Dragons (Inactive)

Game Master XanaverForgedawn


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1. Yes, dragons get features of what they replace.
2. The dragons will have based on level.
3. You can customize your dragons. Feats, ability scores, and spells can be changed as long as the same total is met.
4. The dragons stats will automatically equal, so no worries about.
5. Your dragons alignment will be the as yours.
6. Everyone gets 2 traits, and dragons don't get any.


Rough draft of build:

Dragons
Human unchained rogue 3/Trickster 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 37 (3d8+13)
Fort +3, Ref +7, Will +1 (+1 trait bonus against charm and compulsion effects, +3 against commands to compromise your relationship or harm a partner.)
Defensive Abilities danger sense +1, evasion, hard to kill
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Offense
--------------------
Speed 60 ft.
Melee mwk cold iron short sword +6 (1d6+4/19-20) or
mwk silver short sword +5 (1d6+1/19-20) or
dagger +6 (1d4+2/19-20) or
dagger +6 (1d4+2/19-20) or
dagger +6 (1d4+2/19-20) or
dagger +6 (1d4+2/19-20) or
spring blade +6 (1d4+2)
Ranged hand crossbow +6 (1d4/19-20) or
hand crossbow +6 (1d4/19-20) or
wrist launcher +6 (special)
Special Attacks mythic power (5/day, surge +1d6), sneak attack (unchained) +2d6
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 19
Feats Dodge, Mobility[M], Two-weapon Fighting, Weapon Finesse
Traits serpent runner (two weapons), tight bonds
Skills Acrobatics +10 (+22 to jump), Bluff +4, Craft (poison) +5, Craft (traps) +3, Disable Device +13, Intimidate +5, Perception +6, Ride +5, Sense Motive +6, Sleight of Hand +10, Stealth +10, Survival +2, Use Magic Device +4
Languages Common, Elven
SQ hero points, impossible speed[MA], path dabbling[MA], rogue talent (fast stealth), surprise strike[MA], trapfinding +1
Combat Gear potion of cure light wounds (3), caltrops, drow poison (10); Other Gear mwk studded leather, blunted bolts (10), crossbow bolts (20), dagger, dagger, dagger, dagger, featherweight dart[UI] (10), hand crossbow, hand crossbow, mwk cold iron short sword, mwk silver short sword, spring blade[UI], wrist launcher[UI], adamantine wire saw[UE], bedroll, belt pouch, buttons (0.1 lb), chalk (10), conditioning oil for leather (0.4 lb), file, small (0.1 lb), flight grapnel, flint and steel, leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], metal polish (0.3 lb), mirror, piton (10), pot, sewing needle, silk rope (50 ft.), soap, soft cloth (0.1 lb) (2), torch (10), trail rations (5), waterskin, 910 gp, 1 cp
--------------------
Special Abilities
--------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Mobility [Mythic, 1/round] When an AoO provoked by your movement misses, move 5 ft as a free action.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Here's my rough draft:

Cyra's Dragon
Human ranger (hooded champion) 3/Champion 1 (Pathfinder RPG Advanced Class Guide 108)
CG Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 35 (3d10+5)
Fort +3, Ref +6, Will +3
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
dagger +5 (1d4+2/19-20) or
longsword +5 (1d8+2/19-20)
Ranged greenwood composite longbow +7 (1d8+2/×3)
Special Attacks combat style (archery), mythic power (5/day, surge +1d6), panache (1)
Ranger (Hooded Champion) Spells Prepared (CL 2nd; concentration +4)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 12, Wis 14, Cha 11
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot[M]
Traits magical knack, tight bonds
Skills Acrobatics +5, Diplomacy +3, Handle Animal +5, Heal +7, Knowledge (arcana) +2, Knowledge (geography) +5, Knowledge (nature) +5, Perception +8, Ride +7, Spellcraft +7, Stealth +8, Survival +8
Languages Common, Draconic
SQ deeds (dead aim, derring-do, dodging panache, hooded champion's initiative, kip-up), distant barrage[MA], hero points, limitless range[MA], track +1
Combat Gear cold iron arrows (50), potion of cure light wounds (6), silver arrows (50), wand of gravity bow (50 charges); Other Gear mwk studded leather, buckler, blunt arrows[APG] (10), dagger, dagger, greenwood composite longbow (+2 Str), longsword, whistling arrow[UC] (20), backpack, bedroll, belt pouch, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), flint and steel, grappling arrow[UE], grappling arrow[UE], hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack[APG], mess kit[UE], metal polish (0.3 lb), pot, sewing needle, soft cloth (0.1 lb) (2), torch (10), trail rations (5), waterskin, weapon cord[APG], 824 gp, 4 sp
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+1 bonus, ignore cover/conceal & bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Panache (Ex) Gain panache, and regain points via bow crits/killing blows.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.

Traded drake Warden for hooded champion. Since our dragon becomes our animal companion anyway.


Also, wordcasters are allowed.
No 3pp, at all.
And no race builder.


What kind of background information do you want for submissions? Do you want full backgrounds or just the highlights?


Just the highlights.

Also, hero points are going.


Okay.
So, are we not using the dragon stats in the bestiaries, then? How many of the dragon abilities will they have?
Just wondering, do you allow the variant Aasimar/Teifling abilities presented in Blood of Angels/Fiends?


Is Leadership on the table eventually? If so, I might build toward Divine Source, and have a cult that worships me as the (demi)god of dragonslayers/dragonriders.


No leadership. At all.

Variant tiefling and aasimar are okay, unless it goes above 15 rp.


I mean... there's not really a chart that shows each variant and it's RP value. How about the 'swap SLA' tables presented in the same books? Are they allowed?


The swap SLA tables are allowed.


Do I need to roll for them? Or can I just pick and choose?


DM Forgedawn wrote:
Variant tiefling and aasimar are okay, unless it goes above 15 rp.

GM Panic Here, with My Alt PC, Marchog Limli De Rezuss,

who I posted a link to way back on page 1.

He is a Variant tiefling, For Variant I just Picked one.
that was related to his background and class, Touch Telepathy, as it fits with him being an Investigator.

Name: Marchog Limli De Rezuss
Race: Tiefling
Class: Investigator (Empiricist) L3 / Mythic (Trickster) R1 [LN]
Dragon occupation: Rider
Dragon Type: Vortex Dragon [True Outer Dragon] [LN]
Using the simple, 10 mins backstory, as its fast and gets key points down about PC background, for the GM

10 mins backstory:

Five things about The PCs background
1. Marchog, is over 200 years old, has long ago forgotten his true name, as he was little more then a slave to a Evil Black Dragon. Sold as a child into slavery, he worked and did his masters bidding.
2. Marchog is how ever smart and was born with a gift, one his master new nothing of. He can talk to the minds of others if he can touch them. This he used to learn from the other slaves. Knowledge and craft, Alchemy. When he was ready he planned the death of his master but also the freedom of its slaves such as himself.
3. Marchog won the gift of a mythic life by beating a Devil at a game of Hells chess. Which in itself was a feat, he did not realise however that living a long time can be a curse as well. For all you live dies.
4. Marchog was changed by his Mythic life, he has over the years become more and more Devil like in his looks.
5. He does not put much trust in gods, finding them worrying and tricky. He does like law and order, "A man lives his life by the rules he follows" He will often say.

Two PC Goals
1. Hatch his dragon egg and raise something that can live as long has he.
2. Rid the world of evil Dragons.

Two PC Secrets [One known/one unknown]
1. He has out lived two sons, and a wife, living such a long time, age can hurt, he never wants a family again.
2. The Devil who made him a Mythic was in fact a lawful god, he has plans for Marchog.

Three People the PC knows [2 friends 1 enemy]
1. Lady Niroc Blink, A human noble he likes and has worked for, hunting criminals on her lands.
2. Black Heart Tell, I Drow gang boss, who was once saved his life, Even as a gang boss Tell is not evil, just a businessesDrow.
3. Dirzzon Sling a Red Dragon crime boss/smuggler who Marchog has been hunting. Dirzzon has swarm to kill Marchog on sight.

Three Memories
1. Sitting in a woodland house with his family long ago, before his looks change so much. His wife and kids playing.
2. Sailing on the undersea, on a drow ship cutting the dark waters, the cold and damp on the air and the feeling of speed. He was hunting a black and had a tip.
3. A night out Black Heart Tell, getting drunk, Hiring a bard and singing rude songs and into a an epic bar fight. A joyful night of fun.


Are Planar Dragons (from Bestiary 6) also allowed?


OK, I'll probably use my Wilf alias for the character.

Wilf was simple child of a shepherd and seamstress, in a small hamlet in a hilly region near a rather large mountain range. The village really was small potatoes, but one rather fateful day a red dragon, displaced from it's normal hunting range(by a larger Dragon of course) came across the village and decided to make a meal of it. Since humans are usually capable of summoning help while sheep are not, they had to go first. With the first cries of agony from the burns, Wilf's father Angus, grabbed him and lowered him down into the village well where he was safe from the fiery breath of the wyrm.

The dragon decided to settle in for a while to the village since the sheep were easy hunting. Eventually a roving band of dragon slayers came upon the charred village and dispatched the beast. Hearing a fight, and then only human voices after, Wilf called out from the well and was rescued. Having no where else to turn, be became a page of one of the dragon slayers, eventually progressing through squire and ultimately full fledged slayer.

Sovereign Court

I'm finding it hard to find time to create a submission so I'm going to bow out of this one.


No dragons bestiary 5 or 6, since I don't have access.


Nvm, just no bestiary 6, since it isn't on the prd.


Rolls:

4d6 - 1 ⇒ (2, 2, 1, 4) - 1 = 8
4d6 - 1 ⇒ (6, 5, 1, 5) - 1 = 16
4d6 - 1 ⇒ (5, 1, 6, 1) - 1 = 12
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
4d6 - 3 ⇒ (3, 5, 6, 4) - 3 = 15
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14

8, 12, 14, 14, 15, 16
a very rounded character, all stats are a bit higher but he has no real strong stat. he also has no real low stat either :)

I'm glad someone asked about the Summoners Eidolon as my first thought is to create something with that :)

First thought! A lovable, little Kobold Summoner with his (soon to be) Bestist, Big pal Dragon Eidolon


Havoc here more fluff to come later.


Cyra here everything should be ready for inspection and selection.


This is Ouachitonian, presenting Guillaume, elven scholar and swordsman, dedicated to the eradication of evil dragons in Apsu's name. Black Dragons a specialty.


Updated fluff.


Been trying to get , Investigator to work but with a Dragon, just could not. So Change of Class, going with
Vigilante - Warlock [L3]

Because Warlocks get,
Familiar (Ex): [Dragon]
The warlock gains a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though warlocks with outlandish familiars might still need to hide them.

Which Works much better, as dragon rider.


So, something I don't fully understand is how the dragons will be balanced. Will they all have the exact same abilities, just different breath weapons?

Or what will they keep, and what will they lose?


Pretty much the first one, as they will be using custom stat blocks.


I'm more curious as how you'll balance riders with slayers (though I suppose this depends on how buff the mounts are). A favored enemy restricted to one dragon type is fairly mild in the way of power bumps.


Better slayers may get more rewards for killing their favored dragon type, not limited to, but including: Bonus XP, guild rewards, easier time getting quests.


Yari Von Fizzle, Kobold Dragon Herald to Apsu! Let the Legendary Tarnished Silver lead the charge as a Herald for the dragons to come!


Stat: 4d6 - 2 ⇒ (6, 3, 3, 2) - 2 = 12
Stat: 4d6 - 1 ⇒ (1, 6, 3, 4) - 1 = 13
Stat: 4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
Stat: 4d6 - 1 ⇒ (2, 3, 4, 1) - 1 = 9
Stat: 4d6 - 4 ⇒ (6, 5, 4, 5) - 4 = 16
Stat: 4d6 - 1 ⇒ (6, 1, 3, 6) - 1 = 15


So.... the tables, can I pick and choose?


Yep


Well that's fun. One aasimar... something coming right up.


I suppose I should roll, shouldn't I? I should.

4d6 - 2 ⇒ (2, 4, 4, 3) - 2 = 11
4d6 - 2 ⇒ (3, 3, 2, 4) - 2 = 10
4d6 - 4 ⇒ (4, 5, 5, 5) - 4 = 15
4d6 - 1 ⇒ (6, 5, 1, 6) - 1 = 17
4d6 - 2 ⇒ (5, 4, 2, 4) - 2 = 13

24 points? I could make it work, but I think I'll go with the point buy.


Would you allow for young characters? I have a great idea for a young boy that already commands great power, just in awe of the world and the great beasts that live in it.


Young characters are okay, but no children. Teenagers are fine.


4d6 ⇒ (3, 4, 1, 4) = 12 11
4d6 ⇒ (4, 6, 6, 6) = 22 18
4d6 ⇒ (1, 6, 1, 5) = 13 12
4d6 ⇒ (3, 5, 4, 2) = 14 12
4d6 ⇒ (6, 6, 1, 4) = 17 16
4d6 ⇒ (3, 6, 6, 4) = 19 16

This looks like a fun way to start playing by post. I'm thinking a Bronze rider, and I've been wanting to do something cool; a Paladin of Aroden. Since Aroden's dead and none of his servants get spells anymore, he'd be a really religious fighter, probably the Child of Acavna and Amaznen (Fighter w/ weak arcane casting because Fighters can read too dangit). Essentially, someone who believes with an absurd level of conviction that people can do whatever the heck they set out to do, travelling around and trying to inspire other people to greatness.


Okay... So, I could be 13?
Hmmm... Could I play around with the size? Blood of Angels says that Aasimars could be small as well as medium, and I like the idea of a seemingly innocent child, just sort of in awe and wonder of both the things she can do and the dragons around her.

Also, how are we doing HP? Max first, then half+1 afterwards?


Dropping from this, have fun all.


Is Mythic Hero's Handbook in play, or just Paizo's Mythic Adventures?


Paizo only, but if it's paizo, it's okay (as long as it meers any previously stated requirements)


Rolling for the Numerological Gift trait.

3d6 ⇒ (5, 2, 5) = 12


Apologies but haven't had the time to persue this game.
Thank you.


Stat: 4d6 ⇒ (1, 2, 6, 4) = 13-12
Stat: 4d6 ⇒ (5, 6, 3, 3) = 17-14
Stat: 4d6 ⇒ (4, 2, 3, 5) = 14-12
Stat: 4d6 ⇒ (4, 4, 6, 4) = 18-14
Stat: 4d6 ⇒ (4, 2, 5, 2) = 13-11
Stat: 4d6 ⇒ (4, 5, 4, 1) = 14-13

When does recruitment close?


Next Monday.


*Yawns* "... AND SO! Apsu bless you all" she finishes the rant that you all subconsciously blacked out.


interesting indeed.

4d6 ⇒ (2, 2, 2, 4) = 10 = 8
4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (5, 1, 1, 2) = 9 = 8
4d6 ⇒ (3, 3, 5, 6) = 17 = 14
4d6 ⇒ (5, 5, 2, 2) = 14 = 12
4d6 ⇒ (4, 5, 5, 4) = 18 = 14

A very healthy 10 point spread; i think i'll go do something manual with the 20 points.


So, do we have any more world information for backgrounds? My current idea is a child of two dragon riders/caretakers/raisers. Is that possible?


Notes that next Monday was last monday


Being the child of two dragon riders is okay.

And by next Monday, that means this upcoming Monday.

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