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Full Name

Glaurung of Anfauglith

Race

Gnome

Classes/Levels

Mother F&$%ing Dragon Disciple 15 | HP 200/200 DR 10/ada 120 pnts | AC 34 T 14 FF 32 | CMD 27 | Fort +11 Ref +2 Will +5 | Resist fire 10 | Init +7 | Perc +12 (blindsense 30')

Gender

Glaurung: Female

Special Abilities

#55162-6

Alignment

Lawful Neutral

Deity

Asmodeus

Location

Homeland: Cheliax Current: Absalom (Foreign Quarter)

Occupation

Innkeeper

Homepage URL

chronicles

About Glaurung of Anfauglith

Four negative levels!

Glaurung
Female gnome dragon disciple 10/sorcerer 5
LN Medium humanoid (gnome)
Init +7; Senses blindsense 60 ft., low-light vision; Perception +12
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Defense
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AC 28, touch 14, flat-footed 27 (+4 armor, +3 deflection, +1 Dex, +10 natural)
hp 220 (15 HD; 5d6+10d12+128)
Fort +13, Ref +5, Will +9
Defensive Abilities defensive training; DR 10/adamantine
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Offense
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Speed 20 ft., fly 90 ft. (average)
Melee +5 longspear +17/+12 (1d8+23/×3 plus 1d6 acid) or
. . mwk cold iron dagger +13/+8 (1d4+12/19-20 plus 1d6 acid) or
. . mithral dagger +13/+8 (1d4+12/19-20 plus 1d6 acid)
Ranged mwk underwater light crossbow +11 (1d6/19-20 plus 1d6 acid)
Special Attacks breath weapon, breath weapon (9d6 fire, 60 ft. line, DC 21, 1/day), claws (2, 1d4 plus 1d6 (energy), treated as magic weapons, 10 rounds/day), dragon bite, hatred
Spell-Like Abilities (CL 15th; concentration +22)
. . 1/day—dancing lights, flare (DC 17), prestidigitation, produce flame
Dragon Disciple Spell-Like Abilities (CL 10th; concentration +17)
. . 2/day—dragon form
Sorcerer Spells Known (CL 14th; concentration +21)
. . 6th (4/day)—form of the dragon I, mass suggestion (DC 23)
. . 5th (6/day)—fire snake[APG] (DC 22), monstrous physique III[UM], spell resistance
. . 4th (7/day)—detonate[APG] (DC 21), dragon's breath[APG] (DC 21), fear (DC 21), stoneskin
. . 3rd (8/day)—communal darkvision[UC], displacement, elemental aura[APG] (DC 20), fireball (DC 20), fly
. . 2nd (8/day)—bull's strength, false life, flaming sphere (DC 19), mirror image, resist energy, scorching ray
. . 1st (8/day)—burning hands (DC 18), enlarge person (DC 18), feather fall, mage armor, magic missile, ray of enfeeblement (DC 18)
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, flare (DC 17), message, prestidigitation, read magic, spark[APG] (DC 17)
. . Bloodline Arcane, Draconic
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Statistics
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Str 23, Dex 12, Con 24, Int 12, Wis 10, Cha 24
Base Atk +9; CMB +12; CMD 29
Feats Alertness, Blind-fight, Eldritch Heritage[UM], Empower Spell, Enlarge Spell, Eschew Materials, Furious Focus[APG], Improved Familiar, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Knowledge [arcana]), Spell Penetration
Traits magical knack, reactionary
Skills Acrobatics +1 (-3 to jump), Bluff +16, Craft (double entendre) +7, Diplomacy +16, Disguise +10, Fly +10, Intimidate +14, Knowledge (arcana) +22, Linguistics +2, Perception +12, Sense Motive +2, Spellcraft +16, Use Magic Device +14; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), wings
Combat Gear cloak of fiery vanishing[ARG], cold iron bolts with silver blanch (20), deliquescent gloves[UE], ectoplasmic metamagic rod (lesser)[APG], elemental metamagic rod (lesser, acid)[APG], extend metamagic rod (lesser), intensified metamagic rod (lesser)[APG], maximize metamagic rod (lesser), oil of bless weapon (6), oil of daylight (2), oil of magic weapon (5), spellguard bracers[UE], wand of cure light wounds (10 charges), wand of cure light wounds (19 charges), wand of cure moderate wounds (15 charges), wand of glitterdust (7 charges), wand of mage armor (7 charges), wand of mirror image (13 charges), wand of shield (49 charges), acid (4), antiplague[APG], antitoxin, invisible ink, good[UE], weapon blanch (silver)[APG] (2); Other Gear +5 longspear, mithral dagger, mwk cold iron dagger, mwk underwater light crossbow[ARG], amulet of natural armor +3, belt of mighty constitution +6, boots of the cat[UE], circlet of persuasion, efficient quiver, headband of alluring charisma +6, ioun torch ioun stone[APG], ring of protection +3, robe of arcane heritage[APG], bandolier[UE], candle (5), chalk, cold weather outfit, inkpen, parchment (5), signal whistle, silk rope (50 ft.), whetstone, wire saw[UE], wrist sheath, spring loaded (2), 7,262 gp, 9 sp, 2 cp
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Special Abilities
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(energy, 10 rounds/day) Claws & (energy, 10 rounds/day) Bite (Su) As a free action, gain 2 claw attacks (+1d6 (energy)) that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Boots of the cat When falling, always land on feet and take the minimum damage.
Breath Weapon (1/day, DC 22) (Su) 1/day, Breath Weapon deals 10d6 (energy) damage, DC 22.
Breath Weapon (9d6 fire, 60 ft. line, 1/day, DC 21) (Su) As a standard action, deal energy damage in area (Ref half).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Cloak of fiery vanishing (1/day) Become invisible when done fire damage, leaving behind illusory remains.
Cold weather outfit +5 Fort save vs. cold weather.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Ectoplasmic metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Ectoplasmic Spell; Cost 1,500 gp
Elemental metamagic rod (lesser, acid, 3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 1,500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Flight (90 feet, Average) You can fly!
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Intensified metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Intensified Spell; Cost 1,500 gp
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Maximize metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 7,000 gp
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

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Backstory:
Glaurung grew up in the backwoods of Cheliax working at her family's small inn. She knew that she was different though; something strange ran in her blood. For Glaurung, it was a pleasure to burn. Taking care of the inn interested her little; her time was instead spent studying arcane bits of history. She was particularly drawn to the lore of dragons and their kin. Her eccentricities were tolerated by her family for some time until her skin began to thicken and she began to grow claws. When their inn was raided by a band of Andoran halflings and their halfling slaves were stolen, the tensions between Glaurung and her family only increased until she had no choice but to leave. Abandoned by her family, Glaurung sought out the city of Absalom, hoping to find others who shared her fascination or at the least someone who could tell her more about those lovely creatures called dragons. Unfortunately few people in Absalom seemed to know more about dragons than Glaurung so she instead tasked herself with actually meeting one of the beasts. Hearing of the adventures of the agents who called themselves Pathfinders, Glaurung made friends with some Chelish Pathfinder agents and inquired about membership in the Society. She quickly joined in the hopes that the Pathfinder Society might allow her access to more information about these wonderful creatures with which she had become obsessed. Perhaps the Society might even send her on a mission to see one of them some day.