Blue Dragon

Varrren's page

59 posts. Alias of MisterLurch.


Full Name

Cirrindovarrendax

Race

Blue Dragon

Classes/Levels

Investigator (Empiricist) 5 [HP 124/124 | AC 21/9/21 | Fort +11, Ref +6, Will +11 | Init +2; Perception +20 (darkvision 120ft, blindsense 60 ft, keen sight) | Inspiration 9/9]

Gender

Male

Size

29'8", 12 tons

Age

187

Special Abilities

Various

Alignment

Chaotic Good

Location

Absalom

Languages

Common, Draconic +6

Strength 20
Dexterity 10
Constitution 20
Intelligence 24
Wisdom 10
Charisma 15

About Varrren

Backgound:
Cirrindovarrrendax was born to a mated pair of very large blue dragons in remote desert mountains in Osirion. He is not actually entirely sure where his parents' lair lies. He knows that his father, a truly massive wyrm, controls several mining interests in the mountains of Osirion and Katapesh, and his mother enjoys capturing and torturing humans to death in vengeance for their theft and destruction of her library a few centuries before.

Varrren was the largest of his clutch, though he hatched second, which was lucky for him as he was unlike his six siblings, and took no pleasure in their schemes and cruelties. He would much rather spend a quiet day sunning himself in the desert heat and reading a book, or soaring high above the sands. His strong empathy often got him into trouble. Since he was the largest and none of his siblings could very effectvely torment him physically, they did so by torturing "lesser" creatures when he was unable to do anything about it. Despite their best attempts, Varrren's unflagging optimism and good nature shielded him from the worst of their sport.

The situation came to a head some twenty years after they hatched. His siblings laid a trap for him while his parents were away, and attacked him when he tried to rescue three trapped humans that Jerrist, the smallest, was tormenting. The siblings fought with fang and claw for over an hour before Varrren finally tore himself free after dealing a death blow to Jerrist. Injured, and knowing his parents would destroy him for his crime (Jerrist was a 'good blue' after all), Varrren fled.

A powerful flyer even then, Varrren crossed the Inner Sea, coming to land on the Andoran coast. His arrival was noted however, and all too soon groups of dragon hunters were trying to find Varrren's lair to end the 'blue threat'. It was during this time that Varrren discovered that he had the ability to change his form to that of any humanoid or animal creature; and ability more common to his metallic cousins, the silver dragons. He enjoyed concealing himself as a squirrel and listening to the conversations of those hunting him. That is when he discovered the younger races' obsession with the gods.

When his lair was finally found, Varrren hid from his attackers by taking the form of a skunk before they spotted him and waddling away. He spent several years in the form of one animal or another, as he waited for the dragon hunters to lose interest. He amused himself by infiltrating their camps and settlements, and even accompanied a group of dragon hunters in the shape of a common dog for a time. The more time he spent around the humans, elves, and other races, the more intrigued he became by their faith in the gods; particularly their dedication to the dead god, Aroden.

Changing his tactics, Varrren started taking the forms of those he studied, masquerading as a human to infiltrate their society, the better to study them. He finally made his way to Almas, the capital of Andoran, where he spend nearly a decade working as an apothecary and alchemist. Though his life as an apprentice alchemist gave him the freedom to study magic, religion, and history, he longed to spend hours soaring among the clouds once more. Still a Having heard of Absalom, and its cosmopolitan apathy toward even chromatic dragons, Varrren left Almas with his few belongings, spread his wings once more, and crossed the Inner Sea to Absalom.

Now a young adult, as dragons measure these things, Varren was free to study the religions of the world, the history of any place that caught his fancy, and the theories and practices of magic. He has, over the last 137 years, spent much of his time in Absalom. Though he has the freedom there to exercise his true form, which he does often and at length, his can still be most often found in the form of a human. When he gets a taste of wanderlust, he will often take an unknown form, and accompany some expedition or another in search of knowledge.

Of late, he has been hearing rumors of a 'Last Disciple of Aroden', a man who it seems can draw divine power from a dead god. Putting on his disguise of Varst, he has sought this man out. What student of the world's religions can pass up a chance to investigate a phenomenon like this?

Personality:
Cirrindovarrrendax is a rather unusual Blue. He is driven by an insatiable curiosity about the younger races in particular. He wants to understand them, and to empathize with them. Varrren, as he prefers to be called (Cirrindoverrrendax is so very Draconic), particularly wants to understand why the younger races cannot seem to learn from their own history and why this inability seems so tied to their gods.

He fights against the stereotypes and the supposed strictures of his kind, and this inability to ‘Be A Good Blue’ has led to his dislike of any customs or laws that get in his way.

Varrren is almost perverse for a Blue Dragon. He is generally an optimistic person, hopeful and trusting; he tries to see the good in most people. He rarely gives it, but when he gives his word it is the one law he abides. He is spontaneous and impulsive, and his moods are best described as mercurial, a trait that has gotten him in trouble a few times; a short temper is not a positive quality in a Dragon that wishes to associate with the more fragile races.

Varrren is warm, talkative, empathic, and has been known to give hugs whenever the mood strikes him (regardless of his current form). He also will not tell a lie – for any reason. Despite his candid honesty he is a fairly agreeable type of Dragon: tolerant, open-minded, and, occasionally, altruistic.

Description:
In his true form, Varrren is as magnificent as one might expect. His scales fade through all the colors of the sky, from the pale blue of a desert sky on his belly, to the deep blue of an evening sky along his crest the spiked ridge down his back, and the leading edges of his wings.
When he takes humanoid forms, he tends to favor the guise of an older human male. He often poses as a scholar and has actually spent time as a lecturer in Absalom in magic, religion, and history at different times during the last several decades.
His current favorite human form is that of Varst, a bespectacled, Andoran scholar fond of a pipe. As Varst, he dresses in fashions about a decade out of date, and carries a fabulous sword cane.

Combat Statistics(natural form):
Hit Dice: 4d12+5d8+72(con)
Initiative: +2 = +0(dex) +2(trait)
Armor Class: 21 (10 +0(dex) +12(natural) -2(size) +1(deflection)
Touch AC: 9
Flat-Footed AC: 21
Speed: 40ft, Burrow 20ft., Fly 200ft.(average)

Fortitude: 11 = 5(class) +5(con) +1(enhancement)
Reflex: 6 = 5(class) +0(dex) +1(enhancement)
Will: 11 = 8(class) +2(will) +1(enhancement)
+2 vs. illusion or disbelief
+1 ref vs. traps

BAB: +7
CMB: +14 = 7(BAB) +5(str) +2(size)
CMD: 24 = 10 +5(BAB) +5(str) +0(dex) +2(size)

Attacks:
Bite: +12 melee (2d8+7; x2; +10 ft reach; B,P, and S)
Claws (2): +12 melee (2d6+5, x2, S and P)
Wings (2): +7 melee (1d8+2, x2, B)
Tail Slap: +7 melee (2d6+7, x2, B)
Crush: (2d8+7, Ref DC 18 or be pinned)

Racial Traits (natural form):
Dragon Senses: Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Frightful Presence: This special quality makes a dragon’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within 180 ft. who witness the action may become frightened or shaken for 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the dragon has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier). An opponent that succeeds on the saving throw is immune to the dragon’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. Frightful presence is a mind-affecting fear effect.

Damage Reduction: An adult blue dragon has DR 5/magic.

Immunities: A blue dragon is immune to electricity, sleep and paralysis.

Spell Resistance (modified for PC use): An adult blue dragon has SR of 10+HD.

Breath Weapon: Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon’s choice. An adult blue dragon can breath a line of electricity 100ft. long, and inflicts 12d8 electricity damage. Those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier. A dragon can use its breath weapon when it is grappling or being grappled.

Desert Thirst: A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save. The save DC is Charisma-based.

Electricity Aura: An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon’s turn.

Sound Imitation: A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check.

Change Shape (Su): A dragon with this ability can assume any animal or humanoid form 3/day as if using polymorph,
except that there is no limitation as to how long the dragon can remain in its polymorphed shape.

Spells/Spell-Like Abilities:
An adult blue dragon knows and casts arcane spells as a sorcerer of 5th level.

Spells Per Day:
Level 1: 7 | Level 2: 5

Spells Known:
Level 0: Detect Magic, Mage Hand, Mending, Prestidigitation, Read Magic, Spark
Level 1: Grease, Hydraulic Push, Monkeyfish, Vanish
Level 2: Invisibility, Strong Wings

Spell-Like Abilities (CL=HD): (at will unless otherwise noted)
Create Water
Ghost Sound
Minor Image
Ventriloquism

Empiricist Abilities:
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Ceaseless Observation (Ex): An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Investigator Talent: At 1st level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Unfailing Logic (Ex): An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.

Investigator Talents:
Level 1: Alchemist Discovery (mutagen)
Level 3: Unchained Rogue Talent (Trapspotter)
Level 5: Quick Study

Alchemy:
Extracts Per Day:
Level 1: 6 | Level 2: 4

Extracts Prepared:
Level 1:
Level 2:

Formulae Known:
Level 1: Ant Haul, Blend, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Identify, Long Arm, Shield, Touch of the Sea
Level 2: Blood Transcription, Cure Moderate Wounds, Darkvision, Investigative Mind, Kinetic Reverberation, Perceive Cues, Quick Change, Tattoo Potion, Vomit Swarm

Feats/Traits:
Traits:
Reactionary: Gain a +2 trait bonus to Initiative.
Magical Knack (Investigator): Increase caster level by +2 for a single spellcasting class. Caster level cannot exceed HD.

Feats:
Free Feat: Combat Stamina
Level 1: Hover
Level 3: Skill Focus(fly)
Level 5: Improved Maneuverability
Level 7: Snatch
Level 9: Wingover

Skills:
6(class) +2(background) +7(int) per level + 5(favored class bonus)
+14 Appraise= 4(ranks-bg) +7(int) +3(trained)
+13 Bluff = 8(ranks) +2(chr) +3(trained)
+16 Craft(alchemy) = 1(rank-bg) +7(int) +3(trained) +5(class)
+6 Diplomacy = 1(ranks) +2(chr) +3(trained)
+21 Disable Device = 5(ranks) +7(int) +3(trained) +4(circumstance) +2(class)
+16 Fly = 9(ranks) +5(str) -4(size) +3(feat)
+6 Intimidate = 1(ranks) +2(chr) +3(trained)
+19 Knowledge(Arcana) = 9(ranks) +7(int) +3(trained)
+11 Knowledge(Geography) = 1(ranks-bg) +7(int) +3(trained)
+19 Knowledge(History) = 9(ranks-bg) +7(int) +3(trained)
+11 Knowledge(Local) = 1(ranks) +7(int) +3(trained)
+11 Knowledge(Nobility) = 1(ranks) +7(int) +3(trained)
+19 Knowledge(Religion) = 9(ranks) +7(int) +3(trained)
+20 Perception = 5(ranks) +7(int) +3(trained) +5(circumstance) (+2 to find traps)
+10 Perform(Stringed) = 3(ranks-2bg) +2(chr) +3(trained) +2(circumstance)
+13 Sense Motive = 3(ranks) +7(int) +3(trained)
+19 Use Magic Device = 9(ranks) +7(int) +3(trained)

Equipment/Money:

Money:
1183 gp
27 sp
24 cp

Worn Items (all forms):
Eyes of the Eagle
Amulet of Mighty Fists (Heartseeking)
Heavyload Belt

Belt Pouch (worn in all forms) (0.5 lbs):
Campfire Bead
Wand of Feather Step
Page of Spell Knowledge (Keep Watch)

Worn Items (human form):
Masterwork Lute (3 lbs)
Keen Rapier
Elven Chain
Amulet of Mighty Fists (Heartseeking)
Shield Cloak
Ring of Maniacal Devices
Signet Ring
Masterwork Sword Cane
Adaptive Composite Shortbow
Arrows (20)
Book Lariat (0.5 lbs)
Formulae Book (3 lbs)
Explorer's Outfit (8 lbs)
Eyeglasses, Fake

Carried Items:

Belt Pouch (0.5 lbs):
Compass (0.5 lbs)
Signal Whistle
Steel Mirror (0.5 lbs)

Handy Haversack:
Map Case (0.5 lbs)
Bedroll (5 lbs)
Blanket (3 lbs)
Folding Chair (10 lbs)
Hammock (3 lbs)
Soap (0.5 lbs)
Silk Rope (50') (5 lbs)
Candle Lamp (1 lb)
Candle (25)
Everburning Torch (1 lb)
Sunrod (10) (1 lb ea)
Antiplague (2)
Antitoxin (5)
Troll Styptic (2)
Journal (1 lb)
Explorer's Outfit (8 lbs)
Waterskin (2) (4 lbs ea)
Alchemy Crafting Kit (5 lbs)
Mess Kit (1 lb)
Scrivener's Kit (1 lb)
Masterwork Thieve's Tools
Grappling Hook (4 lbs)
Paper (50 sheets)
Sealing Wax (1 lb)

Attributes, Favored Class, and ABP:

STR: 20 = 12 +8(racial)
DEX: 10 = 14 -4(racial)
CON: 18 = 10 +6(racial) +2(lvl 4,8)
INT: 22 = 16 +4(racial) +2(lvl 4,8)
WIS: 10 = 10
CHR: 15 = 12 +2(racial)

Favored Class: Empiricist (+5 skill points)

Automatic Bonus Progression:
Resistance +1
Armor Attunement +1
Weapon Attunement +1
Deflection +1
Mental prowess +2 (Int)
Physical prowess +2 (Con)