Homebrew Character: Dragonborn Warrior


Homebrew and House Rules


The dragonborn warrior is based on the 4e race. I'm not all that happy with the Magical Heritage role; advice would be appreciated.

Dragonborn, Fighter, Male

STR d10 []+1 []+2 []+3
Melee +2
DEX d6 []+1 []+2
CON d10 []+1 []+2 []+3 []+4
Fortitude +2
INT d4 []+1
WIS d6 []+1 []+2
Perception +2
CHA d6 []+1 []+2 []+3

Hand Size 4 []5

Proficient With: [x] Light Armor [ ] Heavy Armor [x] Weapons

Deck: Favored Card Type: Weapon
Weapon 4 []5 []6
Spell 1 []2 []3 []4
Armor 3 []4
Item 2 []3
Ally 2 []3
Blessing 3 []4 []5

At the start of the game, select one of the following traits: Electricity, Fire, Cold, Acid. This trait becomes "your chosen trait".

You may add 1d4 ([ ]+1) with your chosen trait to your combat check.

If you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

Dragon Heritage

You may add 1d4 ([ ]+1) ([ ]+2) ([ ]+3) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1 ([ ]2).

[ ] Reduce damage with your chosen trait against you by 2 ([ ]4).

[ ] At the end of your turn, you may move to any location. You must satisfy all requirements to move ([ ] You may ignore all requirements to move during this move).

[ ] When you play a blessing to add to your check, you may add your chosen trait to the check.

Mortal Heritage

You may add 1d4 ([ ]+1) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait ([ ] any weapon with the 2-handed trait], you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

[ ] Add 2 ([ ]4) to your check to acquire a weapon ([ ] or armor).

[ ] You gain the skill Diplomacy: Charisma +2

[ ] When you play a blessing to add to your Strength check, you may roll d12 instead of the normal die ([ ] and recharge it).

Hand Size []6

Magical Heritage

Your favored card type changes to Spell.

You may add 1d4 ([ ]+1) ([ ]+2) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

[ ] "Your chosen trait" now also includes the Magic trait.

[ ] You gain the skill Arcane: Charisma +1

[ ] You gain the skill Divine: Charisma +1

[ ] Add 2 ([ ]4) to your checks when playing or recharging a spell.

Hand Size []6 []7


Here are my two cent.

First of, nothing in your kit uses your Constitution. I know it is high because of being a dragonborn, but i wouldn´t put the most skill feats boxes in it if you don´t utilize it in any way. If your Magical Role would cast on Constitution instead of Charisma, it would make more sense why you put so much skill feat boxes there.

Second, starting with 1 spell when only one of your roles can really cast, that is kind of strange, you force any other build to be messed up with a spell that is a one time use at best. I would cut that to 0 at the start and add an ally or blessing for it.

You should add a cost to your +1d4 combat power. No one can give himself additional power for free. A reveal effect with an appropriate card type would be enough.

Dragon Heritage: Your last power seems kind of redundant. You can already add your trait to your combat check. And i can´t recall any non-combat bane that would be interessted in an elemental trait. (except Miss Foxglove, but she needs divine.)

Mortal Heritage: Again the last power, seems really underwhelming to make a d10 into and d12. My suggestion would be to either let a combat oriented blessing always add a d12 or change "your" Strength check into "a" Strength check.

Magical Heritage: First of, i would make the favorite spell optionals, so that you can choose if you want a spell or weapon.
Adding the magic trait seems redundant too. At that level in the game, all your weapons should be magical, perhaps not the best, but at least magical. So the only option that this would be viable would be by hitting with your bare hands, which is normaly not preferable.
As i said at the start, i think casting on Constitution would be a better option. Because, even if you take all your recharge feats and put everything in Charisma, you still can only recharge spells of AP4 and up with a max roll.

Even if it is mostly critique, i hope it is at least constructive and a little bit helpful for you.


Thanks for the feedback. It was helpful. It can be hard to see errors or problems in one's own work.

Fenris235 wrote:
...seems really underwhelming to make a d10 into and d12

I was basing off Lini's role card power. But I agree that it's underwhelming.

I briefly considered giving the base character Divine: Constitution -2 and Arcane: Constitution -2 (or maybe Divine: d4 and Arcane: d4) just so that spells would not be auto-banished, but decided that would be watering down the character too much and changing the flavour of the base too much (since it's based on Fighter). But this is a mechanic that I will consider for other characters. Nowhere does it say that a skill has to be +x, so it would make for some interesting builds.

Anyway, here is the revised character.

Dragonborn, Fighter, Male

STR d10 []+1 []+2 []+3
Melee +2
DEX d6 []+1 []+2
CON d10 []+1 []+2 []+3
Fortitude +2
INT d4 []+1 []+2
WIS d6 []+1 []+2
Perception +2
CHA d6 []+1 []+2 []+3

Hand Size 4 []5

Proficient With: [x] Light Armor [ ] Heavy Armor [x] Weapons

Deck: Favored Card Type: Weapon
Weapon 4 []5 []6
Spell 0 []1 []2 []3
Armor 3 []4
Item 2 []3
Ally 2 []3
Blessing 4 []5 []6

At the start of the game, select one of the following traits: Electricity, Fire, Cold, Acid. This trait becomes "your chosen trait".

You may reveal a blessing to add 1d4 ([ ]+1) with your chosen trait to your combat check.

If you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

Dragon Heritage

You may reveal a blessing to add 1d4 ([ ]+1) ([ ]+2) ([ ]+3) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage ([ ] and damage with your chosen trait) against you by 1 ([ ]2).

[ ] At the end of your turn, you may move to any location. You must satisfy all requirements to move ([ ] You may ignore all requirements to move during this move).

[ ] When you play a blessing to add to a Strength check, you may add d12 instead of the normal die ([ ] and recharge the blessing).

Mortal Heritage

Hand Size [ ]6

You may reveal a blessing to add 1d4 ([ ]+1) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait ([ ] any weapon with the 2-handed trait), you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

[ ] Add 2 ([ ]4) to your check to acquire a weapon ([ ] or armor).

[ ] You gain the skill Diplomacy: Charisma +2

[ ] When you play a blessing to add to a Strength check, you may add d12 instead of the normal die ([ ] and recharge the blessing).

Magical Heritage

Hand Size [ ]6 [ ]7

Upon gaining this role, you may change your favored card type to Spell.
You may reveal a blessing to add 1d4 ([ ]+1) with your chosen trait to your combat check.

When you use a weapon with the Polearm or Spear trait, you may also use an armor with the Shield trait.

[ ] Reduce combat damage against you by 1.

[ ] You gain the skill Arcane: Constitution +1.

[ ] You gain the skill Divine: Constitution +1.

[ ] Add 2 ([ ]4) to your checks when playing or recharging a spell.

[ ] When you play a blessing to add to a Constitution check, you may add d12 instead of the normal die ([ ] and recharge the blessing).

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