Completed- Critqiues and comments please!
Symian Dragonspawn
Human Fire Wizard (Domain) 3/Gold Dragon Bloodline (Major) 1
Alignment: Chaotic Good
Str: 15 +2 (14 base) +1 (Dragon Bloodline)
Dex: 13 +1
Con: 17 +3
Int: 18 +4 (17 base +1 level)
Wis: 11
Chr: 9
Initiative: +1
BAB: +1
Melee +4 Dagger (1d4 +2 crit 19-20/x2) OR +3 Quartertaff (1d6/1d6 crit x2)
AC: 12 (+1 Dex, +1 Bracelets)
Saves:Fort:+5 Ref:+5 Will:+6
Hit Points: 19 (3d4 +9)
Skills:
Concentration (Con) 11 (7ranks + 4 int)
Craft (Alchemist)(Int) 8 (4 ranks +4 int)
Decipher Script (Int) 7 (3 ranks +4 int)
Knowledge (Arcane) (Int) 9 (5 ranks +4 int)
Knowledge Planes) (Int) 8 (4 ranks +4 int)
Spellcraft (Int) 13 (7ranks + 4 int +2 Synergy)
Language: Common, Draconic, Elvish, Halfling
Feats:
Scribe Scroll (Wizard), Alertness (Bloodline), Eschew materials (Human bonus), Iron Will, Improved Familiar (Celestial Weasel)
Bloodline Effects: +2 on Sense Motive Checks, Alertness, Strength +1, Resistance to fire 5
Domain Spells: 0-flare 1-Burning hands 2-Scorching ray 3-Fireball 4-Wall of fire 5-Cone of fire (As cone of cold but fire instead) 6-Summon Monster VI(Fire Creatures only) 7-Delayed Blast Fireball 8-Incendiary Cloud 9-Meteor Swarm
Spell Book
Level 0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1- Burning Hands, Magic Missile, Sleep, Charm Person, Color Spray, Floating Disc, Cause Fear, Mage Armor, Identify, Cause fear, Alarm, Enlarge Person
Level 2 – Mirror Image, Blur, Scorching ray, Flaming Sphere, Knock, Continual Flame
Spells memorized (Cast as 4th level wizard, Fire spells cast as 5th level wizard)
Level 0 Flare (D), Detect Magic, Read Magic, Mage Hand, Arcane Mark
Level 1 Burning Hands (D), Magic Missile, Sleep, Mage Armor
Level 2 Scorching Ray (D), Flaming Sphere, Blur, Mirror Image
Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield
Weapons
Quarterstaff
Masterwork dagger
Equipment:
Extra 10 levels of spells 1500gp
Bracers of Armor +1 1000gp
Cloak of Protection +1 1000gp
Pearl of Power (Level 1) 1000gp
Masterwork Dagger 302gp
Quarterstaff (Continual flame cast on end)
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Case, map or scroll 1 gp 1/2 lb.
Ink (5 oz. vial) 40 gp —
Inkpen (5 pens) 5 sp —
Paper (5 sheets) 2 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (5 days) 25 sp 5 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sealing wax 1 gp 1 lb.
Signet ring 5 gp —
Soap (per lb.) 5 sp 1 lb.
Waterskin 1 gp 4 lb.
Alchemist’s fire (2 flasks) 40 gp 2 lb.
Tindertwig (20 of) 20 gp —
Spell Component Pouch 5gp
Mule 8gp
Pack Saddle 5gp
2 potions light wounds 100gp
1 potion cure moderate wounds 300gp
Money 10 pp 43 gp 5 sp
Description: Symian’s looks betray his families draconic heritage. Around his eyes are scatterings of gold flecked scales, and his tongue has an uncanny resemblance to a lizards, leading him to talk in a sibilant manner. This, combined with his aloof manner, tends to put people off. He wears his hair long, platted at the bottom, but flaring out- in a way it looks like a dragon’s crest, emphasizing (at least in his mind), his draconic heritage.
History: Symian’s family traces their ancestry back to Herethgar, a gold dragon that posed as a human for a while. After revealing herself as a dragon, many of her human friends became her followers, and her husband was finally able to openly talk to them about his wife (she had revealed herself to him before the marriage). She lived amongst humans until her husband’s death and then disappeared- taking her grief with her into the wilderness.
Symian grew up being told stories of his ancestor. In many of the family the draconic heritage was not obvious, but in Symian it was very obvious, his scales and tongue not being easily hidden. He became aloof to try and hide his anger at the pointedness of some of the remarks of his look, but then came to see them as marks of pride and started to emphasis his heritage and changed his behaviour to reflect that of his ancestry. He has not really succeeded, his capricious nature reflecting the element of fire he loves, but at least he has taken to trying to improve the lives of others.
Whether his love of fire is from his dragon ancestry, or merely a reflection of his personality is open to debate. What is obvious, though, is the affinity he has for it and his dedication to studying it is fanatical in nature.
Familiar:
Grettin
Celestial Weasel
Tiny Magical beast
Hit Dice: 9hp 4HD
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex +2 natural Armor), touch 14, flat-footed 14
Base Attack/Grapple: +1/–11
Attack: Bite +5 melee (1d3–4)
Full Attack: Bite +5 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent, Improved Evasion, Deliver Touch Spells, Alertness, Empathic Link
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or
Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction 5/magic
—Resistance to acid, cold, and electricity 5
—Spell resistance equal to HD + 5 (9).