
Medium
Half Dragon (Gold)/Half Human, Male 7'1", 32 years old
Fighter 8 / Psychic Warrior 7
Hit Dice: 8d12 +7d10+60 (183 hit points)
Initiative: +4(Dex)
Speed: 30 ft/ fly 30 ft (average)
AC:
23 (+4 Dex, +4 inertial armor, +4 natural, +1
insight)
Attacks: +27/+27/+17* Abeopernicles
[+3 coup de grace devil bane greatsword] melee; or +23/+18/+13
dragonclaw sword melee; or +23/+18/+13 unarmed claw melee; +17/+12/+7 rock
ranged
Damage:
2d6+20** Abeopernicles [+3 coup de grace devil bane greatsword]; or 1d10+15
dragonclaw sword; or 1d4+10 unarmed claw; 1d4+10 rock
Face/Reach: 5ft by 5ft/5ft
Special Attacks:
Breath Weapon 1/day
Special Qualities:
Fly, Psionics, Low-light vision, darkvision 60',
immunities
Saves: Fort
+15 Ref +8 Will +8
Abilities: Str 30 Dex 18 Con 19,
Int 12, Wis 14, Cha
13
Skills:
Appraise +3, Autohypnosis +5, Climb +14,
Concentration +10, Intimidate +7, Jump +13, Knowledge (History) +8, Knowledge
(the planes) +4, Move Silently +6, Swim +13, Stabilize Self +10, Tumble +14
Feats: Blind
Fighting, Power Attack, Cleave, Great Cleave, Endurance, Weapon Focus
(greatsword), Weapon Specialization (greatsword), Inertial Armor, Hover, Iron
Will, Psionic Weapon (+1d4 damage for 1 pp), Deep Impact, Quick Draw
Power Points per Day: 16
Combat Modes: Ego Whip, Id Insinuation, Thought Shield, Empty Mind
Free Talents per Day: 7
Psionic Powers: Daze, Control Shadow, Float, Hustle, Biofeedback,
Combat Precognition, Vigilance, Body Equilibrium
Climate/Terrain:
Any
Challenge Rating: 17
Hoard:
Shiny Trouble (Piper's Dagger), Illithid
Black Skull Amulet, Masterwork Greatsword (from Astral Plane), Red Dragon Claw
Sword (Bastard sword), Guardian of the Bone, 2 Necklaces with Rubies, Third Eye
of Assimilation, Dorje Staff (Fatal Attraction, 31 charges), Crystal
Capacitor (3), Psi-stone (18th level, Microcosm, Sever the Tie, Identify (x2),
Disable), small crystals from illithids, crystalline vase with gold leaf
inlay and stopper, key ring and note (from Dr. Dalby's assistant), 400 1st age
Silver Coins (bearing image of The Silver Tree), and 100 first age Gold Coins
(bearing image of unknown king or hero)
Alignment: Neutral Good
Advancement: By Character Class
* +29/+24/+19 attack vs. devils
**+2d6+2 additional damage to devils [4d6+22
total damage vs. devils]
"With both feet braced on the
blood-soaked earth, Issic drove his weapon with the full power of mighty arms
and broad shoulders behind it, and the gargoyle's head snapped off its body in a
spray of blood. Issic whirled around like a lion at bay, head lowered on
his mighty breast, terrible eyes glittering, both hands gripping his dragon-claw
weapon. A gargoyle thrust viciously, but Issic evaded the horns with a
twist of his huge frame and hacked in savagely. The great claw struck
under the gargoyle's armpit, crunched through the stone-like skin and bit deep
into its ribs, coming out through the gargoyle's abdomen. The gargoyle
slid to the ground, his innards sliding out of the ghastly tear onto the wet
soil, steaming in the cooler air. He swung up his dragon-claw sword to
parry a ruthless claw intended to slash his eyes out, then brought the heavy
weapon down to dash out the third gargoyle's brains as a man kills a wounded
snake."
~ The Ingaran Adventures 24, The
Guardian of Bone, Part I.
Issic is a crossbreed of a gold dragon father
named Vouivre and a human female named Marissa.
Both parents were natives of Inzeladun, but after Vouivre was slain by Nuss
Dinringer in 28 VI, the pregnant Marissa fled to Sigil, where Issic was
raised. Marissa intends for her son to return some day to the Lamapachan
town of Ortenau, to tame Anhartz Castle, to find Vouivre's lost hoard, and to
rule Anhartz Castle as a seat of power (the story of Vouivre and Marissa can be
found here).
Issic and Marissa was welcomed
and protected by a clan of kind Gold Dragons in Sigil. These dragons
trained Issic in combat and in history. It was these powerful Dragons
that, 32 years later, sent Issic to Inzeladun for reasons Issic has yet to
reveal. Issic is not sure if he will live a normal, mortal span of life,
or if he has inherited the immortality of this dragon father.
Issic arrived via a planar portal in
the "unknown" lands to the east of Drychtnoth and met a dwarf named
Manderkarr. A friendship sprung up and they decided to walk to Drychtnoth to see
the human lands. From here, Issic embarked on the long series of
adventures known as the Unknown
Adventures. During the course of these adventures, Issic met Flower
the Elf, and then, later, Alexander Maximus, who
would become the Gauntlet of Athena. For a time, half of his soul was in
the possession of Sharyss, an erinyes.
After aiding in the destruction of an
Elder Brain, Issic met India and Zografos
and joined them in their adventures (called the Ingaran
Adventures).
The people he travels with routinely
refer to him as "The Demon", in reference to his draconic look.
He has a tendency to hoard treasure, and loves to investigate history, both
recent and ancient.
Issic respects Alexander as the
leader of the current group, thinking he has vast potential. He feels very
protective toward India and Flower (when she is there). He has a lot of
respect for Zografos' powers and skills, though he is a little unsure of the
Ingaran's motives. Issic is pleased that Zografos occasionally shares his
tomes of shadow with him. Although Phaidon is
a relative newcomer to the party, Issic took an immediate liking to him,
especially respecting the ranger's skill with ranged weapons. The newest
member of the party, Anathek Dar, definitely has Issic's attention. The
Drychtnothian's obvious power and prestige impresses Issic, who has a typically
draconic appreciation for such shows of power.
Issic particularly dislikes fiends
and illithids. He has had bad encounters with both. He was made a
thrall to an illithid named Lugrimalincorian for a short time, and had part of
his soul stolen by Kara Sharyss (although it was later restored to him).
Combat
Issic fights with Abeopernicles, a green greatsword with the coup de
grace power. He often enters combat by breathing a hellish inferno
first. He is a powerful warrior; his draconic heritage gives him a
powerful edge in sheer strength.
Breath Weapon: 30' long Cone of Fire doing 6d10 damage (Save DC = 20)
Immunities: Issic is immune to sleep and paralysis effects, and is immune to fire.
Legends of Inzeladun | The Dragon's Bride, by Vincent Darlage | Marissa, the Dragon's Bride, by Vincent Darlage | Alexander Animus Litus Maximus | Phaidon | Zografos | India | Current Adventures in Inzeladun | The Adventures of The Unknown Episode 1 | About Vincent N. Darlage | Inzeladun Updates
Inzeladun is copyright 2001 by Vincent N. Darlage. All rights reserved. D&D is a trademark of Wizards of the Coast. Artwork is copyright 2001 Vincent N. Darlage. All rights reserved.