First Dragon.

Quote Originally Posted by Urolk Sandstone
Urolk Sandstone



A voice came from the wilderness
It shared forgotten lore
The prophet lacked the flesh of life
But lived on at death's door.


CN Mineral Warrior Baaz Draconian (2 RHD, +2 LA) Crusader 3 / Knight of the Weave 3 / Jade Phoenix Mage 4 / Sand Shaper 2 / Jade Phoenix Mage +4

Spoiler: Birth
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Urolk had been like all the other Baaz, a long time ago. Lost and leaderless after the dragonarmies' destruction, small-minded, cruel, petty. He'd ended up serving a slightly more ambitious draconian, tagging along an expedition in some buried necropolis in search of mysterious magic.

They found it, but the magic hailed from further back than even they could have expected: the chaotic time before the moons, before the orders of sorcery, before mortal mages even lived. Bolts of energy burst forth, slaying the party of desecrators. All the expedition's Baaz were turned to stone, while the death throes of more powerful draconians shook the room.

Urolk, too, was struck dead - or so he thought. After what seemed like an eternity, the draconian carefully opened his (strangely heavy) eyes, and found himself a lone survivor... and yet his body had turned to stone. An impossibility - everyone knew Baaz would only turn to stone upon death, and not a moment sooner, and yet here he was, moving and thinking as if he was still alive. Nor did it crumble with time, as his allies' corpses already had - his body seemed frozen in the minute after death.

There was only one explanation: Urolk had died and been reborn. The magic had killed all, and shown its ability to kill him just as easily - but it had returned him to life while his body still lingered. For what purpose? Urolk did not know. But as he fought his way out of the necropolis, he found new powers flare up inside him - magic, the same primal, wild magic that had almost been his doom. It had let him live so he could carry it from its tomb.

And so Urolk did just that. Armed with magical powers that few could replicate, possessed of a body that inspired fright and awe alike, he came forth from the desert and preached his gospel, attracting more and more followers to his strange sort of religion. The Orders opposed him, first privately, then publicly, but their hold on the draconic races had never been strong, and Urolk survived any attempt to assassinate him.

In time, the draconian began to claim he was no mere mortal, but the reincarnation of an ancient draconic soul, hailing from a prehistorical time. Others, too, he identified as such, and they formed the core of a rapidly spreading cult - a cult whose beliefs were as insane as they were strangely accurate. What to make of it?


Spoiler: Rebirth
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A chill ran down Renegade Hunter Kuvoc's spine, but he took pains not to show it. The draconians surrounding him were cruel, hateful things - but he needn't be afraid of them quite yet. In fact, a few of the dumber ones seemed to think he was actually here to support that insane cult leader of theirs. A madman, a fool who thought himself inheritor of this-or-that lost tradition. There were no lost traditions anymore - the Orders had made sure of that.

The doors to the inner sanctum swung open, and the subject of his thoughts walked out. Tall, proud, gray chest scarred (chipped?) with impossibly deep gouges, wings tucked in, tail held high, the whole body seemingly made out of living, breathing, stone.

The rumors, it seemed, hadn't been entirely false. Kuvoc knew what a dead Baaz looked like, and he had to admit the leader bore an uncanny resemblance. As far as glamers went, it was a lifelike one. Cleverly found, too - death was so shockingly close to those Baaz, so uncomfortably permanent - of course they'd be awed by a form that evoked mastery over it. A chorus of 'aahs' and 'oohs' went up around him.

Kuvoc wasn't as easily impressed.

"DRACONIAN BY THE NAME OF UROLK," he bellowed. "THE ORDERS OF HIGH SORCERY HAVE CONVENED AND CHARGE YOU WITH CRIMES AGAINST MAGIC, STABILITY, AND PEACE. YOU ARE CALLED UPON TO DISBAND YOUR UNAUTHORIZED SCHOOL AND STAND TRIAL."

Several draconians snarled around him in indignation - that was to be expected. Their leader remained calm, outstretched a hand, smiled.

"Oh child of this wayward age. Why do you cling to these meager teachings? Why not turn to the practice of a newer, truer magic, which I practiced in my last life as I do today, and which transcends time and death?"

"Your magic is feeble, and all you have to show for it a mere trick. The power you hold cannot match that commanded by the Orders of High Sorcery."

"Then let us match our might, messenger. You may cast any spell you like upon me, and afterwards I shall cast any spell I like upon you. I proclaim now, with confidence, that I shall weather your assault, no matter its nature. We may repeat this until one of us is slain, at which point the matter shall be settled."

Bingo. He'd been hoping for this. Insult the guy in front of his people, provoke a duel, win decisively and get rid of the need for a messy trial. He accepted, they took up positions, the flock looking on eagerly, and a small gong signalled the start of the test.

Kuvoc didn't spend much time choosing his opener. "DISINTEGRATE!" he bellowed, thrusting his left hand forward. A thin green line linked him with his enemy for the barest of seconds - and then it was over. Before his eyes, the cult leader crumbled into dust. He kept smiling all the while - it gave Kuvoc the creeps. Around him, the draconians erupted in cacophony.

It was to be expected. He'd chosen this spell for maximum effect. Baaz turn to stone upon death, then crumble minutes after - so what better spell to prove the leader's mortality than one with exactly that effect? Kuvoc turned to address the cultists, his speech about the Orders' superiority already at the ready, when the room went strangely quiet.

Kuvoc became aware of a number of things in very quick succession.

A cry from the crowd: "He is reborn!". The groan of shifting stone. A single heavy footstep behind him. A rocky hand, clamping down upon his shoulder.

And then nothing.

----------------

In the common room of the Sandstone Brotherhood stands a statue. It is not particularly well-crafted, nor pleasant to look upon, and the human mage it depicts was not of particular import to the world. The only notable thing about it is its material: the whole thing is crafted out of salt, and glimmers like water when the light hits it right.

Venerable Urolk, the Wyrm Reborn, takes a great liking to it. After all, how many of one's foes have the courtesy to turn into monuments to their own defeat?


Spoiler: Abilities
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Point buy:
STR: 14
DEX: 12
CON: 10
INT: 16
WIS: 12
CHA: 14

Baaz Draconian:
STR: 14
DEX: 12
CON: 12
INT: 14
WIS: 10
CHA: 14

Mineral Warrior:
STR: 16
DEX: 12
CON: 16
INT: 12
WIS: 8
CHA: 12

ASIs:
STR: 16
DEX: 12
CON: 16
INT: 12
WIS: 8
CHA: 16


Spoiler: Build table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
3rd Baaz Draconian (2 HD) +2 +3 +3 +3 Bluff +5 (5), Concentration +5cc (2.5), Intimidate +5 (5), Knowledge (Arcana) +4cc (2), Knowledge (History) +2cc (1), Knowledge (Nature) +5cc (2.5), Knowledge (Religion) +2cc (1), Spellcraft +2cc (1), Survival +5cc (2.5), Tumble +5cc (2.5) Dragon Tail, RunB Dragon Type, Claw Attacks, Bite Attack, +2 Natural Armor, Death Throes, Disease Immunity, Glide, Inspired by Dragons, Low Metabolism, SR 8 + level, speaks Common, Nerakese, and Ogre
4th Mineral Warrior +2 +3 +3 +3 - - Earth Subtype, Burrow Speed, +3 Natural Armor, Earth Strike, DR 8/Adamantine
5th Crusader 1 +3 +5 +3 +3 Bluff 5, Concentration +1 (3.5), Intimidate 5, Knowledge (Arcana) 2, Knowledge (History) +1 (2), Knowledge (Nature) 2.5, Knowledge (Religion) +1 (2), Spellcraft 1, Survival 2.5, Tumble 2.5 Multiattack Furious Counterstrike, Steely Resolve 5, Maneuvers, Stances, Skilled City-Dweller (Ride -> Tumble)
6th Crusader 2 +4 +6 +3 +3 Bluff 5, Concentration +1.5 (5), Intimidate 5, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 2.5, Knowledge (Religion) 2, Spellcraft 1, Survival 2.5, Tumble +1.5 (4) - Indomitable Soul
7th Crusader 3 +5 +6 +4 +4 Bluff 5, Concentration 5, Intimidate 5, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 2.5, Knowledge (Religion) 2, Spellcraft 1, Survival 2.5, Tumble +3 (7) - Zealous Surge
8th Knight of the Weave 1 +5 +8 +4 +6 Bluff 5, Concentration +2 (7), Intimidate +1 (6), Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 2.5, Knowledge (Religion) 2, Spellcraft 1, Survival 2.5, Tumble 6 Improved Dragon Wings Detect Magic, Read Magic, Spellcasting
9th Knight of the Weave 2 +6 +9 +4 +7 Bluff 5, Concentration +1 (8), Intimidate 6, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) +1cc (3), Knowledge (Religion) 2, Spellcraft 1, Survival +1cc (3), Tumble 6 - Armored Mage (Light)
10th Knight of the Weave 3 +7 +9 +5 +7 Bluff 5, Concentration +1 (9), Intimidate 6, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 3, Knowledge (Religion) 2, Spellcraft 1, Survival +2cc (4), Tumble 6 - -
11th Jade Phoenix Mage 1 +8 +11 +5 +7 Bluff 5, Concentration +1 (10), Intimidate 6, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) +2cc (4), Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble 6 Touchstone (City of the Dead) Arcane Wrath, Rite of Waking
12th Jade Phoenix Mage 2 +9 +12 +5 +7 Bluff 5, Concentration 10, Intimidate 6, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble +3 (9) - Mystic Phoenix Stance
13th Jade Phoenix Mage 3 +10 +13 +6 +8 Bluff 5, Concentration +1 (11), Intimidate +2 (8), Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble 9 - -
14th Jade Phoenix Mage 4 +11 +14 +6 +8 Bluff 5, Concentration +1 (12), Intimidate 8, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble 9, Never Outnumbered Skill Trick (2) Rapidstrike (Claw) Empowering Strike
15th Sand Shaper 1 +11 +14 +6 +10 Bluff 5, Concentration +1 (13), Intimidate +2 (10), Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble 9, Never Outnumbered Skill Trick - Desert Insight, Dust Magic, Sand Shape
16th Sand Shaper 2 +12 +14 +6 +11 Bluff 5, Concentration +2 (15), Intimidate +1 (11), Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble 9, Never Outnumbered Skill Trick - Sandform
17th Jade Phoenix Mage 5 +13 +14 +6 +11 Bluff 5, Concentration 15, Intimidate 11, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble +3 (12), Never Outnumbered Skill Trick Arcane Strike -
18th Jade Phoenix Mage 6 +14 +15 +7 +12 Bluff 5, Concentration +1 (16), Intimidate 11, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble +2 (14), Never Outnumbered Skill Trick - Firebird Stance, Jade Phoenix Master
19th Jade Phoenix Mage 7 +15 +15 +7 +12 Bluff 5, Concentration +1 (17), Intimidate 11, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble +2 (16), Never Outnumbered Skill Trick - -
20th Jade Phoenix Mage 8 +16 +16 +7 +12 Bluff 5, Concentration 17, Intimidate 11, Knowledge (Arcana) 2, Knowledge (History) 2, Knowledge (Nature) 4, Knowledge (Religion) 2, Spellcraft 1, Survival 4, Tumble +3 (19), Never Outnumbered Skill Trick Improved Rapidstrike (Claw) Quickening Strike


Spoiler: Maneuvers
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ECL (initiator level) / maneuvers gained
5 (2): Charging Minotaur, Crusader's Strike, Douse the Flames, Leading the Attack, Vanguard Strike
7 (4): Mountain Hammer
11 (6): Burning Blade
13 (8): Defensive Rebuke
17 (11): Daunting Strike
19 (13): Inferno Blade

Stances:
5: Martial Spirit
6: Iron Guard's Glare
15: Flame's Blessing



Spoiler: Magic
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Spells Per Day:
Spells per Day/Spells Known
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
8th 3 - - - - - - - -
9th 3 - - - - - - - -
10th 4 3 - - - - - - -
12th 4 3 - - - - - - -
13th 5 4 2 - - - - - -
14th 5 4 2 2 - - - - -
16th 5 5 3 2 2 - - - -
17th 5 5 3 3 2 2 - - -
19th 5 5 5 3 3 2 - - -
20th 5 5 5 3 3 3 - - -

Spells Known (ECL 20):
Sand shaper spells:
1: Bear’s endurance, bull’s strength, cat’s grace, endure elements, parching touch, speak with animals, summon desert ally I
2: Eagle’s splendor, fox’s cunning, heat metal, owl’s wisdom, resist energy, summon desert ally II†, summon swarm.
3: Control sand, desiccate, dispel magic, dominate animal, haboob, slipsand, summon desert ally III, sunstroke, tormenting thirst, wind wall.
4: Blast of sand, summon desert ally IV, wall of sand, wither
5: Choking sands, flaywind burst, flesh to salt, summon desert ally V, transmute sand to stone, transmute stone to sand
6: Awaken sand, mummify, sandstorm, summon desert ally VI

Other spells (listed in order learned):
1: Divine Favor, Lesser Restoration, Charm Person, Comprehend Languages
2: See Invisibility, Shield Other, Delay Poison, Darkvision
3: Arcane Sight, Remove Curse, Greater Magic Weapon, Phantom Steed
4: Break Enchantment, Death Ward, Restoration
5: True Seeing, Dimension Door, Cure Critical Wounds
6: Greater Dispel Magic, Teleport, Banishment



Spoiler: Writeup
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CR 5: Flesh to Stone
Despite having only 3 actual levels, we're more than tanky enough to survive at this point; 33 HP, DR 8/adamantine, spell resistance, +5 natural armor complemented by heavy armor, crusader's delayed damage pool, and disease immunity as a cherry on top.

Offensively, we have four natural attacks (or three natural attacks and a longsword strike) with Multiattack keeping to-hit at a respectable level and Earth Strike adding +3 to hit and +2 damage once per day. By RAW, 'inspired by dragons' should trigger if you consider yourself to be a 'dragon commander', so ask your DM about that - every +1 to hit and saves counts. By the way, note that each of our four hits is healing someone for 2 HP.

Out of combat, our burrow speed is our main contribution for now, though we also have a smattering of knowledge skills in preparation for our PrCs (picked up by spending time among the ruin-delvers). We also have a remarkably useful glide speed.

CR 10: Stone Shape
We grab Improved Dragon Wings using the 'dragons autoqualify for anything requiring the dragonblood subtype' rule. In my defense, being a Baaz draconian gives us exactly the sort of nonfunctional wings that Improved Dragon Wings wants us to acquire first, so we've got more of a case than the typical abuser of this wording.

Our utility is expanded with at-will Detect Magic, and at-will Read Magic, and we radically alter our combat loadout by switching to Tumble and light armor. Crusader further boosts our survivability with charisma to Will and a 1/day saving throw reroll, and we get an iterative to bump us up to five attacks per turn. Iron Guard's Glare lets us use our great bulk for the party's benefit, and Mountain Hammer serves to break through DR and pesky noncombat obstacles.

As far as spells go, we boast Charm Person for slightly easier social encounters, Divine Favor to buff our flurry, See Invisibility to not get burned by common parlor tricks, and Resist Energy/Lesser Restoration to act as a discount cleric.

CR 15: Stone to Sand
An extra iterative, an extra claw attack per turn with Rapidstrike, two +1 CL boosts from our prestige classes, and all the list-expanding goodness of Sand Shaper - plus a free +2 boost on our saves against some of the nastiest effects out there!

Our list has ballooned, and now contains gems like first-level Bull's Strength/Bear's Endurance, Wind Wall, and Summon Desert Ally. From the KotW side of things, we get Death Ward, Break Enchantment, Arcane Sight, Remove Curse, Greater Magic Weapon... Shield Other is another very nice spell to have on someone with bulk like us - cast it on the wizard and watch the gratitude (and damage) flow in.

CR 20: Sunburst
Improved Rapidstrike means we're now looking at an attack routine of four weapon attacks, four claw attacks, a bite attack, and a tail attack. We can use various JPM maneuvers to boost all ten of those by up to 3d6+14 damage, or we can spend arcane strike to boost all claw or all longsword attacks with a single spell slot. Bonus damage alone easily gets in the hundreds, before considering your actual base attacks. If we have Divine Favor up, that's another +3 to attack and damage on all ten of our hits.

We also get the 19 Tumble ranks for Flame's Blessing to render us totally immune to fire; a welcome defensive boon given how common of an energy type it is and how much more than usual we struggle versus fire-immune enemies. Our other notable maneuver is Daunting Strike, which is near-guaranteed to leave a foe shaken with our damage output - if this happens, going for a Never Outnumbered demoralize to escalate the fear might be a smart move.

Spells now include short- and long-range teleportation (and Phantom Steed to help with Teleport's inaccuracy), True Seeing, Banishment, powerful save-or-dies in Choking Sands, solid single-target damage with Flesh to Salt (a nice Empower target), and the battlefield-disrupting Sandstorm. Note that most of these can be cast as free actions with Quickening Strike. Out of combat, Transmute Rock to Sand has great synergy with your burrow speed.

The final character is a remarkably well-rounded and self-sufficient individual, capable of removing almost any nasty status or affliction, navigating across the map, altering and navigating terrain, efficiently tanking, and dealing insane nova damage. Plus, we can pull the shenanigans from our piece of intro fiction!


Spoiler: Sand Dragon Comparison
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Like the Sand Dragons (Sandstorm) that Urolk's build imitates, he has the dragon type, a tail, two claws, a bite, DR, immunity to fire, scaling SR, and charisma-based spontaneous casting that includes almost all spells that Sand Dragons get as SLAs (the exception is Dispel Water, which is largely imitated by Dismissal or Greater Dispel Magic). He also has a burrow speed, a fly speed, and the Earth subtype, and imitates the sand dragon's breath weapon (said to be 'similar to a flay wind') with the flaywind burst spell, which is even cone-shaped.

The build doesn't have frightful presence, but it's worth pointing out that at 18 HD a dragon-style Frightful Presence would barely affect any level-appropriate foes. Intimidate ranks and Never Outnumbered give Urolk a shot at replicating its effects, though.

All this also serves a role within the build: everything mentioned above will see use or qualifies us for something, and even seemingly contradictory elements (the natural weapon focus on one hand and the casting on the other) complement each other well thanks to Jade Phoenix mage (which after all rewards alternating attacks and spells).


Spoiler: Sources
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Baaz Draconian - Dragonlance Campaign Setting
Mineral Warrior - Underdark
Crusader, Jade Phoenix Mage - Tome of Battle
Knight of the Weave - Champions of Valor
Sand Shaper, Touchstone - Sandstorm
Dragon Tail, Improved Dragon Wings - Races of the Dragon
(Improved) Rapidstrike - Draconomicon
Arcane Strike - Complete Warrior
Skilled City-Dweller - Cityscape Web Enhancement