Drinking & Dragons

Wild:NPC/Kotter Stonescale (Dwarven Half-Dragon Leader)

From Drinking and Dragons

Kotter is a natural born dwarven teacher. From the time he was young he enjoyed showing his siblings all of the things that he learned, thus allowing them to advance quicker than usual. Drawn to the art of war, not for the sake of violence, but for it's intricate dance. Kotter today leads the Dragonbloods, a group of dwarven fighters who consider themselves kin as well as brothers in arms. He is compassionate to all, but the enemy.

Kotter and his dragonbloods were assigned to the Seawolves Folly, where he has had limited interaction with the group thus far.

Classes, Initiative, Senses, & Speed

Bard 1/Marshall 2/Dragon Shaman 2
Medium dragon
Init +4; Senses: Darkvision 60'; Low-light; Listen +0; Spot +0
Speed: 20'


AC: 25; Touch: 14; Flat-footed: 19
(+4 dex; +4 natural; +5 chainshirt; +2 shield)
Special +4 dodge bonus to Armor Class against monsters of the giant type.
HP: 00 (1d6+2d8+2d10+15)
Fort: +5, Ref +7, Will +4
+2 vs Poisons; +2 vs Spells and spell-likes
Immune Sleep and Paralysis


Melee: Claw/Claw/Bite +7/+7/+2 (1d4+4|1d6+2 / ×2)
Melee: Dwarven Axe +7 (1d10+4 / ×3)
Ranged: +1 Composite Longbow (Str +4) +9 (1d8+5 / ×2 / 110')
Special: +1 racial bonus on attack rolls against orcs and goblinoids.
Space: 5'; Reach: 5'; BAB: +3; Grapple: +3

Breath Weapon 1/day 6d8 acid, Reflex DC 13. May use entangling exhalation with it.

Auras & Bardic Music

Marshal auras
Minor: Force of Will: Bonus on Will saves.
Major (+1): Steady Hand: Bonus on ranged attack rolls.
Dragon Shaman auras (+1, 1 active at a time)
Sense: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.
Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Bard Song 1/day
Inspire Courage +1 att/dmg and saves vs charm and fear

Stats, Feats, and Skills

Abilities Str 19 +4 | Dex 18 +4 | Con 16 +3 | Int 12 +1 | Wis 10 +0 | Cha 14 +2

  • Feats Point Blank Shot; Precise Shot; Entangling Exhalation; Skill Focus (Diplomacy); Skill Focus (Hide)
      When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. If your breath weapon doesn’t deal energy damage, creatures damaged by the initial breath are still entangled but don’t take additional damage on later rounds.
      Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
  • Skills
Deception (Cha) (6 ranks)
Bluff +8
Disguise +8
Influence (Cha)(6 ranks)
Diplomacy +8
Intimidate +8
Notice (Wis) (6 ranks)
Listen +6
Spot +6
Perform (Cha) (3 ranks) +5
Spellcraft (Int) (5 ranks)
Psicraft +6
Spellcraft +6
Stealth (Dex) (6 ranks)
Hide +10
Move Silently +10
Knowledge (Tactics) (6 ranks) +8
Initiative (n/a) (6 ranks)

Class Abilities

Totem Dragon - Green
Bardic Knowledge +2

Racial Abilities

This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).