INFERNO, need updated stat's to fit history

Cassiopea

First Post
INFERNO, a.k.a. "The Solar Savant"

History of Inferno:

Inferno is the result of a mating between a male gold and a female red dragon, this unholy union in the eyes of the draconic community, led to the death of his parents shortly after his birth by a group of adventurers unknowingly employed and manipulated by the draconic god Tiamat, who decided that such unions will not be tolerated.

During this attack, several alchemy formules and magical ointments were spilled and mixed together over the eggs and exploded in a fiery blast, only one pre-hatchling survived the explosion, and it took refuge in a superheated lava vent inside his parents lair, for many weeks while the adventurers looted the lair and set up camp, he little wyrm had stayed hidden and never moved, until the day a gold dragon named Nexus, who heard about the incident showed up to speak with the adventurers, in the disguise of a local bard who wanted to write a melody about their brave heroics, so he might determine who was really responsible for the death of these two peaceful natured dragons.

The hatchling at this time had caught the scent of the gold dragon, and crawled out from the vent thinking a parent of his had come to his rescue, the adventurers who upon immediately seeing the golden sunny eyed hatchling went to catch it, only then did Nexus step forward and renedered the entire party of adventurers immobile and then went to work erasing all knowledge from their minds of the little wyrms existance.

Nexus was immediately intrigued by his eyes that blazed like the sun itself, and the fact that he tried to aggresively slay the adventures once he came out of hiding, and decided on the spot to name this fiery little hatchling Inferno. Nexus returned to his lair with the hatchling and decided to raise the dragon in secret, away from the prying eyes of all other draconic species. Nexus was soon amazed at how quickly the young crossbreed began to understand and use his natural magical abilities, especially when all of those abilities were gained well before any normal dragon of his age should have gained them.

One day many years later Nexus had come home and was amazed to find the avatar forms of the draconic god of fire and the draconic god of magic both coaching the young dragon to spit his fiery breath at them, it seems that Inferno had unknowingly unlocked and unleased divine radiant energy forces and had attracted the attention of both these gods. After many decades of discussions, Wonderbringer the draconic god of magic informed Nexus to let Inferno grow naturally in his skills without interference, and charged Nexus with training him in the advanced use of magic, and to help him in his studies of his choosing, which always seemed to be in the radiant energy field of knowledge.

As a youth Inferno quickly mastered the basics of magic and magical research techniques, after several hundred years even Nexus started to tire of constantly trying to find ways to satisfy Inferno's curious young mind, and made an arrangement with a friend of his to let Inferno have access to Candlekeep, so he could pursue any field of knowledge that he desired.

After Inferno had reached his great wyrm stage he decided it was time for him to leave his friend and mentor to further his studies on his own, and to make his mark on this world, he also needed to start his class trainings, Inferno at this point hadn't been told that his long life span was unique even for a dragon, and other draconics at his age where preparing for their coming death not just starting out, since up to this point in time he had only studied magic and used only his innate dragon abilities, it was at this time that Nexus told him the full truth about his unique status and his parents death and how most draconic species would treat him as a crossbreed, and how humanoids unlike the ones that he had been exposed too at Candlekeep, other draconics might treat him as a freak of nature, and too always be watchfull, because Tiamat will not tolerate an unfinished job.

Nexus also had kept and turned over to him at this time all his parents belongings, the entire horde, Nexus also gave Inferno a precious gift of his own crafting, a ring "Nexus Ring" that will not allow any known spell or item to gather information about the wearer, it also prevents such spells as true seeing from penetrating magical disguises and hides his personal aura from it's magic, of course any magical divination type spells would give a blank response and thus alert the caster that something ain't right, anyone wearing this ring simply doesn't exist to any known magic, including divine magic.

Inferno went out and spent many centuries adventuring and searching Toril for all knowledge on Radiant Energy and other related fields that interested him, he has studied with the God-King Thoth, the renegade insane renegade wizard Random from Halruua, and various other renegade mulhorandi/thayan wizards of old in the far southeastern region of Faerun, after a while he decided to settle down and continue his research in a lair of his own, he had chosen a spot very deep within the volcanic bowels of an ancient magically created mountain within the High Forest on the northwest continent of Faerun. His lair is located in the highest peak of the Star Mounts, the only known entrance is located on the north face of the peak within a glacier rift full of massive crystal shards that illuminate the area with a blinding glow even in the moonlight.

Inferno has studied with a couple of humanoid beings in the northern faerun area recently, and has revealed his true identity only to Ameilor Amantis of Secomber, who he considers an equal in the field of Alchemy and often visit's him to see what off-the-wall explosive disaster he has stumbled upon lately, and Flamesterd of the Moonshae Isle's who he enjoys engaging in suddual fire-spell fights and fire related spell research.

The only dragon that he truly trust at this time is Nexus(gold dragon) a powerful spellcaster and chosen of Wonderbringer with near demi-power ability and who has now left Faerun and is thought to be under going the process of divine ascension under the sponsorship of Wonderbringer.

Kizzap(blue)this dragon keeps his skills hidden from even Inferno, but has allowed him access to his greatest treasure, one of the lost Nether Scrolls, what magical knowledge the scroll has revealed is known only to Kizzap and Inferno. Kizzap is said to know many Nethril type spells of old, this may be because of his ancient family lair that is in the region, and/or the nether scrolls he has, his family lair is located in the nether mountains, and is protected by a fortress of advanced hobgoblin mercs, and the other dragons of the clan that live their, it is rumored that their is at least six dragons of adult age or older presently living in the complex.

Maelestor Rex(black) of the Dragonspear fame and a very versatile and potent spellcaster, this dragon has given Inferno the Dragonspear for safe keeping until he can find a way to destroy the artifact. This Black dragon has more spell-slots than can normally be obtained for one of his age and wizardly level, this is due to a deal he made with a powerful fiend-sorceror, and this being gave him the ability to cast more spells than normally possible, this dragon is known to lair in the High Moor region.

Torch(red) a non-classed old school style dragon, who has recently had an alignment shift to chaotic nuetral, do to a personal tragedy/encounter with a group of adventureres, that forced him to re-think his ethics. this dragon lives near the spine of the world mountains now, but frequently roams the savage north as far south as the High Moor region.

Shift(black) a rogue/assassin classed dragon with an uncanny shapechange ability into a human with dark skin, eyes, and hair, and a habit of stealing for the challenge it brings. Shift reportedly likes to wield a powerful magical longsword in battle while in human form, this sword was known to have sliced thru a magical metallic shield on one occassion. Shift reportedly has a underground, underwater lair to the northwest of Cormyr, in a swampy region just south of the southern Anauroch region

Icehaupt(white) a draconic cleric with a talent for creating powerful cold based clerical, and sorcerous type spells, and has a vast collection of magical items, his lair reportedly contains over thirty significant magical items and a million gold coins, some speculate that Icehaupt may be a priest of Auril, or a unknown para-elemental ice diety. This dragon lives in a ice cave, near the top on the sheer side of the snow covered mountain peak overlooking the capital city of Amn.

Soltice (mercury) a fiesty female dragon, with an unusally high dexterity, and a uncanny luck ability, and a good grasp on how to use spells in wierd ways to confuse and keep her enemies off balance, and a habit of finding trouble in the most unlikely places, her luck ability seems to get her in trouble, and then saves her constantly. Soltice seems to have a crush on Inferno, he also seems to find quite interesting, this dragon is presently staying with Inferno, but has a lair in the Raurin desert region and visits their often using a gate that Inferno built for her.

Inferno also once associated with the red dragons Brimstone and Gotha, until their interaction with some less than desirable dieties forced him to severe his association with them.

***Inferno's plans for the future:

Inferno plans to return to his former adventuring ways of his early years in search of unknown alchemy ingredients, new radiant energy spells, further his knowledge of spellcraft, and gain the needed levels required to increase the feats and skills he will need for several ambitious projects.

project1: He wishes to devise a potion that will let Chromatic dragons better handle the uncontrollable rage that is forced upon the chromatics every time a certain wandering red star appears in the heavens "a.k.a. Flight of Dragons" he already has developed some ideas about this rage effect, and knows that the metallics also experience it, but are better able to controll their emotions. He fears that another such event is nearing, and time is something that isn't in his favor.

project2: He would like to create an item that will help serve and protect all draconic species after he has passed from this world, this project he considers to be his legacy and knows he will need to gain epic powers, and he will also need help from a group epic adventures and/or epic draconics to successfully gain the items needed to complete the artifact and to accomplish his goals.

A few of the known items he needs to begin work on crafting the artifact are the purest natural unprocessed metals, (mithral/adamanite/meteorite iron) and the realms largest ruby, this gem he has already located, unfortunetly it is located in a temple in Calishman, and anyone who disturbs it will immediately find themself in a fight with a avatar of Talos and his golden great wyrm slave dragon, not to mention facing all the priest in their home temple, and any powerful city residents who decide to take advantage of the situation, he also needs the heart of an epic or avatar dragon, hopefully Tiamat's.

project3: To strike a blow at Tiamat, in such a way that it would reduce her standing among the draconic gods, make her vulnerable to the other gods of the Faerunian pantheon, and force the majority of her chromatics worshippers to rethink their believe in her as their patron diety of choice, he believes the death of her avatar on Toril, along with her special draconic co-horts in Hell, and the destruction of her main temple would accomplish this.

project4: To change the believe among all humanoid races that all chromatics are evil, and to help chromatics overcome their inbreeding habits, which he believes is a main cause for many of the species problems, and promote more crossbreeding among the species, even between the chromatics and metallics, he believes that if their is not a major change soon, the chromatic draconic races will be eliminated from this world within the next several thousand years.

***Other things that might interest the GM concerning Inferno:

Note: Inferno has a dislike for all undead and shadowy type creatures, especially draco-liches, it's nothing personal they just sometimes remind him of his nightmares and he always feels uncomfortable around such creatures, besides he thinks they are just plain creepy.

Note: Arunson knows of this dragon, it was him that Nexus went thru for him to gain access to Candlekeep's libraries, and he has kept this knowledge from all but Elminister, he occasionaly visit's Ameilor and Flamesterd to checkup on his progress and keeps a distant watchfull eye over him since he thinks he is a bit naive about keeping tabs on every stranger that visit's near his lair, plus he fears his interactions might soon lead to a draconic holy war breaking out in his backyard, with no way to tell who's on who's side, even among the metallics.

Note: Additional information on a few of his dragon friends can be found in the dracomonicon accessory, Kizzap and his clan have a lair in the Nether Mountains, and Icehaupt's lair just outside of the capital of Amn, Inferno has considered contacting Klauth for his support, but the dragon Torch has convinced him that one such as Klauth is better left alone, and would never comprehend his way of thinking, and might actually seek to betray him to Tiamat.

Note: In his lair he has a small lake of boiling gold which he pretends to occasionally submerge and rest in, the liquid gold is held above a flowing river of lava that leads to his true lair, by magical forces, and is really only a few inches deep, not even his closest friends are aware of this, the actual gold in the lake is only a few million gold pieces, but his visitors think it is hundreds of times that much in volumne, his lair is protected by many mechanical traps and Energy Transformation Fields, that are powering numerous magical traps and effects, only Inferno knows how to navigate thru the fields safely with transportation type spells .

Note: Recently a large adventuring party known as the Hammerfist had succefully infiltrated his lair "he let them in, after leaving clues on how to find the place" and tried to slay Inferno, he managed to capture them all alive and has them in his custody, this group is led by the realms so-called dragon hunting expert.

He has asked Flamesterd to take these adventures off his hands and prosecute them for the attempted murder of him in a human court of law, since he deemed it would seem unfair if he tried them himself since it was him they tried to murder.

Flamesterd was literally floored by this proposal Inferno had laid upon him, no court in the realms has ever tried adventurers for dragon slaying, and this particular group are considered heroes of the realm, not knowing how to respond he called upon Arunson for advice on how to handle the situation.

Arunson is also at a lost, and has asked Flamesterd to stall Inferno until he can think of a way to get Flamesterd out of this dilema, and keep Inferno from becoming an icon for sentinent rights activist groups across the realms.

Arunson suspects that Inferno has set up this scenario to force all humanoid leaders of the realms to official declare their standing on the matter of legal rights for all sentient beings, and he fears this action could lead to a civil split among the various intelligent races across the realms unless he can think of a way out of it.

***These following stats overide the normal stats for a dragon of his stature, class, species, and age:

Red/Gold crossbreed Advanced Great Wyrm Dragon
Advanced Dragon of Age category (?), rumored to be twice the age of a normal great wyrm.
Alignment: Chaotic Nuetral with very good tendencies toward most draconics and who he considers trust-worthy humanoids.
Draconic Breath, this powerful radiant energy attack is divine in nature, this breath has an area effect of 15 feet in lenght and 5 feet in width/depth per age category, the effect is pure radiant energy heat, his breath attack is to be considered divine in nature when taking resistances into account.
Enhanced vision allows him x-ray vision at 1 foot per age category, it takes him one round to adjust between spectrums.
Cast one Radiant Energy type wizard spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Cast one Radiant Energy type priest spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Complete immunity to any radiant type energy negative effect if he wishes, and a resistance to any divine radiant energy negative effects, he even gets a save against radiant energy effects that don't normally allow one .
All his normal senses are to be considered keen, and he is naturally ambidexterous.
Regeneration at 1 point per age category per round.
Inferno has the natural spell progression as the gold dragon species.

his unique advanced dragon status abilities and the abilities gained from his unusal magical and radiant nature, along with his advanced magical training under various epic masters of magic. The God-King Thoth himself taught Inferno the secrets of advanced magic use, even granting him the ability to bypass needed prerequisets in any desired class, in exchange for hunting down rogue southern wizards who where trying to sell the secret of the southern magic script of old.

*Inferno has the Epic Augmented Alchemy ability and all it's prerequist's, this ability is a permanent gift from Io for his advanced studies in draconic based alchemy and for his advancment of draconic research techniques for all dragonkind.

His body is that of a gold dragon with a red dragon facial, spine and wings. He appears to be in perfect health and is in proportion to a normal healthy Great Wyrm of his age, his scales are a deep fiery crimson in the center and slowly morph to a golden blaze at it's edges, his eyes shine like the sun itself. This dragon is truly an awesome sight to behold and may inspire a natural awe effect when first seen.

Inferno is to be considered a master in the following fields of knowledge, (Biology-Draconic/ Chemistry/ Physics).

In the following fields of study he should be considered the realms leading scholar and is always breaking new ground in this field, (Radiant Energy/ Electromagnetic Radiation/ Thermodynamics/ Radiowaves/ Microwaves/ Infared/ Ultrviolet/ X-Rays/ Gamma Rays).

Any DM's that are not familiar with Radiant Energy, just consider Inferno the foremost specialist on all heat and light based spells, and you might also use him to introduce any new heat/light based spells into your campaign, you also might want to give him reveresed forms of cold based spells such as Cone of Cold, and Otilukes Freezing Sphere and even any reversed forms of darkness/shadowy type spells to illumination type effects, he also has access to all fire and light based spells and a few Mulhorandi, Thayan, Halruann, Bedine, Draconic, Beholder, and Phaerimm spells if these spells are used in your campaign.

While he does consider the draconic gods of magic and fire as well as Io as patron dieties, he has no real worship style loyalty toward any diety.

He has full access to the following domains, and these domains are granted by Io himself, and he cannot be denied access to these domains from any god other than Io and/or Ao, (Magic/Fire/Sun/Healing).

The following list is some of Inferno's spells of 6th level or above that he has been known to use ocassionaly, this list is far from comprehensive, and is just a sampling of his commonly known spells, some of the spells will need to be converted to 3e rules.
Wish, Meteor Swarm, Black Blade of Disaster, Miracle, Prismatic Sphere, Elemental Swarm(fire), Incendiary Cloud, Great Shout, Devastate, Prismatic Wall, Sunburst, Horrid Wilting, Bane, Bombard, Destruction, Death Bolt, Delayed Blast Fireball, Miracle, Ressurection, Prismatic Spray, Limited Wish, Forcecage, Fire Storm, Fire Spiders, Fire Trail, Disentegrate, *Chain Lightning, *Otiluke's Freezing Sphere, *Acid Storm, Harm, Heal, Javelin, Magic Resistance, Greater Dispelling, Anti-Magic Shield.
* These spells he likes to change the energy to a Radiant based type energy.

**This dragon is a good way for DM's to introduce any new spells they might want to try out.
A sample of two unique spells created by Inferno:

Solar Wave: 8th level spell, this spell creates a moving wall of sunlight, this light is to be considered natural sunlight if any creature affected by such light comes into contact with it, and any undead in contact with it are to be considered to have been struck by a mace of disruption in additin to the sunlight effect on them, this spells area of effect is 10ft. wide, and 5ft. high/deep, and grows by a like amount each round, and moves at a rate of 0.5 movement/ per caster level/ per round, this spell continues to move and grow for 1 round per level of the castor.

Inferno's Internal Combustion: 9th level spell, Caster or Touch attack, this spell creates a globe of pure radiant energy heat in a radius effect that extends 5 feet from the body, and is centered on and moves with the target of the spell, and does 1d4+1 damage per 1/2 caster level, the globe persists until 1/2 round per caster level, even if the target or caster dies, and then dissipates, there is no save to anyone entering the area of effect, and heat resistances, protections, and immunities are only half as normally effective against this spell, if the caster is also the target of this spell he is also effected fully by this spell. "Inferno's unique radiant nature allows him to ignor the burning effects of this spell"

When prepared for a battle against a powerful foe, he normal goes with his unusual Breath attack, he uses his augmented alchemy epic feat to produce a potion of his dragon's breath at double power, and this is the breath attack he will use first in combat against a tough opponent, he has even been known to use one of his epic potions of white dragons breath to confuse his attackers, when using such a potion it does double the normal damage for a great wyrm of that species and must be used before his natural breath is used , these potions are deadly to non-draconics if consumed, a potion of his own breath can only be used by a divine draconic being as it will kill any normal draconic, he will also wear his special claw and carry the Dragonspear.

Known Magical Items of Importance: Rod of Absorbtion/ Staff of Fury/ NagaCrown/ Dragonspear/ Various Draconic Breath Potions/ Scarab of Protection +2/ Luck Stone/ Ring of Regeneration/ Ring of Thunder/ *Ring of Divine Draconic Might/ Nexus Ring/ Ring of X-Ray Vision/ Amulet of Adaptation/ Greenstone Amulet/ Circlet of the Great Wyrm/ Wand of Negation/ Wand of Salt/ Wand of Banishment/ and various Ion Stones.

Meteorite Iron Dragon Claw Glove +6 Flame Brand, this weapon has all the magical powers of a Frost Brand in reverse, damage as normal great wyrm gold dragon claw, treat as a near indestructable magical weapon, consider it a minor artifact, he uses this weapon mostly as a giant can-opener for certain structures.

Book of the Mad Firebomber: This enchanted book will hold 144 spell levels of Fire based spells only, it once belonged to a insane renegade southern wizard who terrorized an area within the Raurin Desert with his constant fire bombing acts using tiny crafted spheres that acted like delayed fireball grenades, he was known as the mad firebomber in his time, Inferno had stumbled on to his lair in the ruins of the legendary Lost City of Pheonix in the Raurin Desert over a millenum ago, the book also contains the formulas for making several fire related explosive devices, the book's cover is made from the skin of a Pit Fiend, and the pages within appear to be gold of a reddish blood color, the clasps & bindings are carved from the spine of a Dracosphinx, and the insigna on the front is that of a ruby incrusted exploding red star design, it has 144 spell pages and each spell occupies one page per spell level and they can be exchanged for other fire based spells, the inside back cover is a flat red crystal that if concentrated on will visually unviel the knowledge of the fiery formulas, and how to craft them as if scrying thru a crystal ball.

Dragonspear: Large Spear carved from the horn of a dragon by a fiend from hell, +6 to hit and damage, 1d12 normal damage, double damage to any draconic type creature, triple damage to any true dragon, special purpose is to cause fear in dragons, no save if hit with spear, gives bearer total immunity to any acidic attack, can be thrown up to 360 yards, even straight up, and returns to weilder automatically at the end of each round, this weapon is a artifact of Toril. Inferno will not hesitate to carry this spear into battle when facing another dragon, he mostly carries it as a moral buster on such foes.

Ring of Divine Draconic Might: Bestows a +6 to all natural ability scores when worn.

Greenstone Amulet: This amulet bestowes the following effects, Feather Fall as the spell, Cold Resistance -3 damage per die with a minimum of 1 point of damage and a +6 to save if any save is allowed, Wisdom bonus of +6, Free Action as the ring, This amulet is imbedded in Inferno's chest and is always active.

Inferno also reportedly has a large supply of various rare metals such as Mithral, Adamanite, and Meteroite ore, and caches of large precious gems like diamonds, rubies, emeralds, and sapphires.
 
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Need suggestions and stats to help make Inferno's stats in-line with his given history...

I welcome real suggestions and stats, please save off topic chats for another post...
 
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Template for Inferno at different ages

The legendary Inferno stat's for use at any level of play.

Lvl HD Attk Save Skill Points *Age/Years

01 01d12 +01 +01 (6+Int mod.)x4 0050 +01 armour, breath (01d12), +1 Con/Cha, feat, fire sub
02 02d12 +02 +01 (6+Int mod.) 0100 +02 armour, SpCasting (01), +1 Str/Int, **
03 03d12 +03 +02 (6+Int mod.) 0150 +03 armour, breath (02d12), +1 Con/Wis, feat
04 04d12 +04 +02 (6+Int mod.) 0200 +04 armour, SpCasting (02), +1 Str/Cha, loc object 01/day
05 05d12 +04 +03 (6+Int mod.) 0250 +05 armour, breath (03d12), +1 Con/Int, feat
06 06d12 +05 +03 (6+Int mod.) 0300 +06 armour, SpCasting (03), +1 Str/Wis, **
07 07d12 +06 +04 (6+Int mod.) 0350 +07 armour, breath (04d12), +1 Con/Cha, feat
08 08d12 +07 +04 (6+Int mod.) 0400 +08 armour, SpCasting (04), +1 Str/Int, loc object 02/day
09 09d12 +08 +05 (6+Int mod.) 0450 +09 armour, breath (05d12), +1 Con/Wis, feat
10 10d12 +09 +05 (6+Int mod.) 0500 +10 armour, SpCasting (05), +1 Str/Cha, **
11 11d12 +10 +06 (6+Int mod.) 0550 +11 armour, breath (06d12), +1 Con/Int, feat, DR 05/magic
12 12d12 +11 +06 (6+Int mod.) 0600 +12 armour, SpCasting (06), +1 Str/Wis, loc object 03/day
13 13d12 +12 +07 (6+Int mod.) 0650 +13 armour, breath (07d12), +1 Con/Cha, feat
14 14d12 +13 +07 (6+Int mod.) 0700 +14 armour, SpCasting (07), +1 Str/Int, **
15 15d12 +14 +08 (6+Int mod.) 0750 +15 armour, breath (08d12), +1 Con/Wis, feat
16 16d12 +16 +08 (6+Int mod.) 0800 +16 armour, SpCasting (08), +1 Str/Cha, Loc object 04/day
17 17d12 +17 +09 (6+Int mod.) 0850 +17 armour, breath (09d12), +1 Con/Int, feat, DR 10/magic
18 18d12 +18 +09 (6+Int mod.) 0900 +18 armour, SpCasting (09), +1 Str/Wis, **
19 19d12 +19 +10 (6+Int mod.) 0950 +19 armour, breath (10d12), +1 Con/Cha, feat
20 20d12 +20 +10 (6+Int mod.) 1000 +20 armour, SpCasting (10), +1 Str/Int, loc object 05/day
21 21d12 +21 +11 (6+Int mod.) 1050 +21 armour, breath (11d12), +1 Con/Wis, feat
22 22d12 +22 +11 (6+Int mod.) 1100 +22 armour, SpCasting (11), +1 Str/Cha, **
23 23d12 +23 +12 (6+Int mod.) 1150 +23 armour, breath (12d12), +1 Con/Int, feat, DR 15/magic
24 24d12 +24 +12 (6+Int mod.) 1200 +24 armour, SpCasting (12), +1 Str/Wis, loc object 06/day
25 25d12 +25 +13 (6+Int mod.) 1250 +25 armour, breath (13d12), +1 Con/Cha, feat
26 26d12 +26 +13 (6+Int mod.) 1300 +26 armour, SpCasting (13), +1 Str/Int, suggestion 1/day
27 27d12 +27 +14 (6+Int mod.) 1350 +27 armour, breath (14d12), +1 Con/Wis, feat
28 28d12 +28 +14 (6+Int mod.) 1400 +28 armour, SpCasting (14), +1 Str/Cha, diss loc 1/day
29 29d12 +29 +15 (6+Int mod.) 1450 +29 armour, breath (15d12), +1 Con/Int, feat, DR 20/magic
30 30d12 +30 +15 (6+Int mod.) 1500 +30 armour, SpCasting (15), +1 Str/Wis, suggestion 2/day
31 31d12 +31 +16 (6+Int mod.) 1550 +31 armour, breath (16d12), +1 Con/Cha, feat
32 32d12 +32 +16 (6+Int mod.) 1600 +32 armour, SpCasting (16), +1 Str/Int, feat
33 33d12 +33 +17 (6+Int mod.) 1650 +33 armour, breath (17d12), +1 Con/Wis, feat
34 34d12 +34 +17 (6+Int mod.) 1700 +34 armour, SpCasting (17), +1 Str/Cha, suggestion 3/day
35 35d12 +35 +18 (6+Int mod.) 1750 +35 armour, breath (18d12), +1 Con/Int, feat, DR 25/magic
36 36d12 +36 +18 (6+Int mod.) 1800 +36 armour, SpCasting (18), +1 Str/Wis, diss loc 2/day
37 37d12 +37 +19 (6+Int mod.) 1850 +37 armour, breath (19d12), +1 Con/Cha, feat
38 38d12 +38 +19 (6+Int mod.) 1900 +38 armour, SpCasting (19), +1 Str/Int, find path 01/day
39 39d12 +39 +20 (6+Int mod.) 1950 +39 armour, breath (20d12), +1 Con/Wis, feat
40 40d12 +40 +20 (6+Int mod.) 2000 +40 armour, SpCasting (20), +1 Str/Cha, feat
41 41d12 +41 +21 (6+Int mod.) 2050 +41 armour, breath (21d12), +1 Con/Int, feat, DR 30/magic
42 42d12 +42 +21 (6+Int mod.) 2100 +42 armour, SpCasting (21), +1 Str/Wis, diss loc 3/day
43 43d12 +43 +22 (6+Int mod.) 2150 +43 armour, breath (22d12), +1 Con/Cha, feat
44 44d12 +44 +22 (6+Int mod.) 2200 +44 armour, SpCasting (22), +1 Str/Int, feat
45 45d12 +45 +23 (6+Int mod.) 2250 +45 armour, breath (23d12), +1 Con/Wis, feat
46 46d12 +46 +23 (6+Int mod.) 2300 +46 armour, SpCasting (23), +1 Str/Cha, feat
47 47d12 +47 +24 (6+Int mod.) 2350 +47 armour, breath (24d12), +1 Con/Int, feat, DR 35/magic
48 48d12 +48 +24 (6+Int mod.) +2400 +48 armour, SpCasting (24), +1 Str/Wis, feat

Class Skills
Inferno's class skills (and the key ability for each skill are) Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any, purchased seperately) (Int), Search (Int), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).

Racial Traits
Starting Ability Score Adjustments: +1 Cha/Int.
Dragon Traits: Inferno has the Weapon and Armour Proficiency, Natural Attacks, Immunities, Blindsense and Keen Senses abilities common to all red dragons.

Class Features
Fire Subtype: Inferno is immune to all radiant energy heat effects, even those of a divine nature, but takes half again as much (+50%) damage from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Breath Weapon (Su): Inferno has one type of breath weapon, a cone of pure radiant energy heat, all resistance and immunities are only half as effective against this attack, including those of a divine nature.
Locate Object (Sp): Inferno can use this ability as the spell of the same name.

Spellcasting: Inferno chooses his spells from the sorcerer and cleric spell lists, as well as from the Healing, Chaos, Magic, Sun, and Fire domains. He cast spells as a sorcerer of the listed level, he cast all radiant energy type spells at +1 level.

Special Notes
* Inferno doesn't gain age categories as most standard dragons, he seems to age at about half the rate a standard red dragon does, when determining his age category, divide his actual years by two, then compare this number to a normal dragons age to get his appropiate age category for determining physical size and physical attack damages.

** Inferno's early sleep cycles were unusual, about every 200 years he would go into a deep catatonic like sleep for about 50 years, during this sleep he would dream travel, he was often accompanied by the Great Worm Elram the Wise during these travels, Inferno spent most of his time dream traveling exploring Toril's sun, the elemental plane of fire, and the first level of hell, ever since he has reached his 1200th year he hasn't dream traveled anymore, and his sleep cycle has been a steady 25 year active/awake period followed by a 25 year/inactive asleep period.

*** Inferno gained 1 class level at every even numbered HD he obtained, his unusual training and his fiery nature has led to an unusual class progression, and any normally required prerequists are not needed or gained by him, his first (10) class levels gained should be some type of draconic elemental (fire) Prc class, the next (10) class levels gained should be in a Master Alchemist style Prc class and are left up to the DM to decide, but should be of an appropiate nature that would enhance his preferred fields of interest, "e.t., 10 class levels as some type of Master Alchemist PrC would be appropiate", any class levels gained after this should also follow his preferred fields of interest. Any natural ability adjustments due to class levels gained are to be applied to his Dexeterity and Charisma.

**** When choosing Inferno's class skills & feats, and dracomic skills & feats, the following fields should be considered, (draconic/biology, chemistry, physics, alchemy, radiant energy, fire, his unusual breath, and radiant/fire spell mastery), his first draconic feats will go to enhancing his unusual breath attack, and his first skill choices to enhancing his alchemy knowledge and fire spell mastery.

***** Inferno's alignment is considered Chaotic Nuetral with good tendencies toward other well educated draconics of any species. Inferno dislikes physical battles, all undead, shadow type creatures, and Tiamat. he has a dry sense of humor and loves a good game of "battle of the wits" and is a good sport if beaten at the game.
 
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