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Etaen Alaron's page

2 posts. Organized Play character for DirePenguin.




I was going to post this in the Dragon Disciple guide thread, but that just disappeared, so new thread it is.

The concept of this PFS character is that the green dragon heritage gives him an affinity for the forest and a sort of cold ferocity. Both mechanically and flavour-wise, I am not sure I want to have the constant claws there, but only bring them out when he is feeling really angry or savage.

Here is the build I have imagined so far. I am set on the number of levels for each class, but no necessarily on the order. I currently have one level of ranger

Race: half-elf
Abilities: Str 16, Dex 14, Con 12, Int 10, Wis -8, Cha 16

- = feat, + = class feature

No permanent claws build.

1. ranger (bab 1)
-power attack
-skill focus (perception)

2. sorcerer (1) (bab 1)
+Claws 1d4

3. ranger (2) (bab 2)
- Precise Shot or Rapid Shot
- FEAT

4. Sorcerer (2) (bab 3)

5. sorcerer (3) (bab 3)
- Arcane Armor Training??
+ Natural armor 1
+ Resist Acid 5

6. Dragon Disciple 1 (3)
+ Natural Armor 2

7. DD 2 (4) (bab 4)
-bloodline feat: Toughness
-Quick Draw? Extend Spell?
+ Str +2
+ Dragon Bite
+ Magic Claws

8. DD 3 (5) (bab 5)
+ Breath Weapon (acid 30ft cone)

9. DD 4 (5) (bab 6/1)
-Intimidating Prowess
+ Str +2
+ Natural Armor + 3
+ Claws damage increase

10. DD 5 (6) (bab 6/1)
-bloodline feat: (Blind Fight) or (skill focus: arcana)

11. DD 6 (7) (bab 7/2)
-Arcane Armor Mastery??
+ Resist Acid 10, Natural Armor +4
+ Con + 2

12. DD 7 (bab 8/3) (8th level sorcerer, access to 4th level spells)
+ Natural Armor + 5
+ Dragon Form 1/day

With permanent claws build:

1. ranger (bab 1)
-power attack
-skill focus (perception)

2. sorcerer (1) (bab 1)

3. ranger (2) (bab 2)
- Aspect of the Beast
- Improved Natural Weapon? Weapon Focus Claws?

4. Sorcerer (2) (bab 3)
+Claws 1d4

5. sorcerer (3) (bab 3)
-Arcane Armor Training??
+ Natural armor 1
+ Resist Acid 5

6. Dragon Disciple 1 (3)
+ Natural Armor 2

7. DD 2 (4) (bab 4)
-bloodline feat: Toughness
-Intimidating Prowess
+ Str +2
+ Dragon Bite
+ Magic Claws

8. DD 3 (5) (bab 5)
+ Breath Weapon (acid 30ft cone)

9. DD 4 (5) (bab 6/1)
-Eldritch Claws
+ Str +4
+ Natural Armor + 3
+ Claws damage increase

10. DD 5 (6) (bab 6/1)
-bloodline feat: (Blind Fight) or (skill focus: arcana)

11. DD 6 (7) (bab 7/2)
-Extend Spell? Arcane Armor Mastery??
+ Resist Acid 10, Natural Armor +4
+ Con + 2

12. DD 7 (bab 8/3) (8th level sorcerer, access to 4th level spells)
+ Natural Armor + 5
+ Dragon Form 1/day

Spell choice (max) by level, question mark indicates uncertainty:
0: (6) Prestidigitation, Detect Magic, Acid Splash, Spark, Ghost Sound, Mage Hand
1: (6) Shield, Enlarge Person, Expeditious Retreat, Feather Fall, Grease?(Bonus: Mage Armor)
2: (6) Elemental Touch? Invisibility? Mirror Image, Bulls Strength, Cat's Grace? See Invisibility? Protection from Arrows? Summon Monster? (Bonus: Resist Energy)
3: (5) Draconic reservoir? Elemental Aura, Heroism? Displacement? Haste? Water Breathing? Summon Monster? (Bonus: Fly)
4: (3 max) Stoneskin, Summon Monster? Black Tentacles? Vitriolic Shield (how is this better than elemental aura?) Shadow Conjuration?,

Any advice is appreciated, thanks for the help in advance. =)

Sovereign Court

So I'm making a character that is a ranger 2 / sorcerer 3 / dragon disciple... The concept is his green dragon blood gives him an affinity for the forest, hence the ranger levels.

I was basing this around having the claw attacks from the draconic bloodline be his main weapon, but I realized that I would only have 6 rounds of use per day, which isn't enough.

So since I was going 2 levels of ranger anyway for flavor, I figured I would just take aspect of the beast, and improved natural weapon (combat style feat + 3rd level feat). But now I am confused.

The draconic claws improve as you increase your sorcerer level, starting at 1d4 at 1st, considered magic weapons at 5th, 1d6 damage at 7th, energy damage at 11th. (Of course, the number of uses never goes up sadly, and there is no feat for extra bloodline powers).

Meanwhile, the aspect of the beast claws would start out at 1d4, increase to 1d6 because of the improved natural weapon feat, and be available all the time as I read it.

So what happens when these two interact? Are they considered magic at 5th level for a certain number of rounds a day, as per the bloodline power? do they only increase in damage for a certain number of rounds a day at 7th?