Post by Kitsune on Jan 18, 2015 7:07:28 GMT
Kaldakaczil
Played by: Kitsune
Character Sheet: Kaldakaczil
Other Characters: Sjach Gix, The Vengeful Blade
Race: Gold Dragon
Classes: Gold Dragon Hit Dice 2/Level Adjustment +3
Effective Character Level: 5
Gender: Male
Age: 4.
Alignment: Lawful Good
Deity: As a Dragon, Kaldakaczil follows the draconic pantheon as a whole, rather than finding patronage with an individual god. However, he gives more allegiance towards the good aligned dragon gods, and in particular The Balancer (Lendys), Her Mercy (Tamara), and the Justicemaker (Xymor).
Height/Weight: 16 feet from nose to tail tip, standing at four feet of height to his shoulders, and weighing around 320 lbs.
Personality:
Young and naive, but with an overwhelming desire to do good and help those around him, with a side of a youthful dragons developing greed and pride for flavor. Whether Kaldakaczil's 'wandering' into the humanoid lands is due to his curiosity and desire for fame and stories of his own tales, or out of a strong desire to live up to the expectations expected of him as a gold dragon, is hard to tell, but the answer is probably somewhere in between. His naivity has lead to him being a tad bit cocky and head strong, being able to rely upon his draconic strength and power, even as a wrymling, to overcome most of the bandits and predators that would have preyed upon the creatures he assumes. He doesn't have much knowledge of what exactly he should do, other than to swoop in, save the day, and inspire other creatures around him to be able to do the same, which leads a lot to be desired compared to the normally wise and learned archetype of his species. Still, at least nothing terrible has happened to him or as a result of his meddling, and perhaps some exposure to the humanoid lands will help him acclimate towards them, rather than towards the natural species of the land that he does currently. One can only hope, really.
Appearance:
Dragon - Unmistakably a young, wrymling gold dragon at a glance, Kaldakaczil is never the less a potentially imposing figure on small and medium sized humanoids in his true form. With a long body that can stretch out to three times their height, standing eye to eye thanks to his long neck (if not potentially looking down at them, if uncomfortable), he has managed to cow a bandit or two that was harassing someone he saw. He possesses the peculiar, finned wings of a gold dragon which also allow him to cut through the sea as easily as the air, allowing him to swim and fly at tremendous speeds compared to what the smaller races are capable of, facts which the young gold frequently takes advantage of in his more playful of moods, far from potentially prying eyes. Of course, due to his age, he hasn't grown the signature tentacle beard of his species, although a few stubs where the largest of them might grow in have started to feature on his scaled face.
Wolf - The dragon's most common form for trying to disguise himself amongst the lesser races, and even that he had to pick one of the most imposing lupine features he had ever set his eyes upon. Kaldakaczil's favored lupine form is a powerful, figure of a wolf, possessing black fur with a golden-yellow undercoat barely showing through the dark fur, and with a pair of imposing, amber eyes set above a jaw filled with strong teeth. Stronger than many of the normal wolves of the forest and plains, he has taken more than one hunter by surprise who assumed him to be an easy bounty, only to find their bow snapped in two, and the wolf-disguised dragon leaving them with a lesson, and the memory of what it felt like to have a wolf's fangs wrapped around your neck. Such events, however infrequent, haven't helped endear the dragon to humanoid society either.
Human - The rarest of the four most common forms Kaldakaczil might take, favoring it only when he decides to stick around within a human settlement for any length of time. He's adopted the look of the humans of Chessenta, featuring their tan skin, dark hair, and curious, amber eyes. Appearing to only be around the age of ten or twelve, he nevertheless appears athletic, with an aura of confidence to his features and actions - fitting in well with the noble boys of the land who pride themselves upon their warrior sports and games - even if he is frequently the biggest and strongest kid on his so called 'peers' that he might stumble across.
History:
Kaldakaczil, largest of his clutch and great-grandson to His Resplendence and leader of the gold dragons, Lareth, hatched along with his siblings along the eastern side of the Riders To The Sky mountains of Chessenta, a lovely cave that overlooked the cool waters of the Methmere. It was more than just an idyllic and isolated place to raise a clutch of golds, where they could not only take flight into the sky or dip into the nearby waters, it also had the advantage of being a Guardian Site, a location where a golden great wrym had chosen to pass onto his next life, while his spirit could still look over and care for the youngest of his family and kind, and ensure that most danger would not find the unhatched eggs whilst their parents were away during their incubation. And, once they hatched, answer questions the fledgling dragons may have.
Of his siblings, Kaldakaczil was the first to push his way out of his shell, and thus first to greet his mother's eyes and attention. While his siblings were busy pushing their way free from the confines of their eggs, he was tasting food for the first time, hungrily digging in with his already sharp teeth, and watching with keen interest as his mother's claws tapped on each egg, helping to create faults that his brothers and sisters could use to help break free within the next few minutes. He, being the curious young dragon he is, even so soon after crawling out from his egg, asked his mother what he was doing between hungry bites of flesh, to which he got the answer; She was helping them hatch, as they hadn't Kaldakaczil's strength, and thus were taking longer to hatch. To which he asked, if helping those weaker was good, why didn't she pry their eggs open for them? This brought a smile to the whiskered face of his mother, who gladly informed him as the next to hatch from his clutch pushed her head free from her egg, that while it was the duty of the strong and powerful to help those weaker and more unfortunate than them, that did not mean they should take all of their struggles. They need their own conflict and adversity to grow and develop from, and while a helping hand or guiding direction should be freely lent, solving their struggles entirely should only be done when it is something that they are incapable of overcoming on their own. Kaldakaczil, only a few minutes old, gave a small nod as he thought the words over in his head as he watched his sister sniff towards her own offered food nearby, letting the lesson sink in with his thoughts.
It was the first of many such teachings Kaldakaczil learned from his parents over the first year, when they would hardly leave the nest without one of them being there or nearby at all times, until eventually their tasks and charges across Toril took them frequently longer and longer away from their wrymlings, until as they approached their second year, they might have been left alone months at a time. During that time, the wrymlings would frequently get into trouble, typically with wild life as they explored the capacity of their shape shifting capabilities, emulating local creatures and thus needing to avoid predators or prey that thought they were a danger - and many other small adventures that the six of them frequently got up too. Kaldakaczil, the strongest of his siblings, frequently acted as their self-imposed guardian, getting them out of trouble when they got into something they couldn't handle on their own (such as when one of his younger brothers managed to be captured in a giant spider web and couldn't escape), and doing his best to live up to the expectations he felt was being placed on him despite his young age, thanks to virtue of his species and lineage. A fact that was even further impressed upon him when once he and his siblings were taken by their parents to visit the older members of their family, particularly their great grandfather, the leader of their race. As, whilst his brothers and sisters were equally parts cowed or wanting to go do something much more fun, as wrymling dragons tended to do, Kaldakaczil found the sight of the great wrym inspiring, and hoped to be such a paragon of draconic might and wisdom as well.
In fact, it could be argued, it left too much of an impression on the young gold. While his siblings wanted to wander and have adventures to sate their curiosity and fledgling greed (particularly because Kal had found the best part of the nest to make his own lair and left them with secondary pickings, and always won the squabbling for territory), Kaldakaczil now wanted to see the world himself so he could start to make his parents, and grand parents, and great-grandfather proud of him... Even though his naivety and inexperience didn't really prepare him to seriously start championing the cause of good to the world, although the young gold's own pride, as well as his siblings spurring (thinking he would only wander off for a few days to a few weeks like they did at best) drove him to continue on his plan of action. Making up his mind one evening, the gold dragon flew off, leaving a message transcribed in draconic runes on a stone in his nesting area for his parents when they returned, and left to explore the world.
Of course, the dragon soon found himself running into issues. He quickly learned that a less noticeable form would be a good idea, as even the most well meaning of humans tended to react startled when a sixteen foot long flying fire breathing reptile with child-like mentality dropped down near them. However, where as taking the form of a child human would have let him socialize more with the humanoid races, his lack of experience with their kind caused him to favor an animal form instead, as it was more familiar and thus 'comfortable' for the wrymling gold to assume. Fortunately, a talking wolf was slightly more accepted than a wandering kid dragon, and so far its worked out in the end... And perhaps helps his parents from hunting him down as easily to drag back towards his nest, although perhaps they've already started to utilize their magic to spy on their boy's progress, prepared to step in if things got too out of hand. After all, one can only grow via adversity, and even if the gold dragon failed in his early questing, he would learn from the experience.
Threads:
Party Role Proficiency:
Battlefield Control: 4
Buffer: 4
Curiosity: 2 (Flight and Use Magic Device should allow for some interesting things. His Alternate Form ability also can have quite a few uses.)
Debuffer: 4
Dominator: 4
Game Changer: 4
Healer: 4
Meat Shield: 2-3 (An average of 11.5 HP per level currently, and with a nice bonus to Natural Armor to give him a decent AC. Once he gains some barding or other armor options, and perhaps a paladin dip to improve his saves, he'll be capable of taking quite a bit of punishment. Only his low hit dice hold him down at this point in time. Additionally, if he assumes Legendary Wolf form, his Armor Class improves to 26, at the expense of his dragon capabilities.)
Melee Damage: 2-3 (He has five natural attacks per full attack, and with a good strength to hit with. Unfortunately, the low accuracy of his secondary attacks and lower damage limit his potential. However, with the Legendary Wolf form his bite damage improves to 2d6+15, at the expense of his dragon capabilities and secondary attacks.)
Mobility: 2 (60ft move speed, a swim speed and very fast (albeit poor maneuverability) flight opens up quite a bit of options, and the dragon can travel 240 miles per day via flying to travel huge areas of land quickly.)
Party Face: 2 (A good charisma with points in Diplomacy, Sense Motive, and Intimidate should allow for some nice facery.)
Ranged Damage: 3 (2d10 fire damage or 1 strength damage every 1d4 rounds leaves something to be desired, but its there.)
Sage: 2 (Max rank skills in Knowledge: Arcana, History, and Nature, as well as Draconic Knowledge, should allow the dragon to know quite a lot about the world around him, especially paired with a good Intelligence score.)
Scout: 2 (Blindsense and scout opens some options up, but over all the dragon is not that stealthy to remain hidden... Although he can use Alternate Form to assume the form of innocuous animals, such as birds or dogs, to look around.)
Thief: 4 (The Gold Dragon wouldn't steal, honest..! Maybe if something is left unattended long enough... But then he 'rescues' it!)
Summoner: 4
Trapfinder: 4
Racial Abilities:
Strength +6, Constitution +4, Intelligence +4, Wisdom +4, Charisma +4, Natural Armor +7
Land speed 60ft, Swim Speed 60ft, Fly speed 200ft (poor).
+2 competence bonus to Appraise (Draconomicom, page 28).
Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Immunities (Ex): A true dragon is immune to paralysis and sleep effects.
Keen Senses (Ex): A true dragon sees four times as well as a human in low-light, and twice as well in normal light (half spot penalties due to distance). In addition, they possess Darkvision with 120 foot range, and Blindsense out to 60 feet.
Overland Flight: Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below (200 ft Tactical speed translates to 30 miles per hour (60 hustling) and 240 miles per day). Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire (2d10 fire damage) and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon (currently, one).
The save DC against Kaldakaczil's breath weapon is 16 Fortitude (Weakening Gas) or Reflex (Fire).
Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Water Breathing (Ex): A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Feats:
1: Draconic Knowledge (Draconomicon): The dragon is entitled to a special dragon knowledge check, functioning much like a Bardic Knowledge check except the DC for the check is determined by how large or long of an impact the item, person, event, or location has on the world (see Draconomicon, page 69, for a table listing various recommendations for a DC). The dragon rolls 1d20 + its Intelligence modifier + Age Category (1, for Kaldakaczil), and adds another +1 bonus for every five ranks in an applicable knowledge skill.
Class Abilities:
None As Of Yet
Equipment:
Pearl of Speech, Common (Magic Item Compendium): Allows the user to understand and speak the chosen language. Additionally, once per day may use Command (Save DC 11): -900 gp
Total Inventory Cost: 900/9,000
Other Miscellaneous Information:
Alternate Forms of Note
Human
Init +2, Speed 30ft
AC 12, Touch 12, Flat-footed 10, Fort +6, Ref +5, Will +5
Abilities Str 16, Dex 14, Con 16 Int 20, Wis 14, Cha 20
AC 12, Touch 12, Flat-footed 10, Fort +6, Ref +5, Will +5
Abilities Str 16, Dex 14, Con 16 Int 20, Wis 14, Cha 20
Legendary Wolf
Init +11, Speed 50ft
AC 26, Touch 21, Flat-footed 15, Fort +11, Ref +14, Will +5
Bite: +12 (2d6+15)
Armor Class 24 (+11 Dex, +5 Natural)
Abilities Str 30, Dex 32, Con 26, Int 20, Wis 12, Cha 20
Special Attacks TripAC 26, Touch 21, Flat-footed 15, Fort +11, Ref +14, Will +5
Bite: +12 (2d6+15)
Armor Class 24 (+11 Dex, +5 Natural)
Abilities Str 30, Dex 32, Con 26, Int 20, Wis 12, Cha 20
Legendary Eagle
Init +12, Speed 10ft, Fly 100ft (average)
AC 27, Touch 23, Flat-footed 15, Fort +9, Ref +15, Will +5
2 Claws +7 (1d6+5)
Bite +2 (1d8+2)
Armor Class 25 (+12 Dex, +4 Natural, +1 Small Size))
Abilities Str 20, Dex 34, Con 22, Int 20, Wis 12, Cha 20
AC 27, Touch 23, Flat-footed 15, Fort +9, Ref +15, Will +5
2 Claws +7 (1d6+5)
Bite +2 (1d8+2)
Armor Class 25 (+12 Dex, +4 Natural, +1 Small Size))
Abilities Str 20, Dex 34, Con 22, Int 20, Wis 12, Cha 20