
GM Rutseg |

If you are currently playing Shacked City, and particularly, if you are one of my players, please skip this post and close this tab immediately.
An incoming encounter might seem a bit out of the plot line and I am looking to make it more memorable and trigger the interest of my players.
As such, I am looking for a player to take the reigns of certain complex NPC during the players encounter with it. The NPC in particular is Zarik Dhor, a minotaur half-black dragon looking to measure himself against the rising name of the party heroes and avenge his father. The thing is, due to some particularities of this NPC and recent reduction on the number of players in the party, a skillful player might win his way into the party by pure roleplaying. I will stress this out, I am recruiting you for a single encounter, winning out the other players to join the campaign will entirely depend on your skill as a roleplayer to make Zarik memorable and find the reasons for the other PC’s to invite you over to join and follow their quest. The probability Zarik will be killed during the encounter will be high, because you know killing monsters is what PC’s do all day. Or they might decide to leave you aside and follow with their things.
About the campaign
We are playing Paizo first ever AP: The Shackled City Adventure Path using the Pathfinder rules. We have been playing since January 2016 and we are now half-way the 7th Chapter of a total of 12. The party is currently at level 12 and have enjoyed a good mixture of rich roleplaying and intense fights.
By now the party is pretty established, with well defined roles, both socially and mechanically. As such, I am reluctant to recruit new people that might break the current good mood and balance in the party. But the number of players has shrunk to 4 from an initial 7 group. Two of them have been planned drops and the third has been a recent player disappearance. Because of these two factors, I am opening the door of giving continuity to Zarik if this encounter experiment goes well.
If you want to know more about how the adventure has gone so far, you can give a glimpse to our campaign index.
Zarik Dhor background
There is a black dragon named Dhorlot in the campaign known as the Father Dragon because he likes to couple with all kind of races leaving behind strange hybrid spawn. The players have crossed faces with this dragon a couple times and last time they fought and win forcing Dhorlot to a shameful escape.
Nearly 50 years ago, just after reaching young adulthood, the black dragon began an obsessive drive to create half-dragon progeny. One of his most bizarre couplings was with a female minotaur shaman who led a tribe far to the north, in the jungle. Dhorlot proved a cruel overlord to the minotaur tribe, but he did not stay long, viewing his time with the minotaurs as a waste because the progeny matured too slowly for this obsessive tastes and because none of them ever developed proper wings. Dhorlot later continued his breeding experiments in the kuo-toan shrine of Bhal-Hamatugn, where the party got to met with him while exploring the shrine in search of the legendary dwarven hero Zenith Splintershield (now dead but with his corpse gone missing by a far reaching conspiration).
The AP calls for Dhorlot’s most powerful progeny, a half-black-dragon minotaur named Zarik Dhor to come looking for the characters. A complex character in his own right, Zarik’s selfish nature and occasional bouts of cruelty are balanced by his disdain for his father’s behavior. This conflict gives the characters at least some chance of negotiating with him rather than having the encounter default to a simple combat.
The most interesting point is, there is a Campaign Trait, the Wyrm Blooded, that secretly makes you a spawn of Dhorlot. It happens the dwarf paladin of our game choose that trait, making himself a half-brother of Zarik. Despite continuous evidence of this fact, like his black scales, the dwarf has rejected this idea so far and confronted anyone suggesting this is true. This builds up to a memorable encounter between Zarik and Kikinnin, and I know he will engage, because he is very good roleplaying his character, but I am as well convinced he will try to kill Zarik if he shows any kind of evilness.
The AP calls for different possible reasons he wants to search for the characters, but you can find your own. Perhaps Zarik wishes to measure his strength against the ones that defeated his father. Maybe he has vengeance in mind, he held no love for his draconic sire, yet his bond to his heritage compels him to take vengeance on the characters. Instead of a direct physical threat you might prefer to present Zarik as a powerful potential antagonist who’s more interested in talking with the characters than smashing them into pulp. In that case, Zarik came to Cauldron (the main adventure city) to learn about those who killed his father, and he has immensely personal decisions to make regarding the fate of his draconic sire as well as those who drove him out of his chosen home of Bhal-Hamatugn.
I am also interested to see how Zarik will face Maxim, the other dwarf of the party, and the one who humiliated Dhorlot bringing him down in his escape flight.
Zarik got to know about the events because Dhorlot retreated to the minotaur village to lick his wounds a couple of months ago. What exactly happened during this encounter with Dhorlot and what exactly the dragon has explained to his offspring is for you to decide. Remember Zarik’s mother is a powerful shaman and leader of the minotaur tribe. You can decide for her to still be alive or Zarik having claimed her position. Perhaps this encounter is the last test for Zarik to claim leadership of his tribe, and if he is defeated he won’t be able to come back to his tribe.
Creation rules
You must follow the creation rules specified in the campaign recruitment thread, with the exceptions that follow.
Your starting level will be 12. Due to Zarik’s background and temperament druid, sorcerer, cleric (of a tribal god), witch, barbarian, ranger or fighter might do good fits. If you wish to try join the party after your fight with the characters, the druid, sorcerer or witch might work better because of party roles balance. We already have two strong front liners and I do not lean towards accepting a third one, but a secondary melee type with some blasting or utility capabilities will work great. Be mindful with the other players, they are the current heroes, you are only a guest until otherwise is proved, do not steal their highlight.
You are a minotaur. Because minotaurs don’t make for a proper playable race, we will use Rogue Genius asterion racial rules to reflect your minotaur racial traits. In top of those rules, you will have the scent ability. Although Zarik has horns, you will only have a gore natural attack if you pick up the asterion feat that grants it as a racial trait.
This character is supposed to be a half-black dragon. You should look for ways to reflect this fact in game while keeping it legal according to the campaign creation rules, and in balance with the rest of characters who are way more Core rulebook based. You might chose to do so with only ascetic descriptions and personality work, but some interesting options you might want to explore are:
You are allowed to use the unchained variant multiclassing rules but only to chose Sorcerer and the black dragon bloodline.
You are allowed to use the half-dragon template (the base NPC does have this stuff), but your character must be level 10 instead of 12 then, and the following modifications apply: your creature type is still humanoid asterion (but you are also considered a dragon for effects), you gain no fly speed (the base NPC has no wings), your natural armor improves only by +2, the abilities increase are only Str +4, Con +2, Int +2 and Cha +2, your caster level increases by +2 (but you do not gain other level benefits like known spells or slots).
You must pick the Wyrm Blooded trait (see the campaign recruitment thread and the Player’s Guide for traits).
Rules base, this will be a very homebrew character. As such, you have to accept rule changes might happen in order to bring you to balance and don’t get the highlight of current players, in case you end up continuing the AP with them.
Starting gold
40,000 gp. We are playing a low magic equipment campaign.
Allowed sources
In addition to the campaign sources, your character in particular has access to the Legacy of Dragons options (Player Companion book). But be mindful of the sources restrictions and game expectations as stated in the recruitment thread. In particular all the limitations about no animal companions, reach builds, spells and objects.
What does the actual NPC look like as written by the adventure designers
He is a minotaur monster (D&D level adjustment +6) with the half-dragon template and 4 fighter levels with 4 barbarian levels.
Feats: Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Bull Rush, Iron Will, Multiattack (this is a monster feat you have no access to), Power Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain).
Possessions: +3 chain shirt, +2 spiked chain, cloak of resistance +3, gloves of Dexterity +2, ring of protection +2, potion of bull’s strength (2), potion of bear’s endurance (2), potion of see invisibility (2), potion of cure serious wounds (2), 1900 gp.
How to apply
Write down a character. You are expected to provide:
I will have player reputation and past campaigns record into account, basically to make sure your playing style and personality will mingle well with current players, but otherwise your ability to create a Zarik that leads to an interesting encounter for my players will be the most relevant criteria here. Your difficulty for selection is to find what interesting encounter means to me.
Alias
An alias is not required. I have already reserved the Zarik Dhor alias and I will delete it for you to use once you are chosen.
Expectations
After all your character might end killed by the party or you might not find a motivation to join them. This might end being a tough creation exercise for only a week or so of gaming. I will understand if short fun is not worthed the effort for many of you.
Schedule
Applications will be accepted until Friday the 20th of September 2019. Once selected you will need to show patience, because players might trigger this encounter as early as few days or as late as a month or more.

Wilhim |

Very interested. I'm thinking of using Bloodrager with the draconic bloodline to represent his heritage. I am interested in joining but will happily just be a boss to wail on the players. Could I get the leadership feat so I can have some followers to make a proper battle if it breaks out?
I figure I'd be rather affable. Explain that while I despite the old man he is family and I have to do what I have to do. No hard feelings. During the fight, I notice the dwarf and start commenting, eventually grappling him with a bear hug calling out "brother" or something like that. As for personality when not being antagonistic of the party, I'd say he shares some of his father's lusty nature and is interested in connecting with the dwarf paladin since it turns out the fight was a family squabble and he can let that go.
My cohort would be set up as something the party is missing (if indeed there are any obvious spots not accounted for) while the rest of my gang will mostly be people who can do things like run our camp for us when we're out in the wild. +
Sound good for the basic framework?

![]() |
Query: why do you say “minotaurs don’t make for a proper playable race?”
Pathfinder has decent rules for “Monsters as PC’s.” A Minotaur is CR 4, meaning he’d eventually score 2 intermittent levels. Half-dragon is a +2 CR template. If making a 12th level PC out of that, you could take a baseline Minotaur, add the template and then 8 class levels, yes, I know that adds to 14, but YMMV, do it with 6 class levels if you want. The STR and CON on that are both high, but all of the other stats are about 10.
Hmmm, ok, adding 6 (not 8) levels of Druid, could give you:
Zarik Dhor
Male half-dragon minotaur druid 6 (Pathfinder RPG Bestiary 170, 206)
N Large dragon (monstrous humanoid)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 27 (+7 armor, +2 deflection, +9 natural, -1 size)
hp 129 (12 HD; 6d8+6d10+66)
Fort +14, Ref +7, Will +11; +4 vs Acid Attacks, +4 vs. fey and plant-targeted effects
Immune acid, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (average)
Melee +2 spiked chain +19/+14 (2d6+14/19-20) or
bite +12 (1d8+4), 2 claws +12 (1d6+4), gore +12 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful charge (gore, 2d6+12), wild shape 3/day
Druid Spells Prepared (CL 6th; concentration +7)
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 21, Int 9, Wis 13, Cha 10
Base Atk +10; CMB +19 (+21 bull rush); CMD 31 (33 vs. bull rush)
Feats Exotic Weapon Proficiency (spiked chain), Great Fortitude, Improved Bull Rush, Improved Critical (spiked chain), Natural Spell, Power Attack
Traits devotee of the green, - custom trait -
Skills Acrobatics -2 (-6 to jump), Climb +10, Fly -4, Handle Animal +4, Heal +5, Intimidate +6, Knowledge (geography) +11, Knowledge (nature) +13, Linguistics +0, Perception +16, Stealth +10, Survival +18, Swim +10; Racial Modifiers +4 Perception, +4 Survival
Languages Common, Druidic, Giant
SQ natural cunning, nature bond (animal companion), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear wand of cure light wounds; Other Gear +3 hide armor, +2 spiked chain, cloak of elvenkind, druid's vestment, headband of inspired wisdom +2, ring of feather falling, ring of protection +2, backpack, flint and steel, spell component pouch, winter blanket, 1,261 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 6d6 Acid damage, DC 18.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Average) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+12) (Ex) Your charge attacks deal additional damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
It needs some tweaking, but it does account for the Wyrm Blooded trait.
I tried to stick fairly close to the canon character you posted, weapons, etc, but as a Druid which was one of the classes you said would do well to continue on.
I could do it as a Sorcerer instead. I’ve always loved the idea of a Minotaur Sorcerer actually. Let me know if there’s any interest in seeing what that might look like.

GM Rutseg |

Hrothdane Yes sure! The designers made Zarik a male, but it can easily be turned into a female.
Wilhim Read carefully the allowed sources and the GM expectations. I am requesting this extra effort to keep things easy for PbP GMing.
Zahir ibn Mahmoud ibn Jothan I am sorry, but this is exactly the reason I made my statement and requested the use of the asterion ancestry. The risks of using Monsters as PCs rules are high. A quick comparison of your statblock damage potential with the current melee characters of my campaign makes it clear to me this is a very bad idea. Add reach, powerful charge, barkskin and other druid stuff... It might be fun for a single shot or a dying adventure, but I will not risk this into a mature campaign with years of play ahead.

![]() |

Here is my first pass at it. Planning on refining and expanding background, etc... on subsequent drafts. I would certainly love a chance to play such a character long-term, but I also tried to build a memorable combat encounter, should that be all that she ends up being.
Asterion Sorcerer/5 Dragon Disciple/7
CN Medium humanoid (asterion)
Init +5( Senses: Perception +16, Blindsense 30 ft, Low-light Vision
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+4 armor, +5 natural armor, +1 Dex)
HP 119
Fort +11, Ref +5, Will +9
Conditional Save Modifiers: +2 vs sleep or paralysis
Resistances Acid 10
--------------------
Offense
--------------------
Speed 30 ft
Melee 2 Claws +13 (1d6+6+1d6 acid/x2) and Bite +13 (1d6+9+1d6 acid/x2)
Ranged Ranged Touch Attack +8
Special Attacks Claws and Dragon Bite (9 rounds/day), Breath Weapon 60 ft Line of Acid (2/day, 12d6, DC 22 reflex)
Dragon Disciple Spell-like Abilities (CL 12th; concentration +18 [+22 casting defensively])
1/day--Form of the Dragon I (black dragon only)
Sorcerer Spells Known (CL 12th; concentration +18 [+22 casting defensively]):
5th (4/day)—Cone of Cold (DC 22)
4th (6/day)—Fear(b), Ice Storm, Wall of Fire
3rd (7/day)--Fly(b), Fireball (DC 20), Heroism, Stinking Cloud (DC 19)
2nd (8/day)--Resist Energy(b), Mirror Image, Alter Self, Misdirection, Acid Arrow
1st (8/day)—Mage Armor(b), Shield, Remove Fear, Magic Missile, Burning Hands (DC 18), Charm Person (DC 17)
0 (at will)--Stabilize, Guidance, Grave Words, Telekinetic Projectile, Light, Read Magic
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 18, Int 10, Wis 8, Cha 22
Base Atk +7/+2; CMB +12; CMD 24
Feats
Combat Casting
Deflect Arrows (b)
Eschew Materials (b)
Spell Penetration
Greater Spell Penetration
Spell Focus (evocation)
Blind Fight(b)
Lunge
Improved Initiative(b)
Improved Blind Fight
Traits
Magical Knack
Blood of Dragons
Wyrm-Blooded
Drawback
Wyrm-Blooded
Alternate Racial Traits
Bowkiller
Cunning
Hatred (dragon)
Skills
Acrobatics +1
Appraise +0
Bluff +22
Climb +6
Diplomacy +13
Disguise +11
Escape Artist +1
Fly -1
Intimidate +13
Knowledge (Arcana) +9
Linguistics +4
Perception +16
Ride -1
Sense Motive +1
Swim +8
Use Magic Device +13
Languages Common, Giant, Draconic
Gear
Alchemist’s fire x2, smoked goggles, ear plugs, (see below for wand/potions/oils/scrolls lists), Spell Component Pouch x2, Antitoxin x1, Antiplague x1, Belt of Giant’s Strength +2, Headband of Alluring Charisma +4, Circlet of Persuasion, Cloak of Resistance +2, Masterwork Backpack, Disguise Kit (10 uses), 1000 gold pieces worth of gold jewelry, 19 gp 9 sp 7 cp
Special Abilities: Under Construction
Cure Light Wounds (50 charges)
Cure Moderate Wounds x1
Zarika has a particularly elevated view of herself due to her position as daughter of the chief and the draconic bloodline she wields. She has a characteristically draconic self-image, fancying herself a charismatic, intelligent woman of the world. She looks down on nobility as fragile pretenders lacking the strength to defend their own power and wealth instead of relying on guards and laws. She loves luxury and ostentatious displays of personal wealth, wearing hundreds of gold pieces worth of jewelry at any one time.
As much pride as she takes in the power her draconic heritage gives her, she loathes the one responsible for giving her them. She sees Dhorlot as a tyrannical blot on her life for how he mistreats her mother and tribe. She has trained herself for her whole life for the day she would claim Dhorlot’s head. She would prove once-and-for-all that he was wrong to discount her strength and that of her people. To this end, she has trained to draw out the deepest powers of her draconic ancestry, believing that fighting Dhorlot on his own strengths would be the most complete victory.
Zarika’s black dragon scales intersperse with her black fur and hair making the scales hard see unless one is looking closely. She takes this interspersion as one of many pieces of evidence that her minotaur and dragon halves are perfectly suited for each other, despite what her father might think. She prefers loose, draped clothing, as it allows for easy movement and shows off her sculpted physique. All of her clothes are backless both to show off her back muscles and in eager anticipation of the day she grows wings. She always wears red, as:
1. She likes the color on her
2. She finds it delightfully ironic considering what humans say about her bull “cousins” hating red
3. It hides blood better
She wears numerous gold bangles, rings, necklaces, anklets, and piercings on her nose, ears, and brow-ridge that all jangle as she walks.
Zarika left her village to seek out the PCs under the reasoning that she would discretely spy on them for her father. In reality, this is merely a convenient cover story, and she wants to assess the PCs as both rivals and potential allies. If they are not to her tastes, she can destroy them and train herself for fighting her father. Otherwise, she can try to join them and tell her father she is playing a long game. While the maze of lies such a situation would require is daunting, she has complete confidence in her ability to dissemble.
She would want to first meet the PCs in disguise in a more casual setting in order to strike up conversation and take measure of them. She finds zealotry dull and annoying and bears an earned concern than such people will want to kill her merely because of her ancestry and appearance. Intellectualism and asceticism likewise quickly drain her interest. She enjoys larger than life antics, unchecked ambition, and a good sense of humor. If the party particularly impresses her by both proving their usefulness and that they are not intolerably dull, she will reveal herself and offer to work with them, as long as her whims are satisfied. She will even tell them of her plans to trick her father.
Still, Zarika loves battle and is eager to test her skills, so she eagerly battle the party if the encounter turns that way. In her mind, as long as she can survive, she wins whether she wins or loses; if she wins, she has proven herself stronger than the people who have defeated her father, and if she loses, she knows that they would be strong allies she could learn from. She will proudly say so as she challenges the party.
Tactically, she likes to drop stinking cloud right on top of herself, her necklace of adaptation leaving her immune to its poison. She then uses her blindsense and blind-fight feats to pinpoint and attack threats within the cloud or withdraws to drop AoE spells to blast and trap people within the cloud, relying on her blindsense to pinpoint peoples’ squares. If she feels especially threatened, she will use her lunge feat within the cloud so people cannot see where she is attacking from. Still, her jewelry is loud enough that people can detect her general direction much easier than usual, a fact she uses to taunt people.

Digger Chandler |

Oh, this is inspiring me! I see a jet black, lithe creature, green eyed, though he seemed a runt to his father or even mother, his mind and arcane power have grown immensely. Intellectual, curious, and a growing gourmand/hedonist. He no longer sees promise in the path of either of his parents, but can he betray them entirely?

![]() |
Male asterion sorcerer 12
N Medium humanoid
Init +7; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 110 (12d6+60)
Fort +10, Ref +9, Will +11; +4 vs Acid Attacks
Resist acid 10
--------------------
Offense
--------------------
Speed 40 ft.
Melee dwarven urgosh +3/-2 (1d8+1/×3) or
2 claws +7 (1d6+1 plus 1d6 acid)
Special Attacks breath weapon (12d6 acid, 60 ft. line, DC 21, 1/day), claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 8 rounds/day)
Sorcerer Spells Known (CL 12th; concentration +19)
6th (3/day)—acid fog
5th (6/day)—acidic spray[UM] (DC 20), overland flight, spell resistance
4th (7/day)—fear (DC 19), lesser globe of invulnerability, greater invisibility, secure shelter
3rd (7/day)—dispel magic, fireball (DC 18), fly, gaseous form, communal resist energy[UC]
2nd (7/day)—alter self, darkvision, glitterdust (DC 17), mirror image, resist energy, see invisibility
1st (8/day)—ant haul[APG] (DC 16), expeditious retreat, liberating command[UC], mage armor, shield, vanish[APG] (DC 16)
0 (at will)—acid splash, arcane mark, detect magic, ghost sound (DC 15), light, mage hand, mending, read magic, spark[APG] (DC 15)
Bloodline Draconic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 16, Int 11, Wis 10, Cha 20
Base Atk +6; CMB +7; CMD 20
Feats Combat Casting, Diehard, Elemental Spell[APG], Endurance, Eschew Materials, Improved Initiative, Quicken Spell, Toughness, Uncanny Concentration[UM]
Traits magical lineage, - custom trait -
Skills Acrobatics +3 (+7 to jump), Bluff +14, Fly +5, Intimidate +9, Knowledge (arcana) +10, Linguistics +1, Perception +5, Ride +1, Spellcraft +10, Survival +2 (+4 to avoid becoming lost), Swim +3; Racial Modifiers -2 Fly, -2 Ride
Languages Common, Dwarven, Giant
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear lesser extend metamagic rod, potion of cure serious wounds (5), potion of protection from good (3); Other Gear dwarven urgosh, amulet of natural armor +2, belt of incredible dexterity +2, cloak of resistance +3, handy haversack, headband of alluring charisma +2, mundane robe, wayfinder[ISWG], 1,300 gp
--------------------
Special Abilities
--------------------
Acid Claws (8 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (12d6 acid, 60 ft. line, 1/day, DC 21) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Diehard You are stable and can choose how to act when at negative Hp.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Zarik Dhor grew up with only a mother figure to raise him, and while her talents were focused on shamanistic magic more in tuned with nature, Zarik's draconic heritage's caused him to be imbued with arcane rather than divine magicks, although he wields them with many of the same intents that he learned from his mother. He uses his magic to defend the tribe and to serve nature. Much of his magic is rooted in the blood of his sire, earth and electricity tend to power his abilities. His mother was raising him to take over the tribe when she grew too old and weak to do so, but that day never truly came.
A short while ago, the black dragon Dhorlot, known as the Father Dragon, sire of Zarik, and one time mate of Zaria the Shaman returned to the village. Dhorlot was horribly injured, with scars across his majestic black scales and skin, and only the highest magics wielded by Zaria were able to keep her former paramour alive. A prideful creature such as Dhorlot could not stand having been seen in such a condition by a former lover, nor could he permit himself to be in her debt, so he took an opportunity to slay her, but not before telling her why he needed to kill her. As she lay dying, Zarik returned from a trip with a war band to find his mother on the verge of death. She told him what had transpired and she laid upon Zarik the duty of wreaking vengeance for her death. As her last breath left her body, Zarik knelt near her mouth and breathed it into his own lungs, and spoke an oath with his mother's breath. An oath to avenge his mother. And thus Zarik set himself on the vengeance trail against that band of adventurers that had humiliated his father, and caused him to kill his mother to cover his shame.
Zarik is a druid in a sorcerer's body, and with a sorcerer's abilities. While many of his race (both minotaur and draconic) are inherently evil, Zaria's love of nature, and her focus on the balance of Gozreh in that construct was learned deeply by Zarik. Where the hair of most minotaurs turns grayer as they age, Zarik's has instead slowly fallen out in many places and been replaced by a scaly skin that many might deem to be asking disease, but he knows his heritage, as did his village. And his bloodline was viewed as much more of a boon to the village than would be accepted by humans, elves, or dwarves. Minotaurs value strength and honor, and the blood of the dragon brings strength. For Zarik his relative physical weakness and small size (just over 7' tall) is more than made up for by the raw magical power in his veins. Power that he has devoted to obtaining vengeance for his mother, especially against the dwarf that humiliated his father to cause this.
Zarik is well spoken, for a minotaur. Wise, but not overly intelligent. He does not actively seek to give or take offense, but once riled, his passions can consume him.
Zarik realizes that a group strong enough to defeat Dhorlot is more than he is capable of handling in a fair fight, however his honor wouldn't permit him to engage in real subterfuge to obtain vengeance for his mother. Each member will need to be killed honorably.
It is Zarik's intent to find the perpetrators and slowly pick them off, one by one. Using invisibility to stalk them, and hopefully lure one or two of them out to the slaughter using message, or alter self to appear humans, is his opening gambit. Adventurers are rarely warded against acid, and his abilities are largely acid based, an element to which he is largely immune. He will use a combination of acid fog, acid-ball to try and kill them as quickly as possible, although if he encounters them bunched up, he can deliver a devastating first attack of spells, needing to only clean up whoever survives.
During the combat, he will trumpet out the reasons for his attack, vengeance for his mother who died at the hands of his father, the dragon they vanquished in a humiliating fashion. With a little luck, the party members will see through the logic gap that escapes Zarik. Why not take out Dhorlot, for he was the direct cause of his mother's death. Should such an arrangement be offered he'll take it. If not, he'll try and kill as many PCs as he can.
The dwarven urgrosh, and maybe I’d pick up an elf or halfling racial weapon, are part of my disguise, to lure out party members. Might need a lightweight mannikin too!

GM Rutseg |

Wilhim I think the rest if fine.
Hrothdane The players are not to meet with Dhorlot in the future. That said, it's not improbable to convince them to divert a little to visit your old minotaur town to face the dragon once and for all...
Digger Chandler I like the idea of the runty minotaur and the chef touch. Yet he is probably large and strong for a human.
Nikolaus de'Shade I take note. I like you want to play nice with the others and do to find your own distinctive built.

Digger Chandler |

OK, here he is. I didn't buy the basic stuff, left 500 for it and will get that in the next couple of days. I host trivia tonight after work so can't do it tonight. But hopefully you like what you see so far. His backstory and personality are pretty well-formed in my head, will have time to type it tomorrow I hope.
Half-Dragon Asterion Sorcerer 10
CN Medium humanoid (asterion)
Init +2; Senses: Perception +2, Low-light Vision, Darkvision 60ft
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 14 (+4 Mage Armor, +4 Shield)
HP 76
Fort +9, Ref +6, Will +11
Conditional Save Modifiers: +Immune to Sleep, Paralysis, and Acid
--------------------
Offense
--------------------
Speed 40 ft
Melee: Claw +6 (1d4+1)
Melee: Bite +6 (1d6+1)
Ranged: RTA +7
Special Attacks:
Breath Weapon (Half Dragon) 60 ft Line of Acid (1/day, 10d6, DC 17 reflex)
Breath Weapon (Draconic Bloodline) 60 ft Line of Acid (1/day, 10d6, DC 20 reflex)
Sorcerer Spells Known (CL 12th;):
5th (4/day)—Acidic Spray 12d6+12 (DC 24)
4th (6/day)—Fear(b), Acid Pit (60 ft Deep, 2d6+2 Acid/Round), Touch of Slime (DC 23)
3rd (7/day)--Fly (12 Minutes) (b), Pugwampi’s Grace (12 Rounds), Elemental Aura (2d6+2, +1 for 4 rounds, Sickened), Trial of Fire and Acid (1d6+1 acid, 1d6 fire for 12 rounds) (DC 22)
2nd (8/day)--Resist Energy(b), Acid Arrow (2d4+2 for 5 Rounds), See Invisible, Jitterbugs (-4 to Dex for 12 rounds), Alter Self (12 minutes) (DC 21)
1st (8/day)—Mage Armor(b) (12 hours), Shield (12 Minutes), Air Bubble (12 Minutes), Grease (12 minutes), Magic Missile (5x 1d4+1), Ray of Enfeeblement (1d6+5, 12 Minutes) (DC 20)
0 (at will)--Resistance, Acid Splash (1d3+1), Detect Magic, Read Magic, Daze, Flare, Light, Message, Prestidigitation
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 14, Int 15, Wis 10, Cha 24
Base Atk +5; CMB +6; CMD 18
Feats
Eschew Materials (b)
Endurance (b)
Skill Focus (Bluff)
Dodge
Skill Focus (Profession Chef)
Iron Will
Great Fortitude
Toughness (b)
Traits
Self-Taught Scholar
Fast Talker
Wyrm-Blooded
Drawback
Wyrm-Blooded
Skills
Bluff 27 (7+10+6+1+3)
Intimidate 23 (7+10+3+3)
Knowledge Arcana 15 (2+10+3)
Perception 2 (0+0+2)
Spellcraft 15 (2+10+3)
Survival 2 (0+0+2)
Background Skills:
Linguistics 16 (2+10+3+1)
Profession Chef 19 (0+10+3+6)
Languages: Common, Giant, Orc, Abyssal, Draconic, Celestial, Elven, Dwarven, Gnome, Halfling, Infernal, Goblin, Sphinx, Gnoll
Gear
HB of Char +4
Cloak of Resistance +2
Amulet of Natural Armor +1
Circlet of Persuasion
Ring of Protection+2
Dusty Rose Spindle Ioun Stone
Racial Abilities:
+2 Strength, +2 Constitution, –2 Intelligence: Asterion are powerful and hardy, and see their somewhat limited imagination as a boon (preventing them from being easily bored or distracted) rather than a drawback.
Medium: Though tall and broad by the standards of most Medium races, asterion aren’t big enough to qualify as Large.
Fast Speed: Asterion have a base speed of 40 feet.
Low-Light Vision: Asterion can see twice as far as humans in conditions of dim light.
Endurance: Asterion receive Endurance as a bonus feat.
Racial Feats: Asterion have access to a set of racial feats, abilities often associated with great asterion heroes and exceptional adventurers. These are detailed below. Due to their hefty size asterion may also select the Lunge feat without meeting its normal prerequisites.
Stand On Your Own Feet: Asterion do not do well when traveling by means other than their own two hooves. Asterion take a –2 penalty to all Fly and Ride checks.
Vigorous Charge: Asterion take only a –1 penalty to AC when charging, and deal +1d6 damage to any melee attack made as part of a charge.
Wild Instinct: Asterion receive a +2 racial bonus to Survival checks.
Languages: Asterion begin play knowing Common and Giant. Asterion with high Intelligence scores can choose from the following: Abyssal, Aquan, Gnoll, Goblin, and Orc.
Armor Class: Natural armor bonus improves by +2.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier). Acid Line 10d6, DC 17
Abilities: Increase from the base creature as follows: Str +4, Con +2, Int +2, Cha +2.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. 10d6, DC 20

Nikolaus de'Shade |

Quick question - is Craft Wondrous Items allowed and will it make any difference to starting wealth? (aka. Can I craft some of my own stuff?) I'll probably take it regardless as long as its allowed since in my head Minotaurs are actually quite good at crafts but I thought I'd check it first.
Also, will the claws power affect Zarik's bite attack as well or just the claws?
Well Digger got his version in first... now to find distinct fluff since I suspect a lot of the spell-choices are going to be the same!

GM Rutseg |

Thanks Digger.
Other player is already quite focused on crafting. Crafting will be not allowed with initial gold. As I read it the bloodline power only affects claws and not other natural attacks.
Druids have great play without summons and animal companion, which I remove to avoid taking time and light from other players anyway.

Markus the Librarian |

Always an outsider, hiding his black scaly hide... Never accepted fully. He was different, he just didn't know how different.They might craft different things... Wondrous vs. Arms and Armor.
Asterion Druid with Rhino Hide armor, Gore feat.
Don't mention Sneak Attack!
Can he have black scales all over, rather than hair/fur?
Thinking Cleric... anyone suggest a good Archetype?
He learned all he could from his mother, his people... and stuck out to find out more about his father, and finally his father's progeny.
Asterion (Half-Dragon) Cleric - Knowledge & Travel domains.
Wyrm Blooded
Reckless (grants +1 acrobatics, becomes class skill)
Knowledge is power, precious... But, he's come to discover that the feeling from "learning" is incredible, it's own high. And as sickeningly sweet as the adage was, to know a thing or someone was to love them.
What better way to expand knowledge than to travel? New mysteries, puzzles, conundrums... Approaching situations with an open mind leads to the best results. If we could just control how emotions, his hubris.
Confident in his abilities, he feels he is inevitable, an irresistible force.
Please let me know if this treatment is off interest and I should continue.

Markus the Librarian |

What if... just to consider:
Asterion Cleric 12 or 10 (w/Half-Dragon)
VMC Summoner/Synthesist
DM minor tweaks the VMC (it's homebrew), all evolutions go towards Black Dragon-esque features: flight/wings, claws, tail, natural armor, etc... channeling his inner dragon.
Ultimately, he can take "evolved" dragon form 3x/day, with duration 1 round/level.

Markus the Librarian |

I got waylaid this weekend and no character build time. Will withdraw from consideration.
But, VMC Summoner (tweaked for Synthesist) isn't over powered at all. You get no spells, no summoning monsters...
Just your Eidelon for 3 times a day, for as many rounds as your character level.
Evolution points are nerfed, it's Summoner level -4 (with Half-Dragon, that's Max 14) and then half the evolutions. I think it's 9 points. Hardly a worry.
I saw what you offered with VMC Sorcerer (get them closer to dragon)... and thought of another way.
Could be neutral with good tendencies (except where it comes to his father)... But slowly accepting his own destiny and becoming less angry.