Mythic Dragon disciple feedback please


Advice


I'm looking for advice about my dragon disciple character. The idea of this game is that we're all holy warriors, though not necessarily paladins. I also have 2 mythic tiers.

I've not got a lot of experience with martial or even Gish characters. I'd appreciate any feedback to make this better.

I was even thinking about making the race Asimar.

I'm going for a demon touched thing with the eldritch heritage, plus it's a strength boost.

Thoughts?

Simon Demarkus:

Human dragon disciple 4/paladin 5/sorcerer 1/Guardian 2
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +14
Aura courage (10 ft.)
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Defense
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AC 28, touch 14, flat-footed 24 (+11 armor, +2 Dex, +2 dodge, +3 natural)
hp 92 (10 HD; 1d6+5d10+4d12+35)
Fort +10, Ref +6, Will +10
Defensive Abilities hard to kill; Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Legendary adamantine scimitar +15/+10 (1d6+6/18-20) or
bite +9 (1d6+9), 2 claws +14 (1d4+8)
Special Attacks breath weapon, channel positive energy 2/day (DC 14, 3d6), claws (2, 1d4, treated as magic weapons, 5 rounds/day), claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite, mythic power (7/day, surge +1d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
At will—detect evil
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—false life, resist energy, rope trick
1st (7/day)—enlarge person (DC 13), feather fall[M], mage armor, true strike[M]
0 (at will)—detect magic, disrupt undead, mending, message, open/close (DC 12), prestidigitation
Bloodline Abyssal, Draconic
Paladin Spells Prepared (CL 2nd; concentration +4)
1st—divine favor, weapons against evil
M mythic spell
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Statistics
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Str 23, Dex 14, Con 14, Int 14, Wis 10, Cha 15
Base Atk +8; CMB +14; CMD 28
Feats Arcane Armor Training, Dodge[M], Eldritch Heritage[UM], Eschew Materials, Mobility, Power Attack, Skill Focus (Knowledge [planes]), Spring Attack
Traits armor expert, seeker
Skills Acrobatics +0 (-4 to jump), Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +4, Fly +4, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +6, Perception +14, Ride +8, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Elven
SQ amazing initiative, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), divine bond (mount), hero points, lay on hands 4/day (2d6), legendary item[MA], legendary power, legendary surge, mercy (fatigued), mythic bond, mythic spellcasting[MA], sudden block[MA], undetectable, unyielding
Combat Gear ring of invisibility; Other Gear +2 restful mithral full plate, Legendary adamantine scimitar, page of spell knowledge (rope trick)[UE], 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 14.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
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.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magic Claws & Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magic Claws (5 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

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Animal Companion
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 60 ft.
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Fleet, Fleet, Run
Tricks Air Walk, Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump with a running start, +18 to jump), Fly +4, Perception +6, Swim +9
SQ air walk, combat riding
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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dot.


My critique is that a full on paladin going into dragon disciple is a loss for the paladin. The mercies and scaling boosts to your lay of hands is better than dragon disciples features. Conversely if you went with spell casting your levels for spells are very low, almost nonexistent. 2 levels of a paladin and the rest sorcerer/DDis pretty good on the other hand. Your build is otherwise pretty solid as far as I could decipher. I would actually take all 10 levels of DD in this case.


Renegadeshepherd wrote:
My critique is that a full on paladin going into dragon disciple is a loss for the paladin. The mercies and scaling boosts to your lay of hands is better than dragon disciples features. Conversely if you went with spell casting your levels for spells are very low, almost nonexistent. 2 levels of a paladin and the rest sorcerer/DDis pretty good on the other hand. Your build is otherwise pretty solid as far as I could decipher. I would actually take all 10 levels of DD in this case.

DD requires 5 ranks in Knowledge Arcana.

Scarab Sages

Well, the main issue is that, without added spell support, there is little reason to consider a heavily paladin-based DD over a split Paladin/Sorcerer. Paladin 2/Sorcerer 3/Dragon Disciple 4 has a lot more going for it, and if you want to continue down the gish path, you now qualify for Eldritch Knight, so you can keep your BAB up. This way, at 9th level, while your BAB is a tad low, you have access to 3rd level spells like Haste, Heroism, and Fly, all of which can support the party, or close the melee gap with the raw Paladin build, while also giving you access to more 2nd level spells, a better Arcane Strike damage bonus, and it opens up some of your feats.

If you are insisting on using a one-handed weapon, pick up a mithral light shield/buckler. It's an easy way to keep up your defenses. If not, grab a two-handed and put that strength to work. Instead of Dodge/mobility/spring attack, consider Arcane Strike, Furious Focus, Or something else with more direct benefit. Swap out one of your traits for Magical Knack. That caster level boost is too important not to take.

With your stats, consider grabbing a reach weapon and Combat Reflexes. With Enlarge Person up, you cover a huge area with lots of threat. If you really want a companion, swap out your 1st level bloodline power for a familiar, and consider the Protector archetype for it. It's a solid utility/defensive boon.


Tiny Coffee Golem wrote:
Renegadeshepherd wrote:
My critique is that a full on paladin going into dragon disciple is a loss for the paladin. The mercies and scaling boosts to your lay of hands is better than dragon disciples features. Conversely if you went with spell casting your levels for spells are very low, almost nonexistent. 2 levels of a paladin and the rest sorcerer/DDis pretty good on the other hand. Your build is otherwise pretty solid as far as I could decipher. I would actually take all 10 levels of DD in this case.
DD requires 5 ranks in Knowledge Arcana.

Not sure I follow, I'm proposing 2 paladin/dd10/sorc8.


Renegadeshepherd wrote:
Tiny Coffee Golem wrote:
Renegadeshepherd wrote:
My critique is that a full on paladin going into dragon disciple is a loss for the paladin. The mercies and scaling boosts to your lay of hands is better than dragon disciples features. Conversely if you went with spell casting your levels for spells are very low, almost nonexistent. 2 levels of a paladin and the rest sorcerer/DDis pretty good on the other hand. Your build is otherwise pretty solid as far as I could decipher. I would actually take all 10 levels of DD in this case.
DD requires 5 ranks in Knowledge Arcana.
Not sure I follow, I'm proposing 2 paladin/dd10/sorc8.

You need 5 levels in something before DD and I didn't see the sorcerer levels.


Davor wrote:

Well, the main issue is that, without added spell support, there is little reason to consider a heavily paladin-based DD over a split Paladin/Sorcerer. Paladin 2/Sorcerer 3/Dragon Disciple 4 has a lot more going for it, and if you want to continue down the gish path, you now qualify for Eldritch Knight, so you can keep your BAB up. This way, at 9th level, while your BAB is a tad low, you have access to 3rd level spells like Haste, Heroism, and Fly, all of which can support the party, or close the melee gap with the raw Paladin build, while also giving you access to more 2nd level spells, a better Arcane Strike damage bonus, and it opens up some of your feats.

If you are insisting on using a one-handed weapon, pick up a mithral light shield/buckler. It's an easy way to keep up your defenses. If not, grab a two-handed and put that strength to work. Instead of Dodge/mobility/spring attack, consider Arcane Strike, Furious Focus, Or something else with more direct benefit. Swap out one of your traits for Magical Knack. That caster level boost is too important not to take.

With your stats, consider grabbing a reach weapon and Combat Reflexes. With Enlarge Person up, you cover a huge area with lots of threat. If you really want a companion, swap out your 1st level bloodline power for a familiar, and consider the Protector archetype for it. It's a solid utility/defensive boon.

This is good stuff. Thank you.

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