Cenncroith

From RPGnet
Jump to: navigation, search

Cenncroith[edit]

Species[edit]

Peudodragon

  • Hit Dice: 2d12
  • Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours.
  • Blindsense (Ex): 60’.
  • Darkvision (Ex): 60’.
  • Low-Light Vision (Ex)
  • Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
  • Immunity to sleep and paralysis
  • Spell resistance: 19
  • Chameleon (Ex): +4 racial bonus on Hide checks

Levels[edit]

Psuedodragon 5 (HD2+LA3) Dread Necromancer 10

Class Abilities[edit]

  • Damage Reduction(Ex): 4/bludgeoning & magic
  • Turn Undead(Su): Can turn undead 10 times per day. A turning check is made on 1d20+9; turning damage is equal to 2d6+17 on a successful check.
  • Charnel Touch(Su): 1/round at will, as a melee touch attack, you can attack a living foe dealing 1d8+2 points of damage. This touch heals undead, and can be delivered through a spectral hand spell.
  • Negative Energy Burst(Su): 2/day you can emit a 5 ft. burst of negative energy dealing 10d4 damage to living creatures or the same amount of healing to undead creatures. Will (DC 22) for half.
  • Advanced Learning: You can add 2 new spell(s) to your list.
  • Mental Bastion: You gain a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison or disease.
  • Fear Aura(Su): As a free action, you radiate a 5-foot-radius fear aura. Enemies must succeed on a Will save (DC 22) or become shaken.
  • Scabrous Touch(Su): 1/day as a swift action, you can use your charnel touch to inflict disease.
  • Summon Familiar: You are able to summon an evil familiar.
  • Undead Mastery: Undead created by you gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hitpoints per hit die. You can create 110 HD worth of Undead creatures using animated dead. And control up to 90 HD of undead when casting control undead.
  • Negative Energy Resistance: You gain a +4 bonus on saving throws made to resist negative energy effects.
  • Light Fortification: You gain 25% to resist critical hits.

Feats[edit]

  • Weapon Finesse (Racial)
  • Alertness (Racial)
  • Nonverbal Spell (1st Level) (PlH 40)
  • Mobile Spellcasting (3rd Level) (CAd 111)
  • Versatile Spellcaster (6th Level) (RDr 101)
  • Leadership (9th Level)

Stats[edit]

Ability Original Roll Species Bonus Leveling Bonus Item Bonus Final Stat Modifier
Strength 10 -4 +0 +0 6 -2
Dexterity 14 +4 +0 +0 18 +4
Constitution 12 +2 +0 +0 14 +2
Intelligence 15 +0 +1 +0 16 +3
Wisdom 8 +2 +0 +0 10 +0
Charisma 17 +0 +2 +5 24 +5
Save Species Bonus Class Bonus Item Bonus Stat Bonus Other Bonus Final Notes
Fort +2 +3 +5 +2 0 +12 -
Reflex +2 +3 +5 +4 0 +14 -
Will +2 +7 +5 +0 0 +14 -


ATTACK TO HIT TO DAMAGE Notes
BASE STAT BONUS ITEMS MISC Final BASE STAT BONUS ITEMS MISC Final
Poisonous Stinger +9 Dex +4 0 +2 +15 1d3-2 + Poison (DC 14) Str -2 0 0 0 initial damage sleep for 1 min, secondary damage sleep for 1d3 hr.
Bite +9 Dex +4 0 -3 +10 1 Point Str +0 0 0 0 -
Attack (missile) +9 Dex +4 0 +2 +15 0d6+0 Str +0 0 0 0 -
Attack (Grapple) +9 Str -2 0 -8 -1 0d6+0 Str +0 0 0 0 -


Initiative: 0+4(Dex)=+4

AC: 14+4(Dex)+2(Size)+5(Deflection)+6(Greater Mage Armor)= 31; Touch:21; Flat-Footed: 27

Speed: 30 ft

Speed(Special): Fly 60 (Good)

Hit Points:46+22=68

Appearance[edit]

Appearance

  • Height: 18"
  • Weight: 4 lbs.
  • Eyes: Ruby Red
  • Skin: Satiny black scales
  • Sex: Proudly male.
  • Hair: Is for lesser creatures.

History[edit]

...is coming, honest.

Pregame[edit]

Personality[edit]

He suffers from a massive inferiority complex, and insists that he's every bit as powerful as any full-sized dragon. In his own way, maybe he is.... He's arrogant, greedy, power-hungry, and...it must be admitted...absolutely adorable. Cenncroithi's telepathic "voice" is, rather to his own despair, absolutely lovely. Sweet, and musical, and not nearly as booming and hollow as he yearns for it to be.

His familiar is the dread Imp, Orquiel. Tasked with corrupting the pseudodragon, he's spending most of his time flummoxed by Cenncroithi's mad schemes, which are inevitably over-ambitious, poorly planned affairs that end up in disaster and fleeing from an angry mob. In recent months, however, he's begun to relax a bit, enjoy the ride, and even contribute a crazy scheme or two of his own. This change of heart was mainly causde by his discovery of beer, which does not (of course) exist in Hell.

Quirks[edit]

Enjoys luxury rather to excess. Daily baths, perfumed cushions, fine liquors. Which, for the record, he cannot hold.

Feels a need to be certain that his most "clever" quips have been recorded for posterity.

Openly disdainful of true dragons, unless he's in the presence of one, at which point he becomes disturbingly obsequious.

What Character Thinks Of[edit]

Really, everyone else is a lower order of life.

Equipment[edit]

Spells[edit]

Skills[edit]

  • Concentration: +15
  • Decipher Script: +10
  • Disable Device: +21
  • Hide: +25 (+4 Racial, +4 Size)
  • Intimidate: +20
  • Knowledge (arcana): +9
  • Knowledge (religion): +16
  • Spellcraft: +18

Languages: Common, Draconic, Sylvan, Infernal, Celestial

Followers and Contacts[edit]

Orquiel the Imp[edit]

Hit Points: 34

Initiative: +3

Speed: 20 ft., fly 50 ft. (perfect)

Armor Class: 25 (+2 size, +3 Dex, +10 natural), touch 15, flat-footed 17

Base Attack/Grapple: +3/-5

Attack: Sting +8 melee (1d4 plus poison)

Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Saves: Fort +5, Ref +8, Will +10

Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Skills: Diplomacy +8, Hide +17, Knowledge (Religion) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Feats: Dodge, Weapon Finesse

  • Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
  • Damage reduction 5/good or silver
  • Darkvision 60 ft.
  • Fast healing 2
  • Immunity to poison
  • Resistance to fire 5
  • Spell-Like Abilities (Su): At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
  • Commune (Su): Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
  • Alternate Form (Su): Orquiel can assume the forms of a Rat or a Raven at-will, as a Standard action.

Brassard the Mage[edit]

Neutral Male Human Wizard 6 Str 14(+2) Dex 10(+0) Con 12(+1) Int 16(+3) Wis 10(+0) Cha 10(+0)

Fort: +3, Ref: +2, Will: +5

Init: +4

Spd: 30 ft/x5;

AC: 10+2(Bracers of Armor)+1(Ring of Protection), touch 11, flat-footed 13

HP: 24

Base Atk/Grapple +3/+5;

+5 Two-handed (1d6+3;20/x2, Quarterstaff)

+5 One-handed (1d4+2;19-20/x2, Dagger)

+3 Thrown (1d4+2;20/x2, Dart(Thrown)

SKILLS

  • Concentration:+10
  • Decipher Script: +12
  • Knowledge (arcana): +12
  • Knowledge (history): +12
  • Spellcraft: +14

Languages: Common, Draconic, Elvish

FEATS

  • 1st Level: Combat Expertise
  • 1st Level Bonus: Improved Initiative
  • 3rd Level: Run
  • 6th Level: Heroic Destiny (Races of Destiny -- allows him to add 1d6 to a d20 roll, 1/day. Not so much destiny in his case, as it is pure blind luck.)
  • Bonus: Scribe Scroll
  • Bonus: Extend Spell

SPELLS Cantrips (4)

  • Prestidigitation (**)
  • Mending (*)
  • Amanuensis (Spell Compendium)

1st Level (4)

  • Endure Elements
  • Shield (*)
  • Mount
  • Unseen Servant (*)
  • Comprehend Languages
  • Identify
  • Floating Disk (*)
  • Magic Missile
  • Expeditious Retreat (*)
  • Feather Fall

2nd Level (4)

  • Detect Thoughts (*)
  • Locate Object (*)
  • Rope Trick (*)
  • Whispering Wind (*)

3rd Level (3)

  • Nondetection (*)
  • Greater Mage Armor (Spell Compendium) (*)
  • Fly (*)