Iron Dragon

Zaradanth's page

38 posts. Organized Play character for Tim Emrick.


Full Name

Zaradanth

Race

SP 9/9, HP 13/13, RP 4/5 |

Classes/Levels

Speed 20 ft, fly 20 ft (average) | EAC 13, KAC 16 | Fort +4, Ref +1, Will +2; +2 vs. paralysis (immune sleep) | Init +1 (partner bond) ; darkvision 60 ft., low-light vision; Perception +0 | Breath weapon 1/1 | Active conditions: none

Gender

Male NG Dragonkin Soldier 1 (mercenary) |

About Zaradanth

Zaradanth
Male dragonkin soldier 1 (mercenary)
NG Large dragon
Init +1 (partner bond); darkvision 60 ft., low-light vision; Perception +0
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Defense
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SP 9; HP 13; RP 5

EAC 13; KAC 16

Fort +4; Ref +1; Will +2; +2 vs. paralysis
Immune draconic immunities
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Offense
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Speed 20 ft., fly 20 ft. (average); (base 30 ft., fly 30 ft.; must end movement on ground or fall)
Melee longsword +5 (1d8+4 S)
Ranged light reaction cannon +2 (1d10 P) [range 90 ft., capacity 6/usage 1, penetrating]
Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (1/rest; 30-ft. cone, 1d6 F, Ref DC 12 half)
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Statistics
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Str 18 (+4); Dex 13 (+1); Con 14 (+2); Int 10 (+0); Wis 10 (+0); Cha 10 (+0)

Skills Acrobatics +3, Athletics +7, Culture +1, Profession (mercenary) +8 (+9 day job); (reduce DC of Culture and Profession [mercenary] checks by 5 to recall knowledge about military)

Feats Bodyguard

Languages Common, Draconic, Triaxian, Vesk; telepathy 100 ft. with partner

Other Abilities partner bond, primary fighting style (guard), primary style technique (armor training)

Gear golemforged plating I, longsword, light reaction cannon (6 rounds), hygiene kit, industrial backpack, professional clothing (mercenary), professional tools (mercenary), serum of healing mk 1, credstick (22 credits)

Augmentations none
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Special Abilities
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Breath Weapon As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. A creature in the cone can attempt a Reflex save for half damage (DC 12 [10 + half the dragonkin’s character level + his Constitution modifier]). A dragonkin can’t use this ability again until he has taken a 10-minute rest to recover Stamina Points.

Draconic Immunities: Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis.

Draconic Vision: Dragonkin gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light.

Flight: A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.

Partner Bond: A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.
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Boons Slotted
Ally: –
Faction: –
Personal: Dragonkin Heritage (permanently slotted; partner bond: Sijasi, 246222-712)
Social: –
Starship: Starship Schematic (access to Gorgon class starships)
Slotless: –
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Bot Me:

Zaradanth tries to stay within 30 ft of Sijasi as much as possible, so that they can use their partner bond if combat breaks out. In combat, he will interpose himself between the enemy and weaker team members, using his reach to punish foes and his Bodyguard feat to protect an adjacent ally (usually Sijasi, unless another teammate is clearly in greater danger).

[dice=Fortitude]1d20+4[/dice]; +2 vs. paralysis
[dice=Reflex]1d20+1[/dice]
[dice=Will]1d20+2[/dice]; +2 vs. paralysis

[dice=Longsword]1d20+5[/dice]
[dice=Damage (S)]1d8+4[/dice]

Full attack:
[dice=Longsword]1d20+5-4[/dice]
[dice=Damage (S)]1d8+4[/dice]
[dice=Longsword]1d20+5-4[/dice]
[dice=Damage (S)]1d8+4[/dice]

[dice=Light reaction cannon]1d20+2[/dice]
[dice=Damage (P)]1d10[/dice]

[dice=Gunnery check]1d20+2[dice]

[dice=Perception]1d20+0[/dice]

[dice=Athletics]1d20+7[/dice]

[dice=Culture]1d20+1[/dice] (reduce DC 5 to recall knowledge about military)
[dice=Profession (mercenary)]1d20+8[/dice] (reduce DC by 5 to recall knowledge about military; +1 to day job checks)