Help me build a Pseudodragon Guide Ranger DMPC


Advice


Hello Pathfinders,
I need your help for creating a "joke" DMPC for my players in a current homebrew campaign. They will soon meet a Pseudodragon in a forest, and the creature will give them some information about the BBEG they are looking for.
I also got the idea of making the Pseudodragon a Ranger with Guide Archethype and Natural Weapon Style, so he will start to travel with the party for their quest. Players should think it's only a normal pseudodragon searching for friends and food, and they will discover only during the fight with the BBEG that the Pseudodragon has class levels and is here to help them.

I don't need a very optimized build (don't want it too strong, the PCs are the Heroes in the campaign, not mine NPCs), but I'm afraid of the 0 ft reach. The players are at level 9 now, but they could became level 10 or 11 when they will meet the BBEG, so counting the base CR 1 the Pseudodragon should have from 8 to 10 level of ranger.

Any advice or idea?
We only use official pathfinder books (Core, APG, UM, UC, ARG), but I was thinking of giving the Impslayer Feat and 20 buy point for the Ability instead of using the normal pseudodragon from Bestiary.

PS: I apologize for any typos and grammar errors. My first language is not English.

Dark Archive

Lunge will be a must to negate reach issues.


Thanks Mergy, I really forgot about Lunge.

I choose to take both the Guide and Trapper Archethypes (so no ranger spells, but gain usefull traps) and to not use buypoints and give to the standard pseudodragon the classic +4, +4, +2, +2, +0, -2 ability adjustments.

first temporary build:
Tai'Shar CR 10
XP 9,600
Pseudodragon ranger (guide & trapper) 9
NG Tiny dragon
Init +5 (+9 in undergrounds, +7 in forests); Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +16 (+20 in undergrounds, +18 in forests; add +4 to locate traps)
DEFENSE
AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)(-2 to AC when using Lunge)
hp 114 (2d12+9d10+52)
Fort +13, Ref +14, Will +8
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee 2 claws +19 (1d3+5), sting +18 (1d3+5 plus poison), bite +18 (1d2+5) (All natural weapons are considered both magic and silver for purpose of overcoming DR, all natural weapons bypass an Imp's damage reduction)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail; Reach 5ft and10 ft reach with tail when using Lunge)
STATISTICS
Str 9, Dex 20, Con 18, Int 10, Wis 14, Cha 8
Base Atk +11; CMB +12; CMD 23 (27 vs. trip)
Feats Weapon Finesse, Impslayer, Aspect of the Beast (Claws)*, Endurance*, Weapon Focus (Claws), Lunge, Eldritch Claws*, Improved Natural Attack (Claws)
Skills Diplomacy +4, Disable Device +21**, Fly +18, Kn (Dungeoneering) +12, Kn (Geography) +12 (+16 in undergrounds, +14 in forest), Kn (Nature) +12, Perception +16 (+20 in undergrounds, +18 in forests;add +4 to locate traps), Sense Motive +7, Stealth +22 (+28 in forests, +26 in undergrounds), Survival +16 (+20 in undergrounds, +18 in forests); Racial Modifiers +4 Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)

*bonus feats from Ranger class levels.
** see Trapfinding
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 16; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Ranger’s Focus (Ex) +4 attack and damage rolls. 3/day
Track (Ex) +4 to Survival skill checks made to follow or identify track.
Trapfinding +4 Perception to locate traps and Disable Device skill checks. Can use Disable Device to disarm magic traps.
Wild Empaty (Ex) 1d20+9
Combat Style (Ex) Natural Weapon
Favored Terrain (Ex) Underground (+4), Forest (+2)
Terrain Bond (Ex) Grant allies a +2 Init, Perception, Stealth, Survival into Undergrounds and Forests terrains. Allies leave no trails and can't be tracked.
Trap: Snare Trap, Poison Trap, Alarm Trap.
Woodland Stride (Ex)
Swift Tracker (Ex)
Ranger's Luck (Ex) Can reroll or force enemy to reroll one attack roll. 1/day

Any other advices?


Flyby attack!


Give him CR 10 Heroic NPC Gear, or 12,750.. You Spend it on some tiny magic armor, agile amulet of mighty fists and a +2 dex belt.. This will up his contribution by quite abit.. I wpuld drop imp nat attack for piranah strike, the previous give virtually nothing for tiny creature and the later will give -3hit/+6damage to all his attacks..


He doesn't need Agile, the Imp Slayer Feat lets him use his dex for damage

Grand Lodge

WerePox47 wrote:
Give him CR 10 Heroic NPC Gear, or 12,750.. You Spend it on some tiny magic armor, agile amulet of mighty fists and a +2 dex belt.. This will up his contribution by quite abit.. I wpuld drop imp nat attack for piranah strike, the previous give virtually nothing for tiny creature and the later will give -3hit/+6damage to all his attacks..

Once you start loading up this little mini drake with improbable gear the illusion that "it's just a normal pseudo dragon" goes straight out the window.

If you want to make it a "stealth" character, make it a sorcerer (fey or sylvan bloodline). no gear at all required.


Thanks to everybody,

Piranah Strike instead of Imp. Nat. Attack seems great! It's a kind of Power Attack, so very good and could be used in synergy with the Ranger's Focus.
I was thinking of taking Fly-by Attack too, but I'm not sure, should it be instead of Weapon Focus (Claw)?

Yes, LazarX, no gear for this npc because "it's just a normal pseudodragon!" ;-) I know in this way it's not optimal, but I don't want it to be a sorcerer because the party has already 3 casters.

Grand Lodge

Here's what you need to answer.

At the end of the day what do you want this little beastie to do? When it comes to melee combat your aveage pseudo dragon has only two things going for it.

Insane levels of stealth and a sting with fortitude save for sleep. It's actual melee damage is no more than one pt per attack. Or so.


If you don't want to give him gear because he's just a "normal pseudo-dragon", I would suggest using that same cash base for Permanency effects. Greater Magic Fang can give all his natural attacks a +1 Enhancement Bonus for 7,500 GP and Resistance gives a +1 to saves for 2,500 GP. That's 10,000 GP for a permanent +1 to attack/damage and saves, not too bad and keeps within his vision of a "normal pseudo-dragon"


Here is my 2 cents Sting poison by the raw is right but I would make it DC 19 (1/2 total hit dice + CON mod). If you do that it will scale as the PC take levels and make worth having and using. Wich is DC of CR 10 abilty*. Also I SR equal to 10 + CR or 21 or else it not worth rolling. This is 4 less than CR 10 Rakshasa SR of 25. Agian this keeps is relavint for the level that you are playing.

You are also short 1 feat for for you total hit dice.

Suggested feats Fly-by, Death form above, Deep sight, Abilty Focus Trap and sting.

Drop Improved Natural Attack going form 1d2 to 1d3 is waste of time.

* when you check is vs CR 10 monster in beastiary table 1-1 page 291


Swashbucklersdc wrote:
If you don't want to give him gear because he's just a "normal pseudo-dragon", I would suggest using that same cash base for Permanency effects. Greater Magic Fang can give all his natural attacks a +1 Enhancement Bonus for 7,500 GP and Resistance gives a +1 to saves for 2,500 GP. That's 10,000 GP for a permanent +1 to attack/damage and saves, not too bad and keeps within his vision of a "normal pseudo-dragon"

I second this idea as well or let bet his gear after they finsh the boss he is helping them hunt down.

That would give him 1 more feat back as well since it would not need Eldritch Claws any any more.


Eldritch Claws also lets you bypass silver, so it still is a good feat


I appologize if this does not answer your question, I am trying to offer an alternative way to do what your doing.

I have done something similar in a campaign but rather than a ranger I made him a Rogue.

as a Rogue he was able to sneak attack with his stinger for 1d2 + d6 per 2 rogue levels... he didnt over power the group however because he only attacked every few rounds as he had to fly someplace to stealth, then when he came in for the attack the enemy got a perception check and an AoO if he saw the little bugger coming.

I also used the Minor and major spell tricks to give him acid splash (which he could also sneak attack with) and either shield or magic missile.

I am not sure if there are other ranger specific reasons you want him to be a ranger but it was a fun build and did not require items or anything else. he had some tiney MW lock picking tools but for flavor I just said he used his tail or stuck his hand in the lock to open them.


LazarX wrote:

Here's what you need to answer.

At the end of the day what do you want this little beastie to do? When it comes to melee combat your aveage pseudo dragon has only two things going for it.
Insane levels of stealth and a sting with fortitude save for sleep. It's actual melee damage is no more than one pt per attack. Or so.

I want an (unespected) melee aid for the Party PCs, but it dosen't matter if it's not very optimized as a aid, the tiny dragon it's a guide (literally) to the player not another PCs.

Swashbucklersdc wrote:
If you don't want to give him gear because he's just a "normal pseudo-dragon", I would suggest using that same cash base for Permanency effects. Greater Magic Fang can give all his natural attacks a +1 Enhancement Bonus for 7,500 GP and Resistance gives a +1 to saves for 2,500 GP. That's 10,000 GP for a permanent +1 to attack/damage and saves, not too bad and keeps within his vision of a "normal pseudo-dragon"

That's great, thanks a lot!

I'll add it to the build.

Tom S 820 wrote:

You are also short 1 feat for for you total hit dice.

Suggested feats Fly-by, Death form above, Deep sight, Abilty Focus Trap and sting.
Drop Improved Natural Attack going form 1d2 to 1d3 is waste of time.

Thanks, I forgot about the 6th advancement feat.

Actually I'll use this feats:
1th (1 Racial HD) Weapon Finesse
3th (2HD, Ranger 1) Impslayer
4th (2HD, Ranger 2) Aspect of the Beast (Claws)*
5th (2HD, Ranger 3) Endurance*, Pirhana Strike
7th (2HD, Ranger 5) Lunge
8th (2HD, Ranger 6) Eldritch Claws*
9th (2HD, Ranger 7) Fly-by Attack
11th(2HD, Ranger 9) Ability Focus (Sting)

I try to follow RAW as a GM, so the Sleep DC will be DC 18 (with Ability Focus)

Swashbucklersdc wrote:
Eldritch Claws also lets you bypass silver, so it still is a good feat

That's the reason I want to keep it.

blue_the_wolf wrote:
I appologize if this does not answer your question, I am trying to offer an alternative way to do what your doing.

Good advice, thanks, but I want it to be a Ranger and not Rogue because of the party lack into "wilderness" skills.


Here is the actual build state

second build:
TAI'SHAR CR 10
XP 9,600
Pseudodragon ranger (guide & trapper) 9
NG Tiny dragon
Init +5 (+9 in undergrounds, +7 in forests); Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +16 (+20 in undergrounds, +18 in forests; add +4 to locate traps)
DEFENSE
AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)(-2 to AC when using Lunge)
hp 114 (2d12+9d10+52)
Fort +15, Ref +15, Will +9 (Permanency Resistance)
Immune paralysis, sleep; SR 12

OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee 2 claws +19 (1d2+6), sting +19 (1d3+6 plus poison), bite +19 (1d2+6) (Using Pirhana Strike: -3 attack rolls +6 damage; all natural weapons are considered both magic and silver for purpose of overcoming DR; all natural weapons bypass an Imp's damage reduction) (+1 Permanency Greater Magic Fang)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail; Reach 5ft and10 ft reach with tail when using Lunge)

STATISTICS
Str 9, Dex 20, Con 18, Int 10, Wis 14, Cha 8
Base Atk +11; CMB +12; CMD 23 (27 vs. trip)
Feats Weapon Finesse, Impslayer, Aspect of the Beast (Claws)*, Endurance*, Pirhana Strike, Lunge, Eldritch Claws*, Fly-by Attack, Ability Focus (Sting)
Skills Diplomacy +4, Disable Device +21**, Fly +18, Kn (Dungeoneering) +12, Kn (Geography) +12 (+16 in undergrounds, +14 in forest), Kn (Nature) +12, Perception +16 (+20 in undergrounds, +18 in forests; add +4 to locate traps), Sense Motive +7, Stealth +22 (+28 in forests, +26 in undergrounds), Survival +16 (+20 in undergrounds, +18 in forests); Racial Modifiers +4 Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)
*bonus feats from Ranger class levels.
** see Trapfinding

SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Ranger’s Focus (Ex) +4 attack and damage rolls. 3/day
Track (Ex) +4 to Survival skill checks made to follow or identify track.
Trapfinding +4 Perception to locate traps and Disable Device skill checks. Can use Disable Device to disarm magic traps.
Wild Empaty (Ex) 1d20+9
Combat Style (Ex) Natural Weapon
Favored Terrain (Ex) Underground (+4), Forest (+2)
Terrain Bond (Ex) Grant allies a +2 Init, Perception, Stealth, Survival into Undergrounds and Forests terrains. Allies leave no trails and can't be tracked.
Trap: Snare Trap, Poison Trap, Alarm Trap.
Woodland Stride (Ex)
Swift Tracker (Ex)
Ranger's Luck (Ex) Can reroll or force enemy to reroll one attack roll. 1/day

I also notice that for the Poison Trap could use the Sleep Poison from his own sting, with the same DC.


Love the build, he should be a lot of fun!

Grand Lodge

You are right about him as a "joke" NPC though. Because there's no way that any such character could actually pull anything close to his weight as a real melee PC because a pseudo dragon simply isn't built for melee, no matter how you fudge it. It's magic, particurlarly sorcery that's the big equalizer as it doesn't care one bit how large you are. And sorcery besides not requiring a spellbook is a natural outlet for a draconic creature.

He can however, die very quickly in trying to act out such a role, unless you really fudge your combats.


This little guy, on a full attack, using pirana strike, can do, at +16, 3d2+1d3+48 damage; how is that not pulling his weight for a lvl 9 character? A fighter with a 20 Str, Weapon Specilization Longsword, a +2 longsword, attacking twice in a round with Power Attack, can do 2d8+30 damage.


I dont think his point was to overshadow his pcs in the damage department, in fact he stated it wasn't.. I think he supposed to be more of a guide/helpful npc.. With that said while using his ranger focus and piranah strike he will very much be able to contribute to a fight, hell even w/o ranger focus he can.. Id say hes very well done for dmpc/helpful guy..

Grand Lodge

Swashbucklersdc wrote:
This little guy, on a full attack, using pirana strike, can do, at +16, 3d2+1d3+48 damage; how is that not pulling his weight for a lvl 9 character? A fighter with a 20 Str, Weapon Specilization Longsword, a +2 longsword, attacking twice in a round with Power Attack, can do 2d8+30 damage.

It's easy to create such a character "ex nihilo". Actually running such a character and getting it to survive from it's first class level would be another thing entirely.


Swashbucklersdc wrote:
This little guy, on a full attack, using pirana strike, can do, at +16, 3d2+1d3+48 damage; how is that not pulling his weight for a lvl 9 character? A fighter with a 20 Str, Weapon Specilization Longsword, a +2 longsword, attacking twice in a round with Power Attack, can do 2d8+30 damage.

Because no Fighter would be attacking twice a round with a longsword. They'll either be dual-wielding (which is itself sub-par), using a two-handed weapon (which ups their damage considerably), or if they're actually wielding a single, one-handed weapon, they'll be sword and boarding it, and getting Shield Bashes with free bull-rush to supplement their longsword. Either way, they'll vastly out-shadow the pseudodragon. Which, according to the original poster, is just how he wants it. Think of the pseudodragon being the equivalent to the Improved Familiar with UMD that fires off lightning bolts with a wand every round. He's not a full PC, he's just flavor and a tiny bit of extra damage.

Dark Archive

Swashbucklersdc wrote:
This little guy, on a full attack, using pirana strike, can do, at +16, 3d2+1d3+48 damage; how is that not pulling his weight for a lvl 9 character? A fighter with a 20 Str, Weapon Specilization Longsword, a +2 longsword, attacking twice in a round with Power Attack, can do 2d8+30 damage.

He's not a level 9 character, he's a CR 10 creature with class levels. That would make him the equivalent of a level 11 character, and he's certainly not up to par there. Not that there's anything wrong with that, seeing as the OP stated the dragon is not meant to steal any shows.

Doesn't the poison DC increase with hit dice? I would have thought it would be DC 21 with your current stats. Also remember that if he doesn't have NPC gear of a CR 10 he's actually one CR lower.

EDIT: Nevermind, just read the Bestiary and only racial HD increase it. Another option would be to do that and advance his hit dice a bit.


Ok, a fighter with a +2 Greatsword, atatcking twice a round, 20 Str, Wpn Spec and Power attacking does 4d6+40 damage, avg 54 damage. As a NPC, he wouldn't have over a +2 weapon. The psedudo dragon above does, on a full attack, an avg of 54 also. He defintly contributes in combat on par with a equal level melee NPC. That's all I'm saying.


Update: Forgot weapon trainig for the fighter, so an additional +4 per round for an avg of 58 damage, =)


Except a fighter would have a strength higher than 20, would likely have boots of speed, etc... So you're looking at a higher attack bonus, and significantly more damage. It's not a competitive build, on par with a PC of equivalent level. And that's fine, it's not supposed to be.


A NPC fighter would not have Boots of Speed at level 10. A Heroic NPC has 12,750 GP to spend on gear, that +2 Greatsword took over 8000 of that. We are comparing NPC to NPC. The pseudo dragon above spent 10K on permanency effects. I am in no way comparing the pseudo dragon to a PC. I never said I was, I was comparing him to a melee NPC of equivelent level.


Boots of Speed are 12,000 gp, so would still be affordable under that presumption. And I'd rather have those than a +2 greatsword, to be honest. A masterwork greatsword would serve just as well, and your damage would be far higher being hasted, than the extra +1 attack/+3 damage.

But even if you went with the +2 greatsword, you still have enough left over for a +2 strength belt, which again, increases the damage. A 10th level fighter should have a strength of 24, not 20 (18 base, +2 racial, +2 level, +2 item).


Let's also not forget the fighter has a variety of other feats at his disposal to increase his effectiveness in combat. Disruptive, Spell Breaker, Step Up and Strike, Improved Sunder, Greater Sunder, etc.


WerePox47 wrote:
I dont think his point was to overshadow his pcs in the damage department, in fact he stated it wasn't.. I think he supposed to be more of a guide/helpful npc.. With that said while using his ranger focus and piranah strike he will very much be able to contribute to a fight, hell even w/o ranger focus he can.. Id say hes very well done for dmpc/helpful guy..

That's exactly what I want from this NPC,

Thanks to everybody for this build, I hope to see mine players finding him this friday night.

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