.T A R A N
. t h e . t h u n d e r e r
Male bronze dragon 1 (hatchling)
(Dragon Magazine 320, pg. 36)
LG Small
Dragon (
water)
Init +2;
Senses darkvision 120 ft., dragon senses
1;
Perception +4
––––––––––––––––––––––––––
Defense
AC 13, touch 11, flat-footed 13; (+2 armor, +1 size)
hp 13 (1d12+1)
Fort +3,
Ref +2,
Will +3
Immune electricity,
paralysis,
sleep.
––––––––––––––––––––––––––
Offense
Spd 20 ft., swim 20 ft.
Melee bite +4 (1d6+4) and 2 claws +4 (1d4+1) and tail slap +4 (1d4+1)
Space 5 ft.;
Reach 5 ft.
––––––––––––––––––––––––––
Statistics
Abilities Str 14, Dex 10, Con 13, Int 14, Wis 12, Chr 10
Base Atk +1;
CMB +2;
CMD 12;
Feats Dragon Tail
2,
Multiattack,
Improved Multiattack
Flaws Shaky, Wild
3
Traits Absent Minded,
Reactionary
Skills Diplomacy +4,
Disguise +10,
Knowledge (arcana) +7,
Knowledge (dungeoneering) +7,
Knowledge (history) +7,
Knowledge (local) +7,
Knowledge (religion) +7,
Linguistics +6,
Perception +4,
Survival +5,
Swim +10.
Languages Common, Draconic, Thassilonian, Varisian
SQ water breathing
Gear coronal pearl of disguise, leather armor, artisans tools (stowed),
wooden unholy symbol of Lamashtu.
––––––––––––––––––––––––––
Treasure Value 233.33 gp (stowed)
Experience 984
––––––––––––––––––––––––––
Overall Lg. 8 ft. /
Body Lg. 2 ft. /
Neck Lg. 2 ft.
Tail Lg. 4 ft. /
Body Width 2 ft. /
Standing Hgt. 2 ft.
Max. Wingspan 16 ft./
Min. Wingspan 8 ft.
Weight 40 lb
[sblock=Appearance]Although a dragon, Taran spends most of his time disguised as a rough collie with a lustrous tawny coat, an unusually long tail and a distinctive white blaze on his face where his magical pearl is hidden. Aware that his disguise would be easily betrayed by probing hands, the hatchling shies away from those who try to pet him. His other distinguishing traits as a canine are a distinctly long tail, a smell reminiscent of sea spray and an oddly thunderous bark.
As a bronze dragon Taran's sleek, muscular body is equally suited for cutting through water as it is through the air. His membranous wings, tall neck crest and webbed feet help facilitate nimble turns while moving through either medium. The hatchling's head is characterized by a pair of expressive green eyes, large swept-back fan-like frills that frame his face and a long tapered snout tipped with small chin horns. Taran's scales are smooth, flat and are colored a patinated yellow with a faint bronze luster while the trailing edge of his wings and frills are tinged blue-green. Having been introduced to a marauding goblin's dogslicer once or twice before, the hatchling now sports a leather breastplate, pauldrons and cuisses he carefully fashioned himself from stitched scales of salvaged leather.[/sblock][sblock=Background]On a cool Arodus day in 4703 AR a lone bronze dragon hatched from an egg left to incubate in a sea cave along the Lost Coast. Emerging from a shallow tide pool, the hungry hatchling proceeded to explore his sanctuary. He found only a small mound of treasure, a coronal pearl, mysteriously etchings along the walls and tide pools containing a ready meal of shellfish. Having sated his hunger, curiosity led the hatchling to venture outside where he quickly discovered the town of Sandpoint. Although the fearful dragon tried to remain out of sight, he was nevertheless spotted during his initial forays below Junker's Edge by Gorvi, the town's dung-sweeper. Believing he'd seen the infamous Sandpoint Devil, the half-orc excitedly related his tale over the next few weeks to anyone who would listen but was largely dismissed by the dismissive locals.
Having retreated in fright to his sea cave home for a time, the clever hatchling eventually discovered that the beautiful coronal pearl could magically disguise his true appearance when affixed to his forehead. Assuming the form of a locally bred rough collie, the curious dragon ventured out once more into the nearby community to learn about its fascinating neighbors. Emerging from the Old Light's ruins, the dragon-turned-sheepdog cautiously approached the nearest house at the end of Tower Street and so met Brodert Quink, the venerable sage of Sandpoint. The old scholar lived alone and so soon took a liking to the friendly stray.
The disguised dragon frequently visited the lonely sage over the next little while, teaching himself to read by perusing Brodert's collection of books and scrolls during his long naps. In time the hatchling began accompanying Brodert during his visits to the Curious Goblin library on Main Street. There he would examine the rare tomes on display while listening intently to the discussions of the town's most learned residents: Chask Haladan, the library's owner; Sabyl Sorn, the House of Blue Stones' caretaker; Ilsoari Gandethus, the headmaster of the Turandarok Academy and Brodert himself.
As the following few years passed the town's residents became accustomed to the sociable though independent collie in their midst; occasionally offering him scraps or a warm place to sleep on cold nights. In turn the dragon made himself helpful by finding misplaced items, chasing away marauding goblins or simply warning of danger with its distinctly thunderous bark. The disguised dragon is now a favorite of the children of the Turandarok Academy. The hatchling can often be found there hunting hiding children, being "it" in a game of tag or discreetly following along during their lessons. The gregarious dragon also makes frequent visits to the Rusty Dragon Inn, where he often enjoys a meal of spiced seafood leftovers while listening to Ameiko Kaijitsu and her adventurous patrons' exciting tales.
Although he's been given an assortment of names by local residents (including Ruckus, Foofaraw, Furor and Hobo among others) the hatchling thinks of himself as
Taran; the first word he deciphered from those etched into the wall of his sea cave. The only person with whom he's shared the name so far however is the namesake of Risa's Place; the venerable and mostly blind Varisian sorceress Risa Magravi. Having realized that Risa is perhaps the only person in Sandpoint with whom he can converse without revealing his true nature, Taran has taken to visiting the tavern when Risa might be found alone; usually in the early mornings. The blind sorceress has come to appreciate Taran's company; gladly sharing her tales of ancient legends and myths with her inquisitive though somewhat evasive young friend.
Intelligent, curious and fascinated with learning new things, the little dragon has amassed a surprising amount of knowledge about the area, its residents and history. Part of his desire to learn is to uncover his own origins and how he came to be left alone in the sea cave beneath the Old Light. Based on his research the hatchling has come to believe that, unknown to most residents of Sandpoint, the town used to have a bronze dragon guardian watching over it. Why the draconic sentinel made the area its residence, or what it might have been guarding (or guarding against) remains a mystery however. With Brodert's unknowing aid, Taran now suspects that the elder bronze's guardianship may have had something to do with the Old Light's ruins, the Cathedral's seven standing stones and the Rusty Dragon Inn's foundation; three of the area's oldest structures. His relative's presence might also have inadvertently engendered the rumors surrounding the infamous Sandpoint Devil. Regardless of its past activities the dragon appears to have disappeared from the area a few years ago for reasons unknown. This disappearance may or may not have something to do with the Late Unpleasantness and the subsequent fire that ravaged the community. Much of it remains mere conjecture on the little hatchling's part however.[/sblock][sblock=1]
Dragon Senses (Ex)
Dragons see four times as well as a human in dim light and twice as well in normal light.[/sblock][sblock=2]
DRAGON TAIL
(Races of the Dragon, pg. 98)
Your draconic ancestry manifests as a muscular tail you
can use in combat.
Prerequisite: Dragonblood subtype, 1st level only.
Benefit: You have a tail that you can use to make a
secondary natural attack in combat. This attack deals
bludgeoning damage according to your size (Small = 1d4).
Special: Unlike most feats, this feat must be taken at
1st level, during character creation.[/sblock][sblock=3]
WILD [Flaw]
(Dragon Magazine 329, pg. 95)
Accustomed only to a free life in the wild, you
panic when captured or restrained.
Prerequisite: Survival 1 rank.
Effect: Whenever 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.[/sblock]