Silver Dragon

Zinnath the Scary's page

786 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Race

Mighty and Scary White Dragon

Classes/Levels

UnRogue 1 (AC: 18 [T: 16 FF: 14] | HP: 29/29 (0NL) | SR 13 F+5, R+8, W+6 | Init: +3 | Perc: +8 | 60' Darkvision

Gender

Male

Size

Tiny (1ft long, 2ft tail)

Age

Unk

Special Abilities

Elemental Ray (1/6), 1st (5/6), Greater Invis (2/3)

Alignment

Neutral Good

Languages

Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Occupation

Being Scary

Strength 9
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 14
Charisma 16

About Zinnath the Scary

Zinnath 3:

Zinnath the Scary #3B
Faerie dragon unchained rogue 1 (Pathfinder RPG Bestiary 3 91, Pathfinder Unchained 20)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 29 (4 HD; 1d8+3d12+5)
Fort +5, Ref +8, Will +6
Immune paralysis, sleep; SR 13
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +8 (1d3-1)
Ranged shortbow +8 (1d3-1/×3)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds), sneak attack (unchained) +1d6
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
1st (6/day)—liberating command[UC], snowball (DC 14), vanish[APG] (DC 14)
0 (at will)—acid splash, chameleon scales, detect magic, mage hand, read magic
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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3.75; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge, Weapon Finesse
Traits - custom trait -, magical lineage
Skills Acrobatics +11 (+3 to jump), Appraise +8, Bluff +9, Diplomacy +9, Disable Device +12, Escape Artist +9, Fly +23, Knowledge (arcana) +9, Knowledge (geography) +7, Perception +8, Sense Motive +8, Sleight of Hand +7, Spellcraft +7 (+11 Identify Items), Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SQ trapfinding +1
Other Gear shortbow, cloak of resistance +1, masterwork thieves' tools, thieves' tools, 70 gp
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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Zinnath 2:

Zinnath the Scary #2
Male pseudodragon rogue (unchained) 1/sorcerer 1 (Pathfinder Unchained 20)
NG Tiny dragon
Init +8; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 17 (2 HD; 1d6+1d8+5)
Fort +2, Ref +6, Will +2
Immune paralysis, sleep; SR 13
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Offense
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Speed 20 ft., fly 60 ft. (good), swim 60 ft.
Melee gore +7 (1d3), talon +7 (1d2)
Space 2½ ft.; Reach 0 ft.
Special Attacks sneak attack (unchained) +1d6
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 cold)
Sorcerer Spells Known (CL 2nd; concentration +5)
1st (4/day)—snowball (DC 14), vanish[APG] (DC 14)
0 (at will)—acid splash, chameleon scales, detect magic, mage hand
Bloodline Elemental
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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 16
Base Atk +1.25; CMB +3; CMD 13
Feats Eschew Materials, Improved Initiative, Weapon Finesse
Traits - custom trait -, magical knack
Skills Acrobatics +8 (+4 to jump), Appraise +7, Diplomacy +8, Disable Device +10, Escape Artist +9, Fly +16, Knowledge (arcana) +7, Knowledge (geography) +6, Perception +5, Sleight of Hand +9, Stealth +20 (+24 In Forest), Swim +16; Racial Modifiers +4 Stealth
Languages Common, Draconic, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), limited telepathy, past-life knowledge, trapfinding +1
Other Gear thieves' tools, 70 gp
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Ray (1d6 cold, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (60 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Limited Telepathy A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Past-Life Knowledge (Ex) Members of this race remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Swim (60 feet) You have a Swim speed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Zinnath 1:

Zinnath the Scary
Male pseudodragon sorcerer 1
NG Tiny dragon
Init +8; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +2
Immune paralysis, sleep; SR 12
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Offense
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Speed 20 ft., fly 60 ft. (good), swim 60 ft.
Melee gore +6 (1d3), talon +6 (1d2)
Space 2½ ft.; Reach 0 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 cold)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—snowball (DC 14), vanish[APG] (DC 14)
0 (at will)—acid splash, chameleon scales, detect magic, mage hand
Bloodline Elemental
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Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Eschew Materials, Improved Initiative, Weapon Finesse
Traits - custom trait -, magical knack
Skills Acrobatics +4 (+0 to jump), Appraise +3, Diplomacy +7, Fly +16, Knowledge (arcana) +6, Knowledge (geography) +6, Perception +4, Sleight of Hand +5, Stealth +20 (+24 In Forest), Swim +12; Racial Modifiers +4 Stealth
Languages Common, Draconic, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), limited telepathy, past-life knowledge
Other Gear 70 gp
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Ray (1d6 cold, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (60 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Limited Telepathy A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Past-Life Knowledge (Ex) Members of this race remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Spell Resistance (12) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skill Shortcuts:

[dice=Acrobatics]1d20+11[/dice] +3 to jump
[dice=Appraise]1d20+8[/dice]
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+3[/dice]
[dice=Diplomacy]1d20+9[/dice]
[dice=Disable Device]1d20+10[/dice] +1 vs traps
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+9[/dice]
[dice=Fly]1d20+23[/dice]
[dice=Heal]1d20+2[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Knowledge (arcana)]1d20+9[/dice]
[dice=Knowledge (geography)]1d20+7[/dice]
[dice=Perception]1d20+8[/dice]+1 vs traps
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20+8[/dice]
[dice=Sleight of Hand]1d20+7[/dice]
[dice=Spellcraft]1d20+7[/dice] +4 to identify magic items
[dice=Stealth]1d20+17[/dice] +4 in forests
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+17[/dice]
[dice=Use Magic Device]1d20+9[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+3[/dice]

Sneak Attack +1d6

[dice=Bite To Hit]1d20+8[/dice] 0', B/P/S, x2
[dice=Bite Damage]1d3-1[/dice]

[dice=Acid Splash To Hit]1d20+8[/dice] vs touch
[dice=Acid Splash Damage]1d3[/dice] acid or cold damage

[dice=Snowball To Hit]1d20+8[/dice] vs touch
[dice=Snowball Damage]3d6[/dice]

[dice=Ray of Cold To Hit]1d20+8[/dice] vs touch
[dice=Ray of Cold Damage]1d6[/dice]

Saving Throw Shortcuts:

[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+6[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20-1[/dice]
[dice=Dexterity]1d20+3[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+3[/dice]
[dice=Wisdom]1d20+2[/dice]
[dice=Charisma]1d20+3[/dice]

Background:

Zinnath was hatched in the forests of the Vale of Luna (Veluna). Albinos are rare among dragonkind, exceedingly rare, and he was always treated as an aberration. When he grew older, he determined that he would strike out from his people, and make a name for himself. Rather than being considered an anomaly as an albino, Zinnath decided that it would be better to claim the identity of a miniature white dragon.

He would never be evil like a white dragon, nor would he have many of their abilities, but he was going to play the part as best he could.

After several years of trying to be something he wasn't, he met a mage in the forests outside of Hommlet. Burne was kind to Zinnath, and he started working to teach Zinnath the ways of magic, but Zinnath could never quite get it right. It took years before they figured out the problem. Zinnath did not have the wizarding gift, rather his draconic background was more permissive of the natural spellcasting abilities of a sorcerer. Once they solved that conundrum, Burne was able to start working to help Zinnath enhance his natural powers.

Zinnath is kind hearted, and playful, he cannot overcome who he really is after all, but he does try and play like he is more ferocious and evil like his larger cousins.

Traits:

Zinnath is using the "Apprentice to His Most Worshipful Mage of Hommlet" Trait.

I could easily switch it to "Agent of Luna" if that is desired.

Appearance:

While most of his sort are multicolored and brilliant in appearance, Zinnath was born with a lack of natural pigmentation throughout his entire hide. However, he will occasionally use his chameleon scales spell to make himself much more vibrant than even his cousins could hope to be.