Red Dragon

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Lamontius wrote:
the reaction when you hear someone else called the iconic antipaladin

Aye. Stabby Bob forever! But, you see, Stabby Bob need not reduce himself to the level of mere Iconic Antipaladin. He's most clearly the Archnemesis of the Iconics, the Iconic VILLAIN, if you will. This is very clear, as artwork depicts him as better at road-sign painting than the iconic Paladin and better at fighting than the iconic Pig. Truly, besting two so skilled in their areas requires skill beyond imagining, such to the degree that he would likely be considered too powerful not just for Hell's Vengeance, but also possibly for a theoretical evil counterpart to Wrath of the Righteous.


Wait... did I miss something or is Stabby Bob, the Iconic Anti-Paladin from the Advanced Player's Guide NOT the iconic Anti-Paladin presented here? In such a case, I am dearly sorry Paizo, but this simply cannot stand. You see, Stabby Bob is somewhat of a legend; perhaps the single most needlessly evil character you have ever published. This, in addition to being a staple and a masked enigma for years, makes him infinitely more deserving than any other to represent his class. Unless, of course, His Stabbiness need not concern himself with the affairs of such irrelevant psuedo-iconics as the ones in this adventure path, as he is, in such a case, if not a true iconic, clearly their nemesis. This is consistent with past portrayals, as previous artwork has displayed his ability at road sign writing to be more than sufficient to defeat the iconic paladin, as well as his ability at steel-toed boot kicking to be more than sufficient to defeat the iconic pig.


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Wait... did I miss something or is Stabby Bob, the Iconic Anti-Paladin from the Advanced Player's Guide NOT the iconic Anti-Paladin presented here? In such a case, I am dearly sorry Paizo, but this simply cannot stand. You see, Stabby Bob is somewhat of a legend; perhaps the single most needlessly evil character you have ever published. This, in addition to being a staple and a masked enigma for years, makes him infinitely more deserving than any other to represent his class. Unless, of course, His Stabbiness need not concern himself with the affairs of such irrelevant psuedo-iconics as the ones in this adventure path, as he is, in such a case, if not a true iconic, clearly their nemesis. This is consistent with past portrayals, as previous artwork has displayed his ability at road sign writing to be more than sufficient to defeat the iconic paladin, as well as his ability at steel-toed boot kicking to be more than sufficient to defeat the iconic pig.


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Hello there! I've created the following templates for beings of deific power. I use them for gods in my setting, but you are free to use them any way you like, such as for demigods or similar creatures. Here are the templates:

Template: Class X God (CR + 4)

Deific Speed
Class X Gods have two separate turns. They roll for initiative twice at the start of combat, and have a full allotment of actions each turn. When they reach 50% maximum HP, they lose access to the turn with the lower initiative value.

Mythic Being (Ex)
Class X Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class X gods must select the Mythic Trickster or Archmage path, if they do not already have a Mythic Path. Despite this, they still gain the Wild Arcana and Inspired Spell abilities. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class X Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class X Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class X Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class X Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class X Gods can cast with that arcane spellcasting class.
Class X Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class X Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class X Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class X Gods gain (Adjusted CR/5) Bonus feats. Class X Gods may take any feat in these slots, even ones they do not qualify for.

Godly Resilience (Ex)
Class X Gods have double the hit points (both bonus and from hit dice) that normal creatures do. Class X Gods also have DR 20/Magic and immunity to harmful spells of 2nd level or lower (the heighten spell feat can circumvent this).

Class X Gods have the least raw power of the deity types, but are no means pushovers. What they lack in brute force, they make up for in versatility. They refuse to play fair, and keep enemies on their toes through minions and illusions.

Template: Class Y God (CR + 6)

Behemoth Subtype: Class Y Gods gain the behemoth subtype, but unlike most behemoths, are capable of speech.
• Blindsense 60 feet.
• Immunity to ability damage, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, and polymorph. Some behemoths possess additional immunities.
• Regeneration (Ex) No form of attack can suppress a behemoth's regeneration—it regenerates even if disintegrated or slain by a death effect. If a behemoth fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported away as a means to save a region, but the only way to truly kill a behemoth is to use miracle or wish to negate its regeneration (see below).
• DR 15/epic.
• SR equal to 11 + the behemoth's CR.
• Behemoths eat, but do not breathe or sleep.
• Ruinous (Su) A behemoth's natural attacks penetrate damage reduction as if they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th).
• Unstoppable (Ex) If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
• Vulnerable to Miracles and Wishes (Su) A spell effect created by a miracle or wish spell is particularly effective against a behemoth. A spellcaster gains a +6 bonus on its caster level check to penetrate a behemoth's SR with a miracle or wish spell, and the behemoth suffers a –6 penalty on saves against these spells. A miracle or a wish spell can negate a behemoth's regeneration, but only for 1d4 rounds per casting.

Deific Fury
Class Y Gods do not roll for initiative. Instead, they have two separate turns at initiative values (Adjusted CR) and (1/2 Adjusted CR). In addition, Class Y Gods gain more turns as they are injured. When below 75% maximum HP, a god gains a third turn, which resolves at initiative value (3/4 Adjusted CR). At 50% and 25% maximum HP, the god gains a fourth and fifth turn. These turns resolve at (1/4 Adjusted CR) and (2 x Adjusted CR), respectively.

Mythic Being (Ex)
Class Y Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class Y gods must select the Mythic Champion, Guardian, Hierophant or Archmage path, if they do not already have a Mythic Path. Despite this, they still gain the Wild Arcana and Inspired Spell abilities regardless of the path they select. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class Y Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class Y Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class Y Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class Y Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class Y Gods can cast with that arcane spellcasting class.

Class Y Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class Y Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class Y Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class Y Gods gain (Adjusted CR/10) Bonus feats. Class Y Gods may take any feat in these slots, even ones they do not qualify for.

Godly Resilience (Ex)
Class Y Gods have quardruple the hit points (both bonus and from hit dice) that normal creatures do. Class Y Gods also have immunity to both non-magical weapons and harmful spells of below 4th level (the heighten spell feat can circumvent this).

Class Y Gods are the opposite of their class X cousins - not nearly as subtle, these gods use their sheer divine might to leave their enemies devastated. The strongest Class Y Gods are above CR 40, and very difficult for even a Mythic Party to stand against.

Template: Class Z God (CR + 12)

Omniscience
Class Z Gods gain a +100 circumstance bonus to initiative checks.

Infinite Reach
Class Z gods have double the reach on all melee attacks, and the range increment on all their ranged attacks is twice the normal value. Any spells cast by a Class Z God effect double the area. If a Class Z God’s spell originally affected only one creature, they can now choose to affect any number of creatures within a 15 foot blast centered on the target of the spell cast.

Mythic Being (Ex)
Class Z Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class Z gods also gain the Wild Arcana and Inspired Spell abilities regardless of the path they select. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class Z Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class Z Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class Z Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class Z Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class Z Gods can cast with that arcane spellcasting class.

Class Z Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class Z Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class Z Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class Z Gods gain (Adjusted CR/10) Bonus feats. Class Z Gods may take any feat in these slots, even ones they do not qualify for.

Indestructible (Ex)
Class Z Gods have eight times the hit points (both bonus and from hit dice) that normal creatures do. Class Z Gods also have immunity to both non-epic weapons and harmful spells of below 6th level (the heighten spell feat can circumvent this). If a Class Z God is killed, it returns to life after 1 round, via true resurrection, but is staggered for 1d6 rounds (nothing can remove this staggered effect).

Lastly, the Class Z Gods are something more akin to the gods of Golarion - CR 50 or higher, and completely unkillable, at least by mortal methods. Class Z gods should never be faced directly.

What do you guys think?


Wow, thanks! You guys have been a great help!


Upon reviewing the SRD, I now wonder if Bard 14/Buccaneer 3/Trench Fighter 3 is a good idea. That would give me a few bonus feats, Gun training, the abilities I wanted from Buccaneer and 14 levels of Bard progression, not to mention Mythic Marshal. Would this be giving up too much from Bard, or is it worth it for gun training and the two feats, if I'm going to be using firearms anyway?


I'm pretty sure we're using all 10 Mythic tiers. As for reloading with a sword in the off-hand, the Juggler archetype for the Bard allows you to do that. Buccaneer being so back heavy is a real shame, because I like the idea of the Pirate's Jargon and Liquid Courage abilities. Those abilities are gained pretty early, though, so would Buccaneer 3 /Bard X be solid? The big thing I'm worried about is that using firearms without gun training seems like a nightmarish prospect.


My group is planning a Mythic Skull and Shackles game, and I'm playing the ship's captain - a Bard/Buccaneer(Gunslinger Archetype). My basic idea for this character is as follows: being a ship's captain, he tells many a tall tale to pass the time (Perform: Oratory). When combat breaks loose, he barks orders to his men (Bardic music and mythic marshal) while engaging enemies with dual wielded sword and pistol.

The other players (6 man party) are playing an Unchained Rogue, Fighter, Anti-Paladin (Long story), Wizard and Oracle, respectively. Basically, my character would be a team support who also possesses decent skill in combat. (My DM has insisted that if I play a gunslinger, I must be a Buccaneer. Also, because of the character's piratical background, no other archetype makes sense). If sword and pistol turns out to be awful, I'll likely just go with dual revolvers instead. (Hurray for gun juggling!)

Essentially, what would the level split on such a build look like, and which feats would I have to look out for? Also, if anyone knows a bard archetype that meshes well with gunslinging, let me know.


Largely, I want a bard with sword/pistol usage and a piratical theme. Buccaneer or Mysterious Stranger is the obvious choice for the gunslinger levels, due to cha synergy (and the fact this character has a low wis personality).


So, I've developed a sudden (most likely stupid) interest in multiclassing both Buccaneer archetypes in an attempt to form some kind of Pirate Bard. This character will be human, and fight (ideally) with sword and pistol. Is this build even remotely salvageable? (The character will be level 20/MR 10, so no worries about low level weakness).


Thanks! Always neat to know your work has been appreciated. The race's name would, I suppose, be a reference to either their imperial history or their status as the first of the mortal races. Stuff to think about.


Thanks for the insight. I'll probably switch them to Con. Time to get working on that Dragonborn Bloodrager I had planned as a campaign villain...


True. The thing with races is, it's hard to make them general enough to fill multiple roles, but niche enough to be good at them. Unless it's human or half-elf. My ideal position for the dragonborn would be for their niche to be as a strong choice for the Paladin and Sorcerer classes. I want them to be good Paladins, so I went with an ideal stat set-up for the class. Would giving them Con make them bad Paladins? If it doesn't, I'll change it, especially if it opens up more build options.


The constitution thing would certainly make them less of a one-note race. I've always kind of thought Con was a filler stat, and tried to avoid it when possible. I'm also kind of worried changing it to a Con bonus would make them significantly worse melee characters than humans. I'm pretty new at race design, however.


Bandw2 wrote:

I always prefer +2 con and charisma, -2 dex, as dragons tend to have low touch AC and like using breathe weapons and the like which like having high charisma or con mods.

also, some name other than dragonborn would be nice, like dragonling, or drakeling, or some other thing that is infinitely more unique than my suggestions.

I opted for strength largely because I was modelling it after the 4e version, which has an inclination towards being Paladins of Bahamut (or Apsu), as well as the fact that base races with strength bonuses seem to be kind of rare in PF.

As for the name, well, I'm not too creative with names.


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Hello, everyone! I'm new around here. I've been playing Pathfinder for a while, and my next campaign is going to have heavy D&D influences. As such, I wanted to have a dragonborn race, so I decided to create one. I thought all of you might be interested.

Without further ado,

Dragonborn

One of the first mortal races, the mighty dragonborn are proud and strong. Despite their imposing appearance, most dragonborn follow a strict and benevolent code of honor. The days of the dragonborn rule are long over. For the most part, members of the ancient race are content to pass the world on to the humans and halflings whom the served as teachers for long ago.

Physical Description: Dragonborn are huge and bulky, standing shoulder to shoulder with half-orcs, or even their full-blooded kin. A dragonborn’s body is covered in tough, leathery scales. These scales come in a wide variety of colours, with a dull red or copper sheen being the most common. Long tendrils drape from the back of their heads, looking at first glance like some form of hair. These tendrils are often elaborately decorated. Dragonborn eyes come in as many colours as their scales, though they normally match the scale colour of a chromatic dragon. This has no effect on their breath weapon.

Dragonborn clothing is elaborate and bejewelled. The dragonborn dress themselves in robes of vibrant colours, with gold or silver patterns depicting flame and dragons. Necklaces of dragon’s tooth or egg shell are common. Dragonborn armour, on the other hand, is simple and practical.

Society: Dragonborn society is divided. Some members live among humans or dwarves, serving as soldiers, labourers, historians or blacksmiths. Others, however, live in small, close-knit dragonborn clans. These clans are reclusive, though they often offer aid to those who need it. Darker rumours have begun to spread – rumours of violent clans, who savagely attack outsiders and pillage settlements, taking captives as sacrifices to a terrible dragon god.

All dragonborn live in the shadow of days long past, when the mighty empires of their race stood unchallenged. They stood side by side with dragons and humans, living and trading in peace.
Dragonborn have a gift for crafting, and dragonborn clothing and weapons are valued across the realms, though they are exceedingly rare in recent times.

Relations: Dragonborn get along reasonably well with most of the mortal races. They are strong, hard-working and honourable, traits which they value highly in others. Members of this ancient race are also stubborn and traditional, however. This stubbornness makes it hard for them to stomach some cultural differences.

It is with dwarves that Dragonborn find the most kinship, for dwarves are just as hard working and honourable as they. Dragonborn respect the tenacity of half-orcs and the ambition of humans, though these same traits lead them to keep a healthy distance at times. The structure of halfling society resembles that of dragonborn clans, and the two races trade with each other surprisingly often. Dragonborn are wary of elves and gnomes, for they are oftentimes unpredictable and whimsical, traits which dragonborn view as dangerous.

Alignment and Religion: Dragonborn, despite their draconic arrogance, are well-intentioned. Most dragonborn are lawful good. They would gladly lay down their lives for personal honour, or the lives of a trusted friend or comrade. Dragonborn, unsurprisingly, worship dragon gods almost exclusively.

Adventurers: Dragonborn embark on adventures to prove themselves, to regain lost honour, or to recover lost dragonborn artifacts. In addition, they often crusade against chromatic dragons, feeling responsible for the threat such creatures provide. Most dragonborn adventurers take melee classes, particularly fighters and paladins, however their draconic heritage makes them adept at sorcery as well.

Standard Racial Traits
• Ability Score Racial Traits: Dragonborn are strong and proud, though their massive bodies are ill-equipped to moving quickly. They gain +2 Strength, +2 Charisma and -2 Dexterity.

• Size: Dragonborn are Medium creatures and thus receive no bonuses or penalties due to their size.

• Type: Dragonborn are humanoids with the draconic subtype. They count as both humanoids and dragons for the purposes of prerequisites.

• Base Speed: Dragonborn have a base speed of 30 feet.

• Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Halfling and Orc.

Defense Racial Traits
• Natural Armor: Dragonborn gain a +1 natural armor bonus to their armor class.

Feat and Skill Racial Traits
• Imperial Legacy: Dragonborn gain a +1 bonus on Knowledge (Arcana) and Intimidate checks.

Offense Racial Traits
• Bite: Dragonborn gain a bite attack as a natural weapon. This attack deals 1d4 damage and counts as a primary weapon.

• Breath Weapon: Dragonborn gain a breath weapon that deals 1d6 damage, plus an additional 1d6 damage per 3HD. This breath weapon is a 15 food cone that deals either acid, cold, electricity or fire damage, chosen at character creation. The breath weapon can be used once per day as a standard action. The DC for the breath weapon is equal to 10 + 1/2 the dragonborn's HD + Constitution modifier.

• Wyrmscourged: Dragonborn gain a +1 bonus on attack rolls and a + 2 dodge bonus to AC and on saving throws against the extraordinary, supernatural and spell-like abilities of dragons. In addition, they gain a +2 racial bonus on Knowledge (Arcana) checks to identify dragons and can make such checks untrained.

Edit: added DC for breath weapon.