Amoren Posted February 2, 2023 Clone Share Posted February 2, 2023 (edited) Kaldakaczil Errant Wyrmling and Lost Squire Gender: Male Race: Gold Dragon Alignment: Lawful Good Class: Gold Dragon Savage ProgressionSource: Dragon Magazine #320 Background: Dragon Squire Hit Points: 23 Hit Dice: 2d12 AC: 17 Touch/Flat-footed: 11/16 Saves: Fort +5, Ref +4, Will +2 Initiative: +1 Size: Medium Speed: 30 feet Senses: Darkvision 120ft, Low-Light Vision, Keen Senses ABILITIES & SKILLS STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 14 (+2) 8 (-1) 16 (+3) Swim +11 Appraise +4* Knowledge: Arcana +7 Knowledge: Dungeon +7 Knowledge: History +6 Knowledge: Local +4 Knowledge: Nature +7 Knowledge: Religion +7 Knowledge: Planes +7 Perception +4 Sense Motive -5 Survival +0 Bluff +5 Diplomacy +5 Disguise +5 Gather Information +5 Handle Animal +5 Intimidate +5 Perform +5 Use Magic Device +10 PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES RACIAL TRAITS FLAWS FEATS All Simple and Martial Weapons Light, Medium, Heavy Armor and Shields Common Draconic Celestial Sylvan Fire SubtypeImmunity to fire damage, vulnerability to cold damage. Water BreathingMay breathe freely underwater. Can use abilities such as fire breath unimpeded by water. Keen SensesDragons have exceptionally keen senses. They see 4 times better than a human in low-light conditions, and twice as well in normal conditions. (Multiply illumination by four for dragons, and distance penalties for Perception apply every 20ft instead of every 10ft) Wyrm of WarA dragon following the Sovereign archetype of the Wyrm of War does not get the ability to learn and cast divine spells as sorcerer spells. Instead, they gain all weapon and armor proficiencies and receive a bonus feat every 4 Hit Die that must be used for a fighter bonus feat or a feat which enhances a dragon's natural combat ability. Source: Dragons of Eberon GullibleYou suffer a -2 penalty on saving throws made to resist enchantment and illusion spells and effects. You also suffer a -4 penalty on Sense Motive checks. Source: Dragon Magazine #325 WildWhenever you are entangled, pinned, or bound, you immediately become panicked. Your fear is alleviated 1 round after you are free of all bonds. Spells and effects that remove fear do not prevent this effect. Source: Dragon Magazine #329 Nymph's Kiss (Exalted)Fey creatures regard you as fey. Gain a +2 circumstance bonus to all Charisma related checks. +1 bonus on all saves vs. Spells or Spell-Like Abilities +1 skill point per level starting with the level you took this feat. Source: Book of Exalted Deeds Combat ExpertiseYou may take a penalty to your attack rolls no higher than your base attack bonus, up to 5, and gain that penalty as a bonus to your AC. Improved TripYou do not provoke Attacks of Opportunity while trying to trip an opponent. In addition, you gain a +4 bonus to the opposed strength check to successfully trip. If you successfully trip an opponent, you may immediately make an attack against them. ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Bite +5 1d8+4 | x2 Trip +5 (touch) +7 opposed Str Check May make an attack after successful trip attempt SPELLS None SPELLS KNOWN CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL MONEY Copper: 15 Silver: 54 Gold: 40 Obsidian: 0 Platinum: 0 Diamond: 0 Other Precious Gems: 0 ENCUMBRANCE Weight: 0lbs Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped Items: ARMOR (40 lbs.) WEAPONS (- lbs.) READIED ITEMS (- lbs.) Chainmail Barding EQUIPMENT STORED Stored Items: IN BACKPACK (- lbs.) ON WAIST (- lbs.) BAG OF HOLDING ( -lbs.) MAGIC ITEMS Magic Items: (0 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.) Edited October 29, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted February 2, 2023 Author Clone Share Posted February 2, 2023 (edited) Character Overview Personality Traits: ■ Brash ■ Inexperienced ■ Headstrong ■ Knowledgeable beyond his years but lacking wisdom Bonds: ■ Mentor - Ser Aluric, the knight he is hoping to find ■ Family - His parents and siblings are distant yet important Background Appearance and Personality: A fairly typical example of his species, albeit obviously one of exceptional strength... At least before a rather unfortunate encounter with a level draining breath weapon. Kaldakaczil still obviously sports evidence of his pedigree and exceptional abilities for his kind in his general proportions, but much of his strength has waned. Most particular of which is his scales that are now duller and far more brittle than a standard dragon's. His wings have also suffered greatly, lacking the power to bare him through the air albeit still able to swim through water as easily as he can move along the ground. History: Kaldakaczil is, as most young dragons tend to be, head strong. Even a noble gold finds themselves acting quite childish in their first few years of life, humbled by their progenitors immense strength yet finding themselves the 'princes' of their little fiefdoms, ruling over the local animals and play fighting with their siblings. It was during this early, formative age that he was introduced to an old friend of his parents, Ser Aluric, a Paladin turned Vassal of Bahamut. Believing that more worldly experience might help the young dragon's maturity - after all, he might grow to be more thoughtful before charging in to danger, and less likely to cause issues, having some minor set backs underneath their friend's skilled tutelage. The gold dragon spent the first few months of the adventure traveling by his side as either a raven or wolf, finding it more comfortable to assume such wild forms with his time amongst the animals of his parents' domain. But, after observing 'the lesser races' quietly as his mentor interacted with them, the young dragon eventually took a human form of his own, and traveled along with the man more openly as his squire rather than the mysterious beast which followed him around everywhere. All was going well. Until a particularly nasty encounter with a Shadow Dragon. Unfortunately, the gold took quite a few blasts from the rival dragon's breath weapon which weakened the noble reptile quite horrifically. The distraction allowed Ser Aluric to dispatch their opponent in the end, but Kaldakaczil was left in no state to continue on their adventure. Instead, he brought the weakened dragon back up to the surface, depositing him in someone's care as he returned to the quest that needed to be doing - intending to return to collect his charge after he had spent some time recuperating his strength. Instead, the head strong dragon ran out the first moment he could to try to catch back up to the knight. Edited February 4, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 7,5,12,14,15,14 repeat(drop(4d6,lowest,1),6) 2,2,3,2,2,1,2,1,2,4,3,5,1,6,6,2,6,4,5,4,4,6,1,4 roll 15,11,7,13,13,16 repeat(drop(4d6,lowest,1),6) 5,1,5,5,2,5,4,2,2,1,4,1,3,5,4,4,6,4,2,3,5,6,5,1 Link to comment Share on other sites More sharing options...
Amoren Posted February 2, 2023 Author Clone Share Posted February 2, 2023 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1 Bite +4 (1d8+4, x2) Unarmored (+1 Dex) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14 Conditions None Kaldakaczil stumbled as he darted from the farm house Ser Aluric had left him in. His limbs were sluggish, responding to slow to catch his weight with the speed he leapt through the doorway. He reached out with his other foreleg to catch his shifting weight, only to find that the limb lacked the strength he was expecting either, leaving him crashing, tumbling, and spinning momentarily across the dirt for a few meters before he collected himself into a sorry heap of uncoordinated golden limbs. He had never felt this weak before. Perhaps in those first, nascent moments when he had first hatched, before his limbs had garnered the strength to take flight. But those first unsure steps into this world had passed quickly, while he had been like this since he had come too hours before, and his strength had yet to return. It had to be be that breath. It made him feel weak at the time, but the adrenaline of battle and the struggle to bring down the antagonistic dragon had distracted him from realizing just how weak it had made him. He couldn't fly, he could feel that the elemental furnace within his chest was barely a flicker, far too feeble to call forth in a jet of deadly flames. Even his senses were dulled, as the young dragon had the unfortunate displeasure of being surprised by the farmer's young son when he had sneaked in to take a look at him. He wondered as he laid there, not yet exercising his limbs into a more dignified position. Did Ser Aluric know how bad his condition was? Was that why he left him in that family's care as he took care of the business still waiting underground. He knew that the elf would return when it was over, that he would no doubt escort him back to his family's den so that their potent magic could try to recuperate the weakness lingering within his limbs by the dragon's breath. But what if he didn't? What if even the magic of the two old golds was not enough to return him to his prime? What if he was stuck like this, barely stronger than the average human. The wyrmling shook his head at the last thought, casting that doubt aside as he shifted his weight to finally flip back over into a proper position. There was no use in worrying about that now. He just needed to track down his mentor again and be sure to help him. The old knight needed his help, afterall, just like he needed his assistance to take down that Shadow Dragon. Without him the paladin surely would have met his end by that beast, and if he wasn't there... He might not return at all. He just... needed to find that entrance once again and retrace their steps, and hopefully find the right one rather than the dozens of different paths that coiled through the earth. A tricky proposition, considering the effects of the negative energy riddled through his body had also left his memory of the last few days quite foggy. But such challenges weren't going to cause a brave dragon like him to shy away from the challenge. Even weakened, he was a dragon. Surely he would be alright... Right? Edited February 4, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted February 11, 2023 Clone Share Posted February 11, 2023 Looking good there, friend. Character checks out. You are good to go. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted February 11, 2023 Author Clone Share Posted February 11, 2023 17 minutes ago, Ruess said: Looking good there, friend. Character checks out. You are good to go. 🙏 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted February 13, 2023 Author Clone Share Posted February 13, 2023 Posting the Savage Progression here for easy reference, assuming Kaldakaczil manages to not get showered in crossbow bolts before leveling up. 😄 Level Hit Dice Features 1 1d12 Bite 1d8, Water Breathing 2 2d12 +2 Charisma, 1 Natural Armor 3 3d12 Speed 40ft, Swim 40ft 4 - +2 Str, +2 Con, Alternate Form 1/day, Weakening Breath, 2 Natural Armor 5 4d12 +2 Charisma, Blindsense 6 - +2 Int, +2 Wis, Fly 100ft (poor), 2 claws 1d6, firebreath 1d10, 3 Natural Armor 7 5d12 +2 Int, Alternate Form 2/day 8 6d12 Speed 50ft, Swim 50ft, 4 Natural Armor 9 - +2 Str, +2 Con, Fly 150ft (poor), firebreath 2d10, 5 Natural Armor 10 7d12 Alternate Form 3/day, 6 Natural Armor 11 - +2 Str, +2 Wis, 2 Wings 1d4, 7 Natural Armor 12 8d12 Wyrmling, Speed 60ft, Swim 60ft, Fly 200ft (poor) 13 - +2 Str, +2 Con, Fire breath 3d10, 8 Natural Armor 14 9d12 +2 Wis, +2 Cha, 9 Natural Armor 15 10d12 +2 Str, +2 Int, Firebreath 4d10, 10 Natural Armor 16 11d12 Very Young, Large Size, Bite 2d6, Claws 1d8, Wings 1d6, Tailslap 1d8 17 - +2 Str, Spells (1st level Sorcerer), 11 Natural Armor 18 12d12 Firebreath 5d10 19 13d12 +2 Str, 12 Natural Armor 20 14d12 Young, Firebreath 6d10, 13 Natural Armor Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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