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Dragon rider Silver Champion.

Posted by DeveloperFor group 0
Developer
GM, 24 posts
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Fri 14 Feb 2020
at 14:43
  • msg #1

Dragon rider Silver Champion

Full Name:  Sir Bein'Meleth Ramaloce
Race:  Drow
Classes/Levels Paladin 5 (Silver Champion archetype) Oracle 5 (Warsighted archetype)
Favored class Paladin
Gender Male
Size M
Age 116
Height 6’
Weight 118

Special Abilities:  Darkvision,smite evil, lay on hands, mercy
Alignment: Lawful Good
Deity: Apsu
Languages: Elven, under common, common, drow sign, draconic
Occupation:  Dragon trainer

Strength   15 (+2)
Dexterity 17   (+3)
Constitution. 16 (+3)
Intelligence 13   (+1)
Wisdom 12 (+1)
Charisma    20 (+5)
Rolled stats; (18, 18, 15, 15, 13, 12) race adjustments (+2dex/cha; -2  con)

Initiative 1d20-1 (+3 dex -4 pranked)
Perception 1d20+8
Current hit points*  70/70
Speed 30

AC 21——smiting 26
Unshielded 19
Flat footed 18
-(smiting + cha bonus)

(+2 Mithral Shirt) +6
Dex +3
Heavy steel shield +2

BAB +5
CMB +7 (BAB + STR)
CMD +20 (10+BAB+STR+DEX)

12 FORT +4 +3 +5
9 REF + 1 +3. +5
10 WILL + 4 +1 +5
+2 versus enchantment
11 SR (6+ level)

Sword and Board
 MW elven curve blade Attack 1d20+7
Damage 1d

Smiting! 1/day (+ cha bonus / + level)
MW elven curve blade Attack 1d20+12
Damage 1d

Morningstar and Board
Morningstar (cold iron) Attack  1d20+7
Damage 1d8+

Smiting! 1/day
Morningstar (cold iron)Attack 1d20+12
Damage 1d8+

Two handed swinger
Cryptstone Earth breaker
Attack 1d20+7
Damage 2d6+

Smiting 2/day
MW cryptstone earth breaker
Attack 1d20+12
Damage 2d6+

Archery MW longbow composite +2
Attack 1d20+9
Damage 1d8+3

Smiting 1/day
Archery MW longbow composite +2
Attack  1d20+14
Damage  1d8+

Lay on hands (mercy fatigue)
7 day. (Half level + Cha mod)
1d6 / 2 levels  = 2d6 per application
If no condition to remove =3d6 per application
Life link (up to five people)

Spell-Like Abilities (Su):
Detect magic at Will
1/Day:  dancing lights, darkness, faerie fire, feather fall, levitate
using their total character level as caster level.

Oracle Orisons: 6
Create water
Detect fiendish presence
Enhanced diplomacy
Ghost sound*
Read magic
Stabilize
Vigor


Spells /Day
8/8 1st level
6/6 2nd level

Spells Known:
4 -1st
*Cure light wounds
*Detect Undead
Divine favor
**Fairie Fire
Obscuring mist
Recharge innate magic
Shadow trap
2- 2nd
Ashen Path
Burst of radiance
*Glitter dust
*Minor image

Paladin spells prepared
Expeditious retreat
Magic fang

Skills 23 skill points left (2 went into linguistics)
Acrobatics
Appraise
Bluff
Climb     strength
5 *Craft (1 rank in each, +1, +3 class)
-alchemy
-armor
-bows
-weapons
*Diplomacy 13.  (+5 rank, +5 cha, +3 class)
Disable device
Disguise
Escape artist
Fly
*Handle Animal 8 (+4 rank, +3class, +1wis)
*Heal
Intimidate  (2 rank, +.   cha)
Knowledge (arcana)
Knowledge (dungoeneering)
Knowledge (engineering)
Knowledge (geography)
*Knowledge (history)
Knowledge (local)
*Knowledge (nature)
*Knowledge (nobility)
*Knowledge (planes)
*knowledge (Religion)
Perform dance 8  ( +5 ranks, +3 dex)
Perception 8.   (5 ranks +2 race +1 wis)
*Profession (barber). 9 (5ranks, +1wis +3 class )
*Ride     11   (5 rank+3de +3c)
*Sense Motive 9 (+5 rank, +3 class, + 1 wis)
Sleight of hand
*Spellcraft.      (+1 rank, +1int+3 class)
stealth
*survival
swim
Use magic Device
*class skills

Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Feat and Skill Racial Traits

Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Offense Racial Traits

Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Feats:

Fey Foundling
You were found in the wilds as a child.
Prerequisites: You may only select this feat at 1st level.
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Drow Nobility (Drow)
Your blood courses with power, granting you greater spell-like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.
Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Greater Mercy
Your mercy has incredible recuperative properties.
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Next feat as cannot ride mount until 7th level
Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.


Drawback
Fey-Taken
As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions.
Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Traits:
Split-Second Defense
Benefit(s) When you are the target of an attack by an opponent that is flanking you, as an immediate action once per day you can foil that opponent’s attack. For that attack, the opponent does not gain any of the bonuses or effects that are associated with flanking.

Arcane Prodigy (Drow)
Prerequisite(s) Drow
Benefit(s) Once per day as an immediate action, you can double the duration of one of your racial spell-like abilities, as if using the Extend Spell metamagic feat.

Shield-Trained
You were trained to use shields as weapons.
Benefit(s) Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Magic items
+2 Mithral Shirt 5,100 gold
Boots of the earth 5,000 gold
**Ring of Sustenance 2,500 gold on the drake**

Consumable magic items:
50/50 Wand protection from evil 750 gold

Equipment
MW composite (+2) longbow (crafted)
**MW lance
MW heavy living steel shield 225 gold (crafted)
MW elven curve blade (crafted).  200 gold
**MW cryptstone  earth breaker (crafted)    270 gold
Arrows 80 (cold iron).  8 gold
**Morningstar cold iron 16 gold


Drake gear**
Saddle, exotic, military 60 gp
large Saddle bags 4 gold


Silver Champion

Some paladins are almost always on the move, wandering from place to place and trying to show their dedication in their deeds rather than depending on mere words.

Good-aligned dragons are more likely to treat such paladins as they would treat other dragons (though perhaps not with the respect reserved for other true dragons), and evil dragons often target them as special threats.

More rarely a drake is so inspired by a paladin that it chooses to assist the paladin in all her actions. These drake allies see the benefit of a silver champion remaining mobile and understand the powerful threats the champion must face, and in time even consent to serve their chosen paladins as a steed. Silver champions are often concerned by their drake allies’ pragmatic natures, however, and are sure to treat them with respect, knowing that these lesser dragons must constantly be inspired to act on their better natures.

Deity: A silver champion must worship a god of good dragons.

Drake Mount
At 5th level, a silver champion gains a drake companion. If the drake companion is at least one size larger than the silver champion, it gains the mount drake power as a bonus power. However, a silver champion doesn’t gain additional uses per day of smite evil at 4th, 10th, and 16th levels, and doesn’t gain mercies at 6th, 12th, and 18th levels.
This ability replaces divine bond, channel energy, aura of justice, and aura of righteousness, and alters smite evil and mercy.


DM approved alternative ....
Silver Champion (Paladin) (Legacy of Dragons)

Drake Mount (Ex): At 5th level, a silver champion gains a drake companion. Unlike a standard companion, the drake is either Medium (for a Small champions) or Large (for Medium champions), following the drake companion's increased size rules. The drake mount does not increase in size regardless of the drakerider's level. The drake mount may increase its size by one category instead of selecting a drake power. However, a silver champion doesn’t gain additional uses per day of smite evil at 4th, 10th, and 16th levels, and doesn’t gain mercies at 6th, 12th, and 18th levels. Also, the drake mount's alignment is within one step of Apsu's, which is Lawful Good, Neutral Good or Lawful Neutral.

Dragon Magic

The silver champion does not have access to the normal paladin spell list. She instead adds the 1st through 4th-level spells from the domains Artifice (1-animate rope; 2- wood shape; 3- stone shape; 4- minor creation), Good. (1-protection evil, 2- align weapon good, 3-magic circle against evil; 4-holy smite),  Law (1-protection chaos, 2-align weapon law; 3-magic circle chaos; 4-Order’s wrath), Scalykind ( 1-magic fang; 2-animal trance; 3-greater magic fang; 4-poison), Travel (1-longstrider; 2-locate object; 3-fly; 4-dimensional door) and the associated subdomains Archon (1-divine favor; 3-prayer), Construct (N/A), Dragon (3-draconic reservoir, 4-dragon’s breath), Exploration (1-expeditious retreat, 4- locate creature),  Toil (1-command) and Trade (1-floating disk) to her class spell list. A silver champion casts one fewer spell of each level than normal. If this reduces the number to less than 0, she can’t cast spells of that level.

This ability modifies the paladin’s spellcasting.


Warsighted

A warsighted’s unique gifts are not in strange magical revelations, but in her ability to adapt in the midst of a battle with new fighting techniques. The warsighted is a master of combat, as dedicated as a fighter and as flexible as a brawler.

Martial Flexibility (Ex)

At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

Life mystery: 3rd level revelation
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Oracle curse: Pranked Source PZO9480

Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies.

EFFECT
In addition to any social consequences of such mischief, you take a –4 penalty on initiative checks. Furthermore, whenever you attempt to retrieve a stored item from your gear, there’s a 25% chance that you fail to find it with that action. Add faerie fire and ghost sound to your list of spells known.

At 5th level, add glitterdust and minor image to your list of spells known.
At 10th level, add confusion to your list of spells known as a 5th-level spell.
At 15th level, add project image to your list of spells known.
A possessed oracle can select this curse in place of the haunted curse.
This message was last edited by the GM at 23:26, Sun 16 Feb 2020.
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