How to better convert a half-dragon bloodrager to the Spheres system? This is the way I found.
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The Dragon Scion (Dragonblooded Hedgewitch)
Human hedgewitch (Dragonblooded Mortal, Martial Hedgewitch) 1
LN Medium humanoid (human)
Init +1; Senses darkvision 10 ft., low-light vision; Perception +2
Defense
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 natural)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3; +1 vs. fear and against effects created by dragons
Resist 5/acid
Offense
Speed 30 ft.
Melee longsword +2 (1d8+1, 19-20) or improved unarmed strike +1 (1d3+1)
Ranged shortbow +1 (1d6/x3)
Special Attacks 2 claws +1 (1d6+1)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Dragon Rager (Drawbacks: Somatic Casting (alternate), Verbal Casting, Energy Focus [Destruction], Limited Warp [requires chosen element, Warp], Limited Weather [Weather], Lycanthropic [Alteration]; Boons: +1 spell point, +1 per 3 levels in casting classes); CAM Cha
Spell Points 5
Destruction Sphere - DC 13; Duration None; Range Close (25 ft), Touch; Talents Acid Blast; Drawbacks Energy Focus
- Destructive Blast (Acid Blast)
Enhancement Sphere- DC 13; Range Close (25 ft), Duration Concentration, Talents none, Drawbacks none
- enhance equipment (+1)
Martial
Tradition Dragon Rager (Berserker sphere: Atavism; Gladiator Sphere; Equipment sphere: Gallowglass Training); PAM Cha
Berserker sphere - DC 13, Talents Atavism, Drawbacks none
- berserking (take a penalty to AC in exchange for temporary hit points during a round)
- brutal strike (inflict the battered condition with a successful attack)
- atavism (adrenaline) (you are treated as having the dragon type; gain a +3 morale bonus on Fly or Intimidate)
Equipment sphere - DC 13, Talents Armor Training, Gallowglass Training
- armor training (proficiency with medium and heavy armor)
- gallowglass training (discipline) (proficiency with deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword; may wield the bastard sword as a two-handed martial weapon)
Gladiator sphere- DC 13, Talents none, Drawbacks none
- boast (prowess: roll the next weapon attack twice and take the better result)
- demoralization (strike fear: spend martial focus to intimidate all targets within 30 ft.)
Statistics
Str 13, Dex 12, Con 14, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 12
Traits Draconic Destiny, Draconic Lineage
Feats Improved Unarmed Strike*, Weapon Focus (longsword)
Skills Acrobatics +5, Climb +5, Knowledge (arcana) +5, Perception +2, Sense Motive +5, Spellcraft +5, Survival +2
Languages Common, Draconic
SQ dragon heritage (dragonblooded mortal, steel), dragon heritage (human racial trait)
Gear bloodrager’s kit (9 gp), longsword (15 gp), scale armor (50 gp), shortbow (30 gp) with 20 arrows (1 gp)
Special Abilities
Berserker Sphere Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities:
Berserker: Berserking As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
See Adrenaline talents, below, for alternative benefits to gaining temporary hit points while berserking.
Berserker: Brutal Strike As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.
Berserker: Atavism (adrenaline)
Prerequisites: Berserker sphere (berserking).
Your berserking calls to your ancestral heritage or primal nature. Choose one heritage creature type (see Table: Atavism Heritages). While using this (adrenaline), you are treated as having your heritage’s creature type in addition to your original creature type whenever it would be advantageous (such as a non-humanoid using the humanoid heritage to be affected by an enlarge person spell).
In addition, you gain a morale bonus equal to your practitioner modifier on checks made with one of your heritage’s associated skills, choosing one associated skill each time you use this talent.
See Table: Atavism Heritages for more details. When you stop using this talent, all effects which could not target or affect your normal creature type or subtype end immediately (including instantaneous effects).
Special: You may take this talent multiple times, each time choosing a new heritage. You may only use one heritage at a time.
Table: Atavism Heritages
|
Heritage Creature Type |
Heritage Associated Skills |
Suggested Heritage Thematics |
|
Aberration |
Acrobatics, Climb, Fly, or Swim |
Aboleth, naga, otyugh |
|
Animal |
Handle Animal or Survival |
Bear, lion, snake |
|
Construct |
Disable Device or Knowledge (engineering) |
Android, golem, robot |
|
Dragon |
Intimidate or Fly |
Dragon, linnorm, wyvern |
|
Fey |
Bluff or Knowledge (nature) |
Dryad, norn, sprite |
|
Humanoid |
Diplomacy or Ride |
Human, giant |
|
Magical beast |
Survival or Stealth |
Hydra, phoenix |
|
Monstrous humanoid |
Perception or Survival |
Harpy, lamia, minotaur |
|
Ooze |
Climb or Escape Artist |
Artist Slime, mold, shoggoth |
|
Outsider |
Sense Motive or Spellcraft |
Angel, elemental, rakshasa |
|
Plant |
Perception or Stealth |
Ghoran, treant |
|
Undead |
Intimidate or Sense Motive |
Ghoul, vampire, wight |
|
Vermin |
Acrobatics or Stealth |
Ant, crab, rat |
Berserker: Promethean (adrenaline) You are no stranger to the elements you walk through. Each time you use this adrenaline, choose acid, cold, electricity, fire, or sonic. You gain energy resistance equal to 5 + ½ your base attack bonus against the chosen energy type. This energy resistance stacks with other forms of energy resistance. If you expend your martial focus when you start berserking using this talent, increase the energy resistance granted to 10 + your base attack bonus.
Whenever the energy resistance granted by this (adrenaline) would prevent or reduce energy damage you take, you may spend an immediate action to regain martial focus.
Destruction Sphere You can use destructive power.
Energy Focus Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.
Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
21th 11d6
23th 12d6
25th 13d6
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Destruction: Acid Blast (blast type, acid) Your destructive blast deals acid damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers 1 point of acid damage per damage die the following round.
Dragon Heritage (Ex) A dragonblooded mortal gains a host of different abilities depending on which dragon’s power they carry. Choose one of the following dragons. As a dragonblooded mortal gains levels, she gains different abilities depending on the dragon selected.
|
Dragon Type |
Energy Type |
Breath Shape |
|
Black |
Acid |
60-ft. line |
|
Blue |
Electricity |
60-ft. line |
|
Green |
Acid |
30-ft. cone |
|
Red |
Fire |
30-ft. cone |
|
White |
Cold |
30-ft. cone |
|
Brass |
Fire |
60-ft. line |
|
Bronze |
Electricity |
60-ft. line |
|
Copper |
Acid |
60-ft. line |
|
Gold |
Fire |
30-ft. cone |
|
Silver |
Cold |
30-ft. cone |
Dragonform A dragonblooded mortal gains the following abilities as she gains levels.
Claws (Ex) At 1st level, a dragonblooded mortal gains the ability to grow claws. These claws are primary attacks that deal 1d6 damage for a Medium creature. Growing or retracting these claws is a free action.
Dragon Hide (Ex) At 1st level, a dragonblooded mortal gains a +1 natural armor bonus, and gains resistance 5 to the element associated with her dragon. At 5th, 9th, 13th, and 17th levels, this natural armor bonus increases by +1, and her resistance improves by 5.
Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.
Enhancement: Enhance As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + ½ caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:
Enhancement: Enhance Equipment (enhance) You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.
Equipment: Duelist Training (discipline) You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.
Gladiator Sphere Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Gladiator: Boast As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be affected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:
Gladiator: Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Gladiator: Demoralization Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:
Gladiator: Strike Fear (demoralization) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus.
Associated Feat: Dazzling Display.
Somatic Casting
You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear heavy armor or use a shield without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Build
The Dragon Scion is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅙th of a new magic talent. If using a lower or higher point buy, try however to keep all attributes balanced. Charisma is your casting statistic, and affects the save DCs of all your magic and martial talents and your spell pool. Wisdom bolsters your Will saves; Strength is your combat statistic; Dexterity increases your Armor Class and Ref saves; and Constitution gives you more hit points and increases your Fort save. Lastly, Intelligence gives you a lot of useful skill points to spend in various Knowledge skills, as well as in Heal and Intimidate.
How To Play a Dragon Scion
The child of a dragon and a human, you were abandoned soon after birth and grew on the streets. When your heritage and your innate powers manifested, you were treated with wariness and fear and left alone. This embittered you towards both your races of origin. You became a mercenary, used to fare for yourself, without truly trusting anyone. If ever you happen to meet your parents, you are going to have two words with them about the life they imposed on you against your will.
Future Abilities
Magic Talents Alter Movement, Alteration Sphere, Avian Transformation, Bestial Reflexes, Breath Weapon Blast, Bully, Chain Blast, Deadly Weapon*, Dragon Transformation*, Energy Enhancement, Energy Strike, Focused Blast, Lingering Transformation, Mental Enhancement*, Natural Enhancement, Penetrating Blast, Physical Enhancement*, Size Change, Size Mastery
Martial Talents Aura of Fear, Bone-Breaker, Booming Roar*, Deathless, Frightful, Menace, Punish the Meek, Savage, Steel Braggart, Uncowed
Secrets Amateur Hedgewitch (Combat), Armor Training, Champion Feat x2, Combat Feat x5, Weapon Training (heavy blades)
Feats Awesome Transformation*, Blind-Fight*, Cleave*, Dodge*, Feral Combat Training*, Focused Blast Type Group, Favored Form (Dragon Transformation), Furious Flare*, Improved Atavism, Improved Chain Blast, Mutagenic Enhancements, Mystic Focus, Power Attack*, Toughness, Unorthodox Unarmed Training, Weapon Focus (claws)
Skills Intimidate, Fly, Perception, and Survival can be some good skills for a dragon scion.
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