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Rules of the House
Posted on 2010-01-05 at 17:48:58.
Edited on 2010-01-05 at 23:55:57 by Shades331
Male Pyroclastic Dragon
22d12 Dragon HD - 396 HP
lvl adustment +8
Grapple + 42
Bite + 31, 2d8+12 15 ft reach
2 Claws, +29, 2d6+6 dmg 10 ft reach
2 Wings, +29, 1d8+6 dmg 10 ft reach
Tail Slap, +29, 2d6+24
AC 30 ( -2 Size, +1 Dex, +21 Natural) Touch 9, Flat footed 29, Spell Resistance 24, Damage Reduction 10/ Magic
Immunity to Fire and Sonic
Immunity to Sleep and Paralysis
Breath Weapon 6d6 fire + 6d6 sonic - Ref DC 26, 1d4 recharge
Breath Weapon Line of Ash - Fort DC 26 or die, 1d4 recharge
Init + 1
Movement - 60ft
Fly - 100ft (Good)
Climb - 40ft
Burrow - 45ft
Listen - 28 = 3 Base + 25 Ranks
Search - 27 = 2 Base + 25 Ranks
Spot - 28 = 3 Base + 25 Ranks
Diplomacy - 22 = 2 Base + 20 Ranks
Escape Artist - 11 = 1 Base + 10 Ranks
Intimidate - 27 = 2 Base + 25 Ranks
Knowledge (Religion) - 22 = 2 Base + 20 ranks
Knowledge (Planes) -22 = 2 Base + 20 Ranks
Sense Motive - 23 = 3 Base + 20 Ranks
Use Magic Device - 12 = 2 Base + 10 Ranks
- Frightful Presence DC 28 Will
- Crush 2d8+18 15x15ft
- 3/day Produce Flame, Sound Burst
- 1/day Pyrotechnics, Shatter, Shout, Wall of Fire
- Blind Sense (Extraordinary)
- 120 ft Dark Vision, 80 ft Low Light Vision
8 Feats -
Snatch and Swallow
GP - 4,316,744 GP
- Dragonslayer Claws - 3d6 dmg 3/day vs Dragon type or Dragon subtype.
- Tailbands of Impact - Tail Slap is considered Adamantine and Magic, Str Bonus on dmg rolls is x2.
- Greater Pectoral of Maneuverability - Increases fly maneuverability by two steps.
Chararca of Clan Denthanus
Rogue-3, Bard-1, Fighter-6, Combat Trapsmith-5, Comando-5
Str 7 (13)
Dex 20 (26)
Darastix Sauriv (Dragon Eye) -> Large Enchanted Musket
Damage 3d6 + 1d6 fire + 5 Enchantment + 2 Feat
Range 450 ft.
Crit 19-21/x3 + 2d10 fire + 2d8 thunder + DC 14 Fort or deafen
Enchant + 5
AC 32 (+6 armor, +8 Dex, +1 Size, +1 Natural, +5 Deflect,+1 Insight)
Flat footed 26
Spell Resistance 21
Movement - 30ft
Craft Alchemy +12
Craft Trapmaking +35
Disable Device +30
Move Silently +19
Point Blank Shot
Exotic Weapons Proficiency (Musket)
Weapon Focus (Musket)
Weapon Specialization (Musket)
Improved Critical (Musket)
Skill Focus Trapmaking
Sneak Attack +4d6
Trap sense +4
Up the Hill (Skill Trick)
Point it Out (Skil Trick)
Spot the Weak Point (Skill Trick)
Combat Trapping: Save DC 21, Search/Disable DC 31
-Entangler(17): target acts as tanglefoot bag (Ref negates, DC 20 Strength or escape artist as full round to break free)
-Flashbang(19): target and adjecent squares blind/deafened (Fort changes to dazzled)
-Scorcher, greater(23): deals 5d6 fire damage to target and adjecent squares (ref halves)
-Sleeper(21): Target falls asleep (Fort changes to fatigued
-Spider web(19): Target and adjecent squares act as web spell
-Stinkburst(21): As stinking cloud spell, except only for the single aquare (Fort negates, but reroll for every round in the square)
Expert Trap Setter
Live off the Land
+5 Padded Armor, Resist Fire/Sonic 30
Mantle of Spell Resistance
Ring of Protection +5
Belt of Giant Strength +6
Gloves of Dexterity +6
Ring of Sustenance
Dusty Rose Ioun Stone
Pale green Ioun Stone
Iridescent Ioun Stone
Carpet of flying
Bag of holding I
Trapsmiths kit x 5
Bag of +1 bullets x2 (20 bullets)
M. Artisians tools (trap making)
Beseal, Chosen of Kurtulmak
6-Favoured Soul, 4-Sorcerer, 10-Mystic Theurge
AC 22 (+5 Armor, +5 Dex, +1 Size, +1 Natural)
Flat footed 12
Movement - 30ft
Knowledge (Arcana) 10
Knowledge (Religion) 10
Ride (cc) 13
Sense motive 26
0- Caltrops, Electric Jolt, Sonic Snap, Mage Hand, Ghost Sound, Detect Poison, Detect Magic, Arcane Mark, Launch Bolt
1- True Strike, Magic Missile, Disguise Self, Silent Image, Enlarge Person
2- Flaming Sphere, Spider Climb, Spectral Hand, Ghoul Touch, Invisibility
3- Explosive Rune, Arcane Sight, Vamperic Touch, Major Image
4- Phantasmal Killer, Fire Shield, Wall of Fire, Invisiblity (greater)
5- Baleful Polymorph, Mind Fog, Cloud Kill
6- Flesh to stone, Disintegrate
7- Finger of Death
0- Resistance, Nimbus of Light, Detect Magic, Detect Poison, Create Water, Cure Minor Wounds, Guidance, Mending, Read Magic
1- Invest Light Protection, Cure Light Wounds, Shield of Faith, Vigor (Lesser), Divine Favor, Doom
2- Bearís Endurance, Bulls Strength, Eagles Splendor, Hold Person, Make Whole, Zone of Truth,
3- Bestow Curse, Cure Serious Wounds, Crown of Protection, Glyph of Warding, Visage of the Deity (lesser), Wrack
4- Divine Power, Neutralize Poison, Sending, Control Water, Cure Critical Wounds, Inflict Critical Wounds,
5- Command Greater, Flame Strike, Slay Living, Visage of the Deity, Symbol of Pain, Wall of Stone
6- Heal, Bearís Endurance (mass), Glyph of Warding (greater), Word of Recall, Animate Objects
7- Blasphemy, Dictum, Regenerate, Destruction
8- Brain Spider, Stormrage, Fire Storm
Lenses of Pain
Belt of Priestly Might
Cloak of the Salamander, Greater
Rings of Force Armor
Shroud of Scales
Posted on 2010-01-06 at 00:36:31.
Edited on 2010-01-09 at 20:28:04 by Shades331
A fragile Kobold Who in his old age is on his last limb. He is the explosives expert of the colony, and is in charge of the mine's expansion and reinforcment. He took to studies long ago and had become a wizard of sorts while learning alchemy. The colony disdains his choice, but none can refute his supieror intelect in the ways of explosives.
He is reclusive and unpopular. Sharp of tounge, and hot in temper, he hates people who are unintelligent and has few friends. Amoung those few is Chararca, who was more then willing to befriend someone who aided in the design and creation of Darastix Sauriv. Chararca sees this as a form of expression; showing Krinth's Loyalty to the Dragon-king
Vurlymakipvearox is loud, boisterous, and obnoxious.
Silence annoys him; even when soaring a mile above the
earth he roars, bellows, and laughs raucously to himself.
His prey inevitably hear him coming before they see himó
but even such advance warning is seldom enough, for he is
as persistent and rapacious as he is noisy.
Vurlymakipvearox resides north of Fal Denthanus' territory, but often enough disturbs the Pyroclastic dragon by entering into the rival dragon's domain; killing kobold patrols or terrorizing carravans. The latter scenario has given rise to many heros coming to slay Fal Denthanus, as they believe it was he who has been doing these acts.
While Vurlymakipvearox has age and strength on his side; Fal Denthanus has his Kobold legions. Niether has yet been able to finish the other off, and it is a standoff that should not last much longer.
Posted on 2010-01-06 at 00:37:46.
Fal Denthanus' reigns in an area of badlands that surrounds his lone volcanic keep. It is a treacherous with jagged rocks, extreme heat, abyssal-like canyons, and towering plateaus. Vegitaions is limited to a few simple cacti, and a few trees where an oasis might be found.
Creatures are primarily of the cold-blooded kind; many of which are poisonous. Sub-terrainin life is a bit more varried; with creatures ranging from moles and mice to the occasional underdark creature such as the hook-horror, and umberhulk.
Ocassionally a caravan will travel through Fal Denthanus' domain; and he sends kobolds to gather a toll. If the kobolds are rejected (either in coming home with no money or being killed), An example is made of the people, leaving only a couple survivors to tell the tale. If however, they do pay tribute, Kobolds are instructed to escort the troupe, saving the people time, supplies, and lives.
A Blue dragon (and Fal Denthanus' most immediate threat) resides in the southern section of this wasteland. His name is Vurlymakipvearox, and though he is older then Fal Denthanus, he is a stranger to these lands; having moved in some twenty years ago. the Dragon is extremly cruel, loud, and active; provoking Fal Denthanus to open fights in the air on several occasions. If it were not for the devout kobolds that serve Fal Denthanus, the Pyroclastic dragon might have perished when the dragon first entered the region.
To the west is an expanded mountain range, on the opposite side there is a lush temperate rainforest. A Green dragon rules this land, Shareing it with Elves, Pixes, and other Fey that she wishes were either enslaved or exterminated.
The north western part of the range is ruled by a mighty Silver Dragon, who surveys his land on mighty wings. A young White dragon has taken up brooding in this area, but she will not survive long if she angers the far stronger Silver in any way. As it is, the Silver is tolerante of her exsitence, but he has made it clear that if she brings any un-provoked violence in his terettory, her life is forfiet.
Far to the east lies another mountain range, and beyond it is an expansive marsh held by a black dragon. This land is extremely far away, and is of little concern to Fal Denthanus.
Having this expansive network of knowledge and underground tunnels, many caravans have taken up Fal Denthanus' gift of passage. Without him, many of the dragons in the surrounding area would have well taken advantage of these travellers; but others had long ago offended the Dragon-king of these lands, and so tales have been told of his sinister acts, eating men, women and children and leaving others maimed physically and mentally for their "infidelity". This has lead to many adventurers coming to destroy this threat. Though none have returned...
Posted on 2010-01-06 at 00:37:59.
Edited on 2010-01-06 at 05:59:47 by Shades331
Rules of the House
1. Playable Races:
- All palyers (aside from Tispers) shall play a kobold.
2. Ability scores: choose from one of the following
4d6 (take out lowest)
25 point buy
-Refer to Races of the Dragon for detailed synopsis on how Kobold Society looks at individual classes.
-I will not restrict any class or prestiege class, but you better have a good back story if it is a unique class for the race. (For instance, why would a Palidin Kobold work/serve a Lawful evil dragon...)
-Your favored class is whatever class you took at level 1.
-cross-classing deductions are lame, so I say that if you can get prestige classes to tie the classes together, i am going to ignore it all together. Such a classic example would be a wizard/fighter going into eldritch knight.
4. Starting Level
-Shades331, rivertothesea, Sibelius Eos Owm: 20
-Others: 15 (or less if you choose)
-Always take the max of your HD. You are a hero! None of this Barbarian with 20HP at 20th level for rolling 1s!
-This campaign will primarily be leaning towards lawful evil. Lawful Neutral, Neutral, and Neutral Evil characters are welcome. Outside of these alignments, request permission.
-Postings should be of decent length; but the primary focus is on roleplaying. Having believable characters with personality, history, and goals are a must
-Leave the potty language in the gutter where it belongs please
8. Chararca's Musket
Anyone who knows anything about size categories and weapons would instantly be able to tell you that Chararca's Musket "Dragon Eye" is being illegally used. He is using a Large Musket (two handed weapon) and he is a small creature. even with monkey grip, he would under normal circumstances be inable to use such a weapon. As DM, I am allowing myself to use such a weapon at many penalties.
-Whenever Chararca fires Dragone Eye, he counts as being bull rushed 5 feet, provoking attacks of oppertunity.
-After fireing, if Chararca dos not succeed a Balance DC 30, he goes prone.
-It takes Chararca a full round to reload
-Chararca requires the monkey grip feat in order to use Dragon Eye.
-As Sibelius Eos Owm reminded me: Rule of Cool. Dont get angery at this exception to the rules; just enjoy it.
Posted on 2010-01-06 at 00:58:24.
Edited on 2010-01-09 at 20:20:51 by Shades331
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