Showing posts with label dragon disciple. Show all posts
Showing posts with label dragon disciple. Show all posts

Saturday, April 15, 2017

Dweren Dragonsblood, The Goldsniffing Dwarf

So, last Fall I decided to try something a little different in my Unusual Character Concepts posts. Rather than writing up a general idea that players could put their own spin on, I decided to put together a post all about a specific character. Gaspar Dell'Amore, the Black Rose of Edme, was a two-fisted enforcer with the divine on his side. Folks seemed to like him, so I figured I'd give the format another try.

Allow me to present Dweren Dragonsblood, the Goldsniffing Dwarf.

Mmm... smells like a Chellish cache. They cut their coins with lead to maintain weight.

A Nose For Treasure


Some dwarves are known for smithing steel and iron, but the Dragsonsblood clan are renowned for their skill with gold, silver, and other precious metals. Their mines yield only the purest of noble metals, and their artisans possess a near supernatural skill. Even the members of the clan who aren't smiths, though, tend to work in the precious trade. Security experts, forgery detectors, gem cutters, merchants, and miners give the Dragonsblood clan a firm hold from the time the ore is found, until it is put up at auction.

The legend goes that the clan draws its name, and its prowess, from a smattering of draconic heritage. Though where that heritage comes from depends on whom you ask. Rivals to the clan claim their need for dominance, their arrogance, and their greed tie them directly to the worst examples of dragonkind, whom they have made ancient pacts with. The clan itself tells several different tales. Some may tell you they were blessed by a good dragon they once aided, others that they uncovered an ancient artifact that is used to bless the clan's children, and still others will say they are, in fact, descendants of a forge-keeper dragon.

So, when Dweren was born, he was expected to follow in the family's trades. Broad-shouldered and strong, his hands were too blunt for the fine work of gem cutting, and he wasn't suited to gold or silver smithing. Ever since he was young, though. Dweren had a nose for treasure. The fine scent of gold was like spun sugar in his nose, and chaste silver was the candy smell of honey cakes. All he had to do was hold an ingot to his nostrils to tell whether it was cut with lead, or if there was an impurity. And if he was walking down a tunnel? He could smell the veins of metal, and find them with uncanny accuracy.

Check the bodies, they've got gold on them. No I don't know where!


Chasing The Dragon


The easiest place to start off with Dweren is with the alternative dwarf trait Treasure Sense. It gives you scent regarding precious metals, and replaces stonecutting and stability. Then you give him a few levels of fighter to represent the rigorous training dwarves go through to determine which ones will make good soldiers, and which ones should pursue other trades. Familiarity with the military pick gives him a weapon of choice that always feels comfortable in his hands. And if that weapon happens to be made of adamantine, well, then there is no stone it won't breach.

Of course, he may have more dragon's blood than he knows in him. While sorcerer is not an ideal class for a dwarf, given their racial negative to Charisma, it is a good place to begin manifesting his heritage. Especially if the goal is to eventually enter the Dragon Disciple prestige class, which allows you to mix martial might with magical muscle. But which of the myths are true? Are they the noble descendants of gold dragons? The domineering children of reds? Or something else entirely? Only the scales on his arms, and the weapon in his breath, will say for certain.

And then the dragonslayers come.
 
So what is Dweren's job? Well, when his family needs his nose, he seeks out new lines of ore, and he helps them detect forgeries. With his magic, his inherent toughness, and the gifts of his draconic forebears, though, he is an ideal enforcer on treasure hunting missions. Even better, though, there is no mimic that can fool his schnoz unless it chooses to fill itself with treasure.

Fortunately for him, most shape-shifting chests really aren't that smart.
 
And before you go, if you haven't taken a look at it yet, don't forget to check out my 5 Tips For Playing Better Dwarves!

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That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

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Friday, March 18, 2016

Natural Attacks Can Turn Your Pathfinder Character Into a Monster

The party has battled its way through the blighted forest, scaled the cliffs of the blackened reach, and now finds themselves in the den of Flame Breaker, the ancient red wyrm. The adventurers manage to survive the great beast's breath, but those who rush in foolishly find that the dragon has other, more personal weapons at its disposal. After two claws, two wings, a bite, and a tail slap, those members of the party who aren't dead are going to spend the rest of the round ducking for cover and trying to heal.

Should have brought your A-game, my tiny morsels.
While the sheer array of natural attacks a dragon can rain down on a party is impressive, it's far from the only monster in the manual that gets so many powerful strikes. What a lot of players either don't know, or totally forget about, though, is that natural attacks aren't a toy reserved for the DM. You can add them to your character, as well, and often to truly devastating effect.

What Are Natural Attacks (And How Do They Work)?


Since we're crossing into territory a lot of players never enter, let's begin at the beginning. A natural attack is when a creature has some variety of natural weapon they can attack with. This might be a bite attack for a wolf, or a slam attack for a golem, a gore for a minotaur, you get the idea. All the different types of natural attacks, and their damage by size, are listed in the Universal Monster Rules.

With me so far? Good.

There are also two types of natural attack; a primary, and a secondary. A primary natural attack is made with the creature's full base attack bonus, ability modifiers, feats, bonuses, etc. just like a regular attack would be, and it adds the creature's full strength modifier to damage. If a creature only has one natural attack, it is considered a primary attack, and it adds 1 1/2 times its strength modifier to damage. A secondary attack is made with the creature's base attack bonus -5, and only adds 1/2 the creature's strength modifier to damage.

So bite is good?
Some of you are probably nodding along, but you're not sure where this is going. Sure, getting to add 1 1/2 your strength on a bite attack is great, but your bite only does 1d4 points of damage, and you could swing a greatsword to much bigger effect.

Remember the dragon example above? All creatures with multiple natural attacks get to take all of them as part of a full-attack action. No matter what level you are.

Time For Some Examples


All righty, let's reach for some low-hanging fruit. Let's say you're playing a 2nd level alchemist, and you take the feral mutagen discovery. This grants you a bite attack that deals 1d8 damage, and 2 claw attacks that deal 1d6 damage when you imbibe your mutagen. All of these attacks are listed as primary attacks. So, even though you're only level 2, you can claw, claw, bite as a full-attack action, with each attack getting your full bonuses, tearing someone to shreds like Lon Chaney on crystal meth. Not only that, but natural attacks can be modified by feats like Weapon Focus, Weapon Specialization, Power Attack, etc.

But wait, there's more!
You're probably thinking sure, natural attacks sound pretty cool for lower-level stuff, but once I get a magic weapon they just aren't going to keep up. Hold onto your hats, folks, because you don't have to choose between your iterative attacks (the ones with weapons we're all so familiar with) and your natural attacks.

You see, you can choose to make a full-attack action using both your iterative attacks, and your natural weapons. The only catch is that, when you do this, all your natural attacks are considered secondary attacks.

How does that work? Well, let's say you're playing a level 2 barbarian with the Lesser Fiend Totem Rage Power. This means that, when you Rage, you grow a pair of horns, and gain a gore attack with them. But, because you raided a sweet dungeon, you also have a flaming greatax. No problem! First, you take your regular attack with the greatax, adding your full BAB, bonuses, etc. Then you take your attack with your horns. They're now a secondary attack, instead of a primary, so you subtract 5 from your total.

There is a caveat here, though. You cannot make natural attacks with a limb that is holding a weapon. So, the alchemist we mentioned earlier could swing a mace, then take a bite, and a claw attack, both as secondary attacks, if he wanted to, but he can't make two claw attacks because one of his hands is holding his bludgeoner. Make sense?

Of course, this can get really crazy when you start playing a brawler or a monk, and your character has several natural attacks as well. A brawler with a bite attack and two claws, for example, could declare his iterative attacks are kicking his enemies, and then he could take his three natural attacks, albeit as secondary attacks, to become a whirlwind of death. Or when you have a tiefling who's a two-weapon fighter, who also gets a gore attack, and two hoofs because of his goatish inheritance.

The Limitations of Natural Attacks


Before you get too excited, putting together a half-human, half-beast death machine, it's important to remember that natural attacks have limits in what they can do. For example, lots of spells that grant weapon bonuses do not grant those bonuses to natural attacks. When you buy magical enhancements, you'll need to get an amulet of mighty fists in order to add magic to your strikes. Additionally, you may need to eat up several feat slots taking things like eldritch claws or improved natural attack and multiattack (the latter two are found in the Bestiary under "Monster Feats") in order to make sure your attacks keep pace with the monsters you're fighting.

Whatever they happen to be.
It is important to remember, though, your natural attacks aren't something that can be disarmed, and you always have them with you. Also, they benefit from class features like favored enemy, smite, and sneak attack the same way any other weapon would. So if using a lot of natural attacks is something you want to do (especially in conjunction with two-weapon fighting to get all the attacks in), you might want to see how you can turn your body into a weapon.

Some Ways You Can Get Natural Attacks


For those of you who've read this far who are wondering how to make natural attacks a part of your character, there are a lot of ways you can acquire them. Here are just a few of the more common ones you won't have to beg your DM for too hard.

- Rage Powers: Powers like the lesser fiend totem, beast totem, and animal fury grant you natural attacks while raging (gore, claws, and bite respectively). It's also worth noting that the greater beast totem grants you pounce, which could be a nightmare for anyone caught at the end of your charge attack.

- Mutagen: The feral mutagen mentioned in the example above is another great way to get a full bevy of natural attacks. If you're planning on taking levels of Master Chymist, it also allows you to hit harder, and hurt more, with those natural attacks.

- Class Features: Several sorcerer bloodlines grant natural attacks for a certain period of time at lower levels. Draconic sorcerers, or those who take levels in Dragon Disciple, will gain claws and a bite for a certain amount of time during the day. Druids who use their wild shape will gain the natural attacks of the creatures they become. Rangers can choose to take the natural weapon fighting style, which doesn't grant natural attacks itself, but it does give you access to feats which do, like Aspect of The Beast.

- Racial Features: This is where most natural attacks come from, because to have them all the time you've got to be born with them. Races that gain natural attacks, or have the option to gain natural attacks include orcs and half-orcs (bite), catfolk (claws), tieflings (variety of natural attacks, with racial feats), skinwalkers (bite, claws, or gore, typically), Tengu (bite, and sometimes others), and goblins (bite). There are other available races that get, or can get, natural attacks, but these are some of the more common ones.

- Magic Items: Though not common, there are some magic items that grant natural attacks. The Demon Hand, in particular, grants you a natural claw attack that's one size category bigger than you. The only requirement is that you have to replace your hand with a demon hand. This was one of my favorites mentioned in Replacing Lost Limbs With Magical Prosthetics in Pathfinder.

- Feats: There are a lot of feats that grant natural attacks to certain races or classes. Aspect of the Beast lets druids gain natural attacks, while Razortusk gives orcs and half-orcs a bite attack if they swapped out the racial feature.

For those who've been missing my long-winded crunch lists, hopefully this week gave you plenty to chew over. If you'd like to help support Improved Initiative, then why not drop by The Literary Mercenary's Patreon page to become a patron today? For as little as $1 a month, I  can keep the faucet open, and the flow coming straight to you. Also, if you haven't started stalking my updates yet, why not follow me on Facebook, Tumblr, and Twitter?