A Chronoshift: Spelljammer Character

VULKANTHOS "KHAN" THE GILDED DREAD LEVEL 12

Male nephilim paladin 2/sorcerer 3/dragon disciple 4/eldritch knight 3

LG Medium humanoid (human)

Init +3+2 Dex plus +1 Bloody-Minded trait; Senses Perception +4

 DEFENSE

AC 19, touch 14, flat-footed 17 (+2 deflection, +2 Dex, +5 natural)

hp 122 (3d6+5d10+4d12+484d12 dragon disciple, 3d10 eldritch knight, 2d10 paladin, 3d6 sorcerer, +36 Con, +12 Favored Class, +0 Toughness feat)

Fort +16+7 base (+3.0 paladin plus +1.0 sorcerer plus +2.0 dragon disciple plus +1.5 eldritch knight), +3 Con, +4 Cha divine grace, +2 cloak of resistance, Ref +12+4 base (+0.66 paladin plus +1.0 sorcerer plus +1.33 dragon disciple plus +1.0 eldritch knight), +2 Dex, +4 Cha divine grace, +2 cloak of resistance, Will +12+7 base (+3 paladin plus +1.5 sorcerer plus +2.0 dragon disciple plus +1.0 eldritch knight), -1 Wis, +4 Cha divine grace, +2 cloak of resistance; +2 vs. charm, compulsion

Defensive Abilities stubborn; Resist fire 5

Flaw prejudiced (aasimar, dwarf, elf, human)

 OFFENSE

Speed 40 ft.40 ft. base, -0 ft. armor (8 squares)

Melee

+1 ominous training (hurtful) falchion +19/+14BAB plus +8 Str plus +1 enhancement plus +1 Weapon Focus (2d4+13+12 1.5x Str plus +1 enhancement/15-20) or

Power Attack +1 ominous training (hurtful) falchion +19/+11BAB plus +8 Str plus +1 enhancement plus +1 Weapon Focus plus -3 Power Attack [skip first attack due to Furious Focus] (2d4+22+12 1.5x Str plus +1 enhancement plus +9 Power Attack/15-20) or

masterwork dagger +18/+13BAB plus +8 Str plus +1 enhancement (1d4+8+8 Str plus +0 enhancement/19-20)

Ranged

+1 adaptive composite longbow +12/+7BAB plus +2 Dex plus +1 enhancement (1d8+9+8 Str plus +1 enhancement; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)

Special Attacks breath weapon (30-foot cone, 7d63d6 sorcerer plus 4d6 dragon disciple fire, DC 1710 + 1/2 (sorcerer plus dragon disciple) level + 4 Cha, 1/day), claws (2, 1d6, treated as magic weapons, 73 plus Cha modifier rounds/day), dragon bite, smite evil 1/day (+4+4 Cha modifier attack and AC, +22 paladin levels damage),

Nephilim Spell-Like Abilities (CL 12th; concentration +16)

1/day—eagle's splendor (self only)

Paladin Spell-Like Abilities (CL 2nd; concentration +6)

At will—detect evil

Sorcerer Spells Known (CL 10th; concentration +14)

5th (3/day)—monstrous physique III

4th (6/day)—emergency force sphere, warrior's touch

3rd (7/day)—displacement, fly, greater magic weapon, haste

2nd (7/day)—anticipate attack, Bailey's silver retriever, mirror image, resist energy, seer's reaction

1st (7/day)—feather fall, liberating command, long arm, mage armor, shield, vanish

0 (at will)—detect magic, detect poison, drench, light, mage hand, prestidigitation (DC 14), message, read magic, spark

Bloodline draconic (gold)

 STATISTICS

Str 2716 base, +2 race, +3 level, +4 dragon disciple, +2 enhancement belt of phyiscal might, Dex 1412 base, +0 race, +0 level, +2 enhancement belt of phyiscal might, Con 1614 base, +2 race, +0 level, Int 1010 base, +0 race, +0 level, Wis 88 base, +0 race, +0 level, Cha 1818 base, +0 race, +0 level

Base Atk +9/+4+2.0 paladin plus +1.5 sorcerer plus +3.0 dragon disciple plus +3.0 eldritch knight; CMB +17+9 BAB, +0 size, +8 Str; CMD 2910 +9 BAB, +0 size, +8 Str, +2 Dex, +2 deflection, +0 dodge

Traits Bloody-Minded, Memorable

Feats Armor Proficiency (all), Combat Reflexes, Cornugon Smash, Eschew MaterialsB, Furious Focus, Improved Critical (falchion)B, Intimidating Prowess, LungeB, Martial Weapon Proficiency (all), Power AttackB, Prestigious Spellcaster, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Weapon Focus (falchion)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +20 ranks, +2 Dex, -0 armor, Appraise +112 ranks, 6 background ranks, +0 Int, +3 class skill, Bluff +20 ranks, +4 Cha, -2 racial, Climb +80 ranks, +8 Str, -0 armor, Craft (weapons) +96 background ranks, +0 Int, +3 class skill, Diplomacy +61 ranks, +4 Cha, +3 class skill, -2 racial, Disguise +40 ranks, +4 Cha, Escape Artist +72 ranks, +2 Dex, +3 class skill, -0 armor, Fly +72 ranks, +2 Dex, +3 class skill, -0 armor, Heal -10 ranks, -1 Wis, Intimidate +2812 ranks, +4 Cha, +8 Str, +3 class skill, +1 Bloody-Minded trait, Knowledge (arcana) +104 ranks, 6 background ranks, +0 Int, +3 class skill, Linguistics +11 ranks, +0 Int, Perception +42 ranks, -1 Wis, +3 class skill, Profession (soldier) +96 background ranks, +0 Wis, +3 class skill, Ride +61 ranks, +2 Dex, +3 class skill, -0 armor, Sense Motive +75 ranks, -1 Wis, +3 class skill, Spellcraft +52 ranks, +0 Int, +3 class skill, Stealth +20 ranks, +2 Dex, -0 armor, Survival -10 ranks, -1 Wis, Swim +80 ranks, +8 Str, -0 armor, Use Magic Device +92 ranks, +4 Cha, +3 class skill

Languages Common, Draconic

SQ aura, code of conduct, diverse training, fast movement, lay on hands (1d61d6 per 2 paladin levels, 51/2 paladin levels plus +4 Cha modifier/day), unsettling

Combat Gear arrows (20), potion of neutralize poison, potion of nondetection, potion of remove disease, wand of cure light wounds (50 charges)

Other Gear +1 adaptive composite longbow, +1 ominous training (hurtful) falchion, masterwork dagger, amulet of natural armor +2, belt of physical might +2 (Str, Dex), boots of speed, cloak of resistance +2, counterstrike bracers, jingasa of the fortunate soldier, lesser extend metamagic rod, lesser quicken metamagic rod, ring of protection +2, 1,080 pp, 3,555 gp

 SPECIAL ABILITIES

Claws (Su) As free action, grow claws as natural weapons for a number of rounds per day equal to 3 + Cha modifier. Can make two claw attacks as full attack using full base attack bonus. Rounds of use do not need to be consecutive. Considered magic weapons for purpose of overcoming DR.

Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.

Cornugon Smash When you damage an opponent with Power Attack, as free action make immediate Intimidate check to demoralize opponent.

Diverse Training (Ex) Add eldritch knight to fighter levels or arcane spellcasting classes for purpose of meeting prerequisites for feats.

Dragon Bite (Ex) When using bloodline to grow claws, also gain primary bite attack (1d6 [1d4 Small] damage plus 1-1/2 Str modifier).

Equipment Descriptions

adaptive special weapon ability Bow's strength rating matches that of wielder and deals damage accordingly. May choose to fire with lesser Str bonus if desired.

boots of speed As free action, 10 rounds/day, use haste. Rounds need not be consecutive.

counterstrike bracers 2/day—As immediate action after an enemy misses you with a melee attack, take an attack of opportunity (even if you have none remaining for the round) before enemy takes any other actions or attacks.

jingasa of the fortunate soldier 1/day—As immediate action, when struck by critical hit or sneak attack, negate and suffer only normal damage from the attack. Gain +1 luck bonus to AC (factored in above).

lesser extend metamagic rod 3/day—When casting spell up to 3rd level, duration is twice as long as normal unless duration is concentration, instantaneous, or permanent. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser quicken metamagic rod 3/day—When casting spell up to 3rd level, cast as swift action that does not provoke an attack of opportunity; can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Cannot be used with any other metamagic rod.

ominous special weapon ability When confirming a critical hit, target is shaken for 1 minute (DC 13 Will negates); if crit multiplier greater than x2, condition lasts 1 additional minute per multiple over x2. A creature shaken by this weapon cannot be shaken again by it for 24 hours. Add weapon's enhancement bonus on Intimidate checks you make.

training special weapon ability (hurtful) As long as weapon is drawn and in hand, associated feat is usable as long as you meet the prerequisites. It cannot be used as a prerequisite for any other feats. When you successfully demoralize an opponent within melee reach with an Intimidate check, as swift action make single melee attack against that creature. If attack fails to damage target, its shaken condition from demoralization immediately ends.

Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.

Furious Focus When wielding a two-handed weapon or a one-handed weapon with two hands and using Power Attack, you do not suffer the penalty on attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Lay on Hands (Su) As standard action (swift action if used on self), touch and heal 1d6 hp of wounds per two paladin levels. Requires one free hand to use. Alternately, use power to deal damage to undead requiring a melee touch attack that does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Usable a number of times per day equal to half paladin level plus Cha modifier.

Lunge Increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Memorable When you modify a character's attitude with Diplomacy or Intimidate, change lasts 1.5 times longer than otherwise. When you create a fear or mind-affecting effect imposing a penalty or bonus with duration of at least 2 rounds, it lats one additional round after it would normally end.

Power Attack Take -3-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +6+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Prejudiced Suffer -3 penalty on all Diplomacy checks and -1 penalty on all Sense Motive checks involving members of disliked race(s).

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage and against attacks from target. Automatically bypass any damage reduction the creature might possess. Smite remains in effect until the target is dead or rest and regain use of ability. If target is outsider with evil subtype, evil-aligned dragon, or undead, bonus to damage is 2 per paladin level on first successful attack. If the target is not evil, the smite is wasted with no effect.

Stubborn (Ex) If you fail a save against an enchantment (charm) or enchantment (compulsion) spell or spell-like ability, receive another save 1 round later to prematurely end the effect (assuming its duration is greater than 1 round) at same DC as initial save. If you have a similar ability from another source, can only use one per round but may try the other ability on the second round if first fails. Gain +2 racial bonus on Will saves against these too subschools (factored in above).

Unsettling (Ex) Creatures that would start indifferent start as unfriendly when interacting with you; animals that would start as unfriendly start as hostile. Take -2 penalty to Bluff and Diplomacy checks (factored in above).


Height 7'2"; Weight 345 lbs.; Hair Metallic Platinum-Blonde; Eyes Liquid Gold; Skin Burnished Copper; Age 40; Religion Bahamut; Homeland Anauroch; Favored Class Paladin

Defeated Enemies Mocking Crewman (2)

Defining Characteristic Kahn is the Obsidian Mirror. When enemies look at him, they don't see a man; they see their own impending death reflected in his golden eyes. He has traded the warmth of a Nephilim’s soul for the cold, unchanging brilliance of the Zenith Crucible. He is a masterpiece of violence, beautiful to behold, but terrifying to encounter.

History In the shifting sands of the Anauroch Desert, where the bones of the fallen empire of Netherum lie buried, there is a heat that does not come from the sun. I was not born; I was forged. My earliest memories are not of a mother's touch, but of the rhythmic striking of a hammer against the Zenith Crucible—a high-magic furnace fueled by the blue lightning of the desert's most ancient wyrms. My lineage is a jagged scar across history: the celestial precision of a Solar who once guarded the High Ice, merged with the predatory ferocity of the Great Blues who rule the dunes.

For decades, I was a captive masterpiece. The Bedine tribes spoke of a "Living Obsidian" kept deep within the ruins of Ascore. They were right. My scales were tempered in that blue fire until they became a rejection of all frailty. I was taught the math of the universe—not as a scholar, but as a weapon. I learned that my great strength was a lever to move the world, and my magic was a command that reality had no choice but to obey. But a crucible is meant to contain fire, not to become it.

On the night the moon turned the color of a bruised plum, the Crucible cracked. I did not escape; I simply ceased to be a prisoner. I walked out of the ruins, my Falchion humming with the stolen heat of the forge. The Zhentarim scouts who tried to bar my path did not see a man—they saw the Obsidian Mirror. They saw their own terror reflected in my golden eyes, and before they could scream, I showed them the meaning of Inevitability.

Now, I move through the Forgotten Realms like a landslide of shadow and gold. In Waterdeep, they whisper of a "Dread-Scion" who walks the docks with a 15-foot reach. In the Jungles of Chult, they mistake my Tikbalang form for a primal god of the hunt. In the Underdark, the Drow feel the weight of my intimidation and retreat into the dark, sensing a predator that does not need light to kill.

I seek the fragments of the forge that made me. Not to rebuild it, but to ensure that no other "Scion" is ever cast from its mold. I am a masterpiece of violence, a self-made monster walking the line between the heavens and the dunes. I do not follow the Weave; I am the friction that sets it ablaze.

Future Level-Up Plans:


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