has devoted himself rather singularly to the pursuit of battle as an art form. His lair is the Arena of Weapons, scaled to be grand even to the colossal Seiryū himself, where he can sleep surrounded by the battle scars and fallen arms of every worthy opponent, and the flowers and trinkets thrown into the Arena by every joyous crowd. Granted, flowers are a slightly more rare sign of appreciation at arenas in general, and even more so in Urgir, capital of Belkzen.

Grask Uldeth of the Empty Hand and Seiryū have a certain arrangement, Grask provides Seiryū with his grand arena and the leave to do as he pleases, as well as guaranteeing the safety of caravans to the Darklands to trade in more exotic fighters (and, Seiryū admits, a desire for a more diverse audience). In return, Seiryū puts on an act of being secretly afraid of Grask, and maintains some useful trade connections to the Darklands. Seiryū might slightly protest how much he needs to stage-whisper wink wink for the orcs in general to figure out this "secret", but he loves the melodrama anyway. Considering how Seiryū frequently displays his prowess in the Arena to the awe of the orcish tribes, the boost to Grask's reputation for supposedly being stronger goes a long way to combating the economic resources of Hundux Half-Man, to say nothing of the trade connections.

How the Arena of Weapons is run is surprisingly merciful, for an "orcish" arena. If the matches were all to the death, no one would ever enter, for Seiryū never loses. Rather, there is voluntary entry to the arena, where combatants can fight Seiryū as a team, or alone, or have matches against gladiator slaves. The prize is not for winning, nor the penalty for losing, but rather the whim of how much you entertained Seiryū. The prize is being allowed to choose a weapon from the Arena's fallen heroes to own. The penalty varies from disgrace to being lunch.

But where do this supply of heroes weapons come from? Seiryū is a dragon who revels in the fight, with an endless appetite for battle. So, what else to do but raise up heroes only to turn their triumphs into tragedies in the final act? The villainous organizations he pulls the strings for have a tendency to "take prisoners", "hold the public execution tomorrow", "why are we keeping them all in the same cell?", and such. Always giving the heroes every chance to triumph and grow stronger, all so that eventually Seiryū may steal the stage and their lives, when they are lured to the Arena of Weapons.

Seiryū, the Veiled Executioner
There are certain ways to hide lies. One way is to make your lie very much like the truth. It is rather easy to frame a murderer. Another is to make your falsehoods easy to detect, but not too easy, leading to a false truth. A proper false trail will make an investigator feel so smug about figuring out the "truth" that they look no further, satisfied that they have found the answer.

And so, Seiryū provides cover for the Veiled Masters. Of all of them, he is the easiest to find. His assassinations are among the least subtle of the Veiled Masters (though that is a very high bar to be under, in many cases), and they are so for a reason. Seiryū already seeks out powerful beings to fight, sometimes a friendly duel, often a murderous battle. So, given that most who are on track to finding clues about the Veiled Masters are mighty (no local constable is going to be able to track down a Veiled Master), Seiryū seeking them out and slaying them is perfectly within his normal operations. And if his battle happens to destroy the victim's entire shack/manor/tower/dungeon/guild/inn and anything nearby, conveniently destroying evidence? Well. Dragon.

Someone who pieces together the string of murders is often more likely to conclude "That dragon in Belkezen is evil and kills powerful people for fun! Let's track him down and kill him." (Which means fun times for Seiryū!) than "That dragon is part of an ancient conspiracy and is covering for them! Let's investigate further." Of course, if the victim happened to have secretly confided with another person before their death, that might put the jig up a bit, but, well, that'd throw a wrench that even a perfectly subtle assassination couldn't solve. Unless, of course, your city block razing battle happened to kill them. Yay for collateral damage!

1: How well would Seiryū handle being outnumbered?
250ft movement speed. The ability to double move after flurry of blows, after initiating from move + 100 ft away. Knockback abilities. Seiryū can engage from 350 ft away, full attack, knock you back a couple dozen feet, then move 500 feet away.
2: What resources would be necessary to actually reach Seiryū? (Fighting through a horde, finding him, ect)
Being known as a epic-level warrior and not being hard to find. That's it. If you reach that point, Seiryū will try to track you down and ask for a friendly duel. Or simply succeeding a basic knowledge check about Belkzen will reveal there's an old dragon in Urgir that rules over an arena and has a ... unusual fighting style. Realizing Seiryū is a Veiled Master on the other hand, requires far more investigation.
3: What resources would it take to actually put your character down? How about permanently?
Like the others, Seiryū has a hell of a defensive statblock. After buffing, his AC might well be past 100, with gnarly saves/SR. However, Seiryū hasn't put much effort into making himself immortal, rather than just unaging. It would dishonor the battle.
4: Would it actually be fun to go up against Seiryū as a party of adventurers?
Bloody hell if I know. I still read through two different APs or modules, go "Oh, this one'll be fun for the players, this other one's lame though" and then my players come away with the exact opposite opinion post playthrough. How do I fun? :/
5: If Seiryū can annihilate a party member in one round, would that player still be able to have fun?
Seiryū doesn't like to focus his attacks unless the opponents keep healing, preferring the visual flair of bouncing between opponents. Given his ability to move mid flurry of Blows, he's well equipped for that. Focusing down a target would be a 2nd or 3rd round maneuver, depending on how the battle's going, or even never if the players can't find a way around his defenses. Seiryū would feel cheated if he killed a target before they got to throw everything they had at him.
6: Is there interesting stories and backstory about Seiryū that would be enjoyable as a party to discover or pursue?
^Great Wall O backstory, and I'm just getting started.