d20 – Timothy and Verendior, a sample Dreamspawn

   To start off with, we’ll have one of the most benign Dreamspawn around – which is a good thing, considering that all that deadly power is being restrained by nothing but the good will and whims of a seven-year-old child.

   The Dreamspawn template can be found HERE.

   Verendior “belongs” to little Timothy Keldin, the imaginative child of a baker who always wondered whether fire-creatures were living in the oven. Then one day his mean older brother Harold (who’d always said that one day he’d put him in the oven and cook him) opened up the oven and Verendior stuck his head out and slurped him right up!

   Verendior spat Harold out again later – unlike some of the other people he’s eaten since – but since then, Timothy and Verendior have had lots of little adventures and Harold hasn’t been mean to Timothy since!

   Verendior has a long, snakelike, body with twenty pairs of catlike legs, a feline head like a sabertooth tigers, massive, poisonous, fangs, yellow-orange fur with red “flame” styling, and a green crest or “mohawk” which runs all the way down it’s back as a crest. His throat seems to be made of brick, like the inside of an oven, and glows red when he breathes out fire. When he’s lurking in another plane, his presence is indicated by a scarf that Timothy wears.

   Verendior likes to lurk in ovens and other small, warm, places, crawl around on the ceiling (or sometimes through the air), and play the bongos late at night. However, when the bakery is in a rush, he occasionally swallows masses of ingredients and dough, spitting up the finished goods mere moments later.

   Timothy, meanwhile, has been listening to all the heroic tales he hears in school, and has decided that the life of a noble paladin is the life for him. There are evildoers to vanquish, streets to patrol, and people to rescue – like the ones he and Verendior rescued from a burning building just a week past.

   OK, so Verendior had accidently set the building on fire with his flaming breath, and so he’d ridden Verendior through the building and had him swallow people to spit up later, and most of them had been utterly hysterical – but it had been a rescue!

   Timothy Keldin

   Age seven, Level -1 Human: Gains (1+ Con Mod) HP and (2x Int Mod) Skill Points, with racial bonuses of +6 CP (one “feat”) and +2 SP. Age adjustments: Str -4, Wis -2, Con +2, Dex +2, and Chr -2.

   Rolled Attributes: (4d6, keep 3): Str 15, Int 14, Wis 12, Con 16, Dex 15, Chr 13.

   Hm, for rolling 4d6 and keeping the best three, those are some very impressive attributes. Even without Verendior to help him out, Timothy might well have taken up adventuring later on.

   Net Attributes: Str 11 (13*) (+1), Int 14 (16), Wis 10 (+0), Con 18 (20*) (+5), Dex 17 (+3), and Chr 11 (+0).

   Skills (6 SP +1 CP): Craft/Baking +5 (2 SP), Knowledge/Local +4, Listen +1, Ride +4, and Spot +1. +3 Speciality in Verindior (1 SP).

   Disadvantages: Insane (Sees nothing wrong with having Verindior constantly lurking about, talks to him when no one else knows he’s there, and has appointed himself protector of the neighborhood), Obligations (chores, weekly lessons at the local temple, apprentice baker), and Secret (he and Verindior sneak out at night to deal with bad things). That gives him 10 CP to spend.

   Purchased Abilities:

  • Companion with two levels of Template, Specialized; Verindior tends to wander off on its own (although never more than half a mile away), spontaneously tries to help out (this rarely works out well), and does as seems best to it. He plays the bongos late at night, likes to startle people, and swallows people who annoy it or Timothy and spits them up into other dimensions.
  • Channeling (Three Uses/Day, 6 CP) with Spell Conversion (a set of four level two spells; Invocation of the Light (any first-level solar effect), Cure Moderate Wounds, Scorching Ray, and Pyrotechnics, 6 CP).

   Combat Statistics:

  • Initiative: +3 (Dex)
  • Armor Class: 10 (Base) +3 (Dex) +4 (Armor*) = 17.
  • Move: 30 + 30* = 60.
  • Hit Points: 1 (Base) +12 (2d6 Magic) +15 (3x Con Mod) = 28
  • Damage Reduction 10/Psionics
  • Energy Resistance 20, 10 versus psionically-generated energies.
  • Saves: Fort +10, Ref +6, Will +3 (using Verindior’s saves).
  • Attacks
    • Punch or Kick: +2 (+1 Str +1 Magic), 1d3+2 (+1 Str +1 Magic) Stun, Crit 20/x2.
    • Small Club: -3 (+1 Str -4 Non-proficiency), 1d4+1 (+1 Str), Crit 20/x2.
    • Scorching Ray: +3 (+3 Dex), 4d6, Crit 20/x2, Ranged Touch Attack.

   Special Notes: Need not Eat, Drink, Sleep, or Breathe, effectively immune to poison*, Fast Healing I (up to 20 points/hit die/day)*, Protection from Law*, and True Strike 3/Day*. All use-activated.

   Effects marked with an “*” are subject to dispelling and antimagic versus caster level one – but will come right back again next round.

   Verendior, Huge Dreamspawn

Hit Dice: 6d8+2d6 (12)+32 = 78 HP
Initiative: +3
Speed: 70 ft, Climb 70 ft.
Armor Class: 22 (10 Base, -2 size, +3 Dex, +7 natural, +4 Armor)
Base Attack/Grapple: +6/+17
Attack: Bite +7 melee (2d6+6 plus poison), Magic
Full Attack: Bite +7 melee (2d6+6 plus poison), Magic
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison (Fort DC 17, 1d6/1d6 Dex), True Strike as needed 3/Day
Special Qualities: Darkvision 60′, Extraordinary Returning, Spell Resistance 18, Unbound, Amorphous, Immune to Sneak Attacks and Critical Hits, Disturbing, Helpful, Need not Eat, Breathe, Drink, or Sleep, DR 10/Psionic, Energy Resistance 20, 10 versus psionicly-generated energies, Immunity to Poison, Fast Healing I, Protection from Law. Grants his companion +6 CP worth of Channeling abilities.
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 19, Dex 17, Con 18, Int 10, Wis 12, Cha 2
Skills: Climb +16, Hide +3, Spot +5, Knowledge/The Planes +4, Perform/Bongos +16, Swim +8.
Feats: Bonus Uses (Fire Breath), Finesse (May use Str Mod in place of Cha Mod for skill purposes, Specialized and Corrupted for triple effect/only for Perform/Bongos.

   For his unique powers, Verindior can:

  • Swallow things and spit them up again. That’s Spacewarp (L3) – about the size of a Rope Trick, but with a mobile opening located in his throat. Verindior has a habit of spitting up really unpleasant people while he’s on another plane. This is also where he keeps his bongos. At 3/day, and 8 hours per use, he can keep this up all day.
  • Run in the air. That’s Air Walk, 3/Day. Note that this affects Timothy as well.
  • Breath a Cone of Fire. That’s as per Cone of Cold, 8d6, 7/Day.
  • And swallow things down and spit them up again worked into finished items, gaining a +12 bonus on the skill check to determine quality. That’s Improved Fabricate, 3/Day.

   Verendior is one of the more powerful combat-oriented Dreamspawn out there. There aren’t many creatures that get better combat abilities at challenge rating two than oversized vermin – hence the use of a Huge Centipede as  the base creature.

   Later on, Timothy is indeed likely to take the Paladin or Ranger route, while buying some extra bonuses for Verendior along the way…

One Response

  1. […] Timothy Keldin can produce solar effects, scorching rays, cure moderate wounds, and pyrotechnics. That’s Energy/Light, Energy, Vitality, and a minor stretch of Raw Energy (use up all the fuel right away. It’s also not technically a divine spell, but it seems reasonable enough for druidic types). […]

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