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Pariah, draconic martial artist


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So, I had this idea in my head and wanted to put it together. This is not my primary submission, and if you're short on time (which I assume will be the case) feel free to not take the time to give it proper consideration.  I think he's interesting and will do what I can to put him together properly, so feel free to look around at least (maybe the world/background will give you something to use), but the main impetus for this was because I like making characters and this campaign gave me a lot of fun tools to work with.

 

download.jpg.148baa78162e00d53ea74c3601c8b956.jpg Name: Pariah
Race: Strike-leaders
Gender: Male
Age: 40
Alignment: Chaotic good
Class(es) A: Prodigy 9
Class(es) B: Martial Resizer Mageknight 7/Tranquil Soul U!Monk 1/Conscript 1
Combat Role: Frontline DPS, minor area denial
Out of Combat Role: Mediocre stealth capabilities


Appearance: He's a green dragon, visually speaking. Sharp teeth, hard scales, four legs (with the ability to stand up n two, albeit somewhat hunched over), long tail, a couple of wings (though weaker ones, no fly speed), all that fun stuff. Has a variety of scrapes and scars from his years of fighting in the arena

Personality: A bit reserved initially as he hasn't had much opportunity for friendly conversation, and most are at least slightly unsettled by his appearance, but once you get through that initial barrier you find an eternally optimistic and excited individual. He wants to go all the places, see all the stuff, do all the things, and have people to share it all with. He doesn't exactly know how to go about most of that, and he runs into roadblocks every now and then, but he's always positive he'll be able to get through somehow.

 

Plane/World: The Center (name WIP?)

The Center is so named because to its inhabitants, it is the center of all that is. This isn't exactly an uncommon approach, but most societies eventually outgrow such a hubristic point of view. In any case, at a quick glance the landscape of The Center wouldn't do much to capture the interest of a passing observer, being comprised of a standard arrangement of forests, plains, oceans, deserts, and any other environment you could think of, none of them overwhelmingly notable in their characteristics or frequency.

But if one were to spend a longer time in the area, or looked in the right way, one might start noticing oddities. A hill that was on the left side of the road yesterday might be on the right side of it today. One patch of trees in a forest might be turning the color of their leaves in the middle of spring rather than waiting for autumn. A stream could be flowing uphill rather than down as one would expect. For you see the land of The Center is filled with spirits of nature, and their capricious tendencies often lead to odd occurrences. Many villages will have a shaman of some sort who communes with the spirits, bargaining away favors in exchange for a good harvest, asking where game might be found so as to not hunt the wrong creatures, etc. Some city states and even a few countries take a similar approach, living alongside the spirits and performing favors in exchange for assistance and good fortune.

But then there's the Imperium. Several hundred years a mageking of a smaller kingdom discovered how to forcibly bind the spirits of the land, and decided that his results needed to be shared with the world. After all, this was such an improvement for man. No more would it be necessary to bargain for favors, and the magnitude of the benefits were so much higher when you didn't have to care about if the spirit in question actually wanted to help. Order would be brought to the world, whether it was wanted or not.

What followed was a continuous conquest of The Center. Some welcomed their knowledge and governance willingly, others less so. It didn't matter either way, as none so far have been able to stop their advance. At this point over half the globe sweats fealty to the one now known as the Godking. How he has survived so long is a question that is much debated, but what is known for certain is that his appetite for land and power appears to be boundless.

Notes: society is generally high magic, low tech. Tasks we might use tech for would be handled by binding one or multiple spirits to an object, to animate it or imbue it with power. The Imperium is a strongly Lawful entity, with the other axis varying from neutral to evil depending on where in it you find yourself. The Center is host to a variety of magical creatures, though they're more rare than they might be in other high fantasy settings.

 

Race: The strike-leaders

At one point in the Imperium's conquest, the Godking decided to start experimenting with binding spirits to creatures, which eventually led to binding spirits to humans, which eventually led to the creation of a number of servitor races. One of the more well known would be the strike-leaders, intended as lower level frontline commanders in his army. Blessed with a robust physique and strong force of personality, the most notable characteristic of the strike-leaders is their ability to transform into some variety of ferocious beast when needed in an effort to shock and strike fear into the hearts of the Imperium's enemies.

Type quality (0 RP): Humanoid (human, augmented)
Size quality (0 RP): Medium
Speed quality (0 RP): normal
Ability score modifier (4 RP): advanced (+physical, -2 wis, +4 cha)
Language modifier (0 RP): normal
Advanced strength (4 RP): +2 strength
Static bonus feat (2 RP): transformation
Greater defensive training (4 RP): +2 dodge bonus to AC
Greater lucky (4 RP): +2 racial bonus to saving throws
Skill bonus (2 RP): +2 bonus to intimidate

 

Backstory

The strike-leaders are purpose made for bringing the glory of the Godkings reign to the world at large, displaying man's dominance of the magic of the world. But very rarely something goes wrong, and a strike-leader is born who is "stuck" in the form of the beast (read: transformation feat is swapped for the eternal transformation feat). It's theorized that this occurs when a too-strong spirit is bound to a too-weak human, but nobody knows for certain the cause. What is known is that such a thing cannot be properly acknowledged or allowed to serve the Godking in the standard capacity, and some other role must be found.

For Pariah, this meant be loaned to the capitol city's gladiator arena. For as long as he can remember, he's been pitted against opponents for the entertainment of the crowds and as such as picked up a rather eclectic variety of talents. Most combatants when facing him will see a giant lizard, and expect rending claws, snapping jaws, and not much in the way of strategy. Some of the more learned individuals might be familiar with dragons and prepare themselves for his corrosive breath and a barrage of spells. None of them expect to receive a punch to the face, have their legs swept out from below them, and an elbow to the gut. They see a beast and don't expect him to fight like a man, and that mental disconnect has saved him on many occasions.

As it turns out though, the spirit bound to him did gradually grant him a few additional magical capabilities, the most notable being the ability to significantly change his size. The arena organizers were ecstatic at this revelation as it gave them all sorts of new show-fight opportunities, but Pariah also quietly rejoiced. One morning they came to him for a fight, and he was gone, having shrunk down and slipped through measures they had put in place to secure him. This of course drew the attention of the powers that be, as they couldn't afford him to accidentally stumble into the wrong hands, giving a tool to throw doubt on the capabilities of the Godking and his Imperium. So a discrete manhunt was made, and within a couple days Pariah was back "home". But this was far from the last of such attempts. With each new trick he mastered a new escape was made, and each escape wound up with him being dragged back to an increasingly secure (if admittedly comfortable) prison.

And then one day, his options exhausted, in a frustrated outburst of rage he managed to breach the barrier of worlds. He found himself outside the city, in a strange forest full of strange trees in strange colors. The air felt different. The sun felt different. But as far as he could tell, he was free. After a few minutes of shock followed by several more of celebration, he set off. Lacking any sort of landmarks he just kinda wandered, walking until he was tired, snacking on fruit he found when hungry, sleeping under the stars when tired. He hadn't thought this far ahead to be honest and was a bit directionless, but that was better than being trapped. It was good...until they found him again.

It was nearly a week since he'd gotten away, but those were certainly Imperium magehunters. They spoke to him this time, thanking him for revealing such a bountiful new avenue for expansion before disabling him and dragging him back through a wormhole they generated. But once he was locked up again, they couldn't prevent him from escaping once more. So he did, hopping to yet another new world. And they continued to bring him back. And he left again, and again, and again, each time to new worlds, some times just running, other times hiding, and yet other chaining jump after jump, to world after world. And each time they followed.

Until one day, he arrived at something entirely new to him. A welcoming party. His actions had drawn the attention of the realmwardens you see. Everywhere he had tried to run, the Imperium had followed. And while the frontrunners were there merely to fetch him back, soon after a new outpost popped up, spreading the Imperium's influence through the multiverse like a cancer. That's why they kept letting him escape, in order to open up new pathways for them to follow and expand through. Initially the realmwardens had thought him to be merely a scout, but a closer observation had quickly revealed his unwilling participation in the operation. And so one of their agents with a specialty in planar travel was dispatched to intercept Pariah and bring him elsewhere, hiding his trail from those seeking to recapture him.

So ended his imprisonment, and began his apprenticeship. After many long years of captivity he now seeks to turn his combative talents towards helping similar beleaguered individuals.

Notes: while spirits are distinct entities, the fact that one was bound to him does not mean that Pariah has two consciousnesses. The particular process involved fuses the two, resulting a single combined entity.

He doesn't view the Imperium's spirit-binding methods in a negative light. Plenty of people living in The Center outside the Imperium do, but living where he did that's just how things were done. Their authoritarian tendencies on the other hand...

He has intelligence and can talk. The employees of the arena knew that. Most of the people he fought knew or at least suspected that. The audiences and public at large very much did not know that.

The Imperium (currently) cannot create new interplanar portals. They cobbled together a way to follow through portals Pariah created, but were dependent on him to make new ones.


 

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Level Class A Class B BAB Fort Ref Will A class features B class features feats combat talents magic talents
1 Prodigy Mageknight +1 +2 +2 +2 sequence (4 links), inspired sequence size focus, resist magic +1 eternal transformation, intimidating prowess 0 3
2 Prodigy Mageknight +2 +3 +3 +3 adaptation, imbue sequence agile strength combat reflexes 2 3
3 Prodigy Mageknight +3 +3 +3 +3 sequence (5 links), steady skill quick change dirty fighting 3 3
4 Prodigy Mageknight +4 +4 +4 +4 unbroken sequence penetrating blow mystic combat unorthodox unarmed training 5 3
5 Prodigy Mageknight +5 +4 +4 +4 improved adaptation resist magic +2 improved trip 6 3
6 Prodigy Mageknight +6 +5 +5 +5 sequence (6 links) mystic celerity mystic combat greater trip 8 3
7 Prodigy Mageknight +7 +5 +5 +5 reflect spell enduring change vicious stomp 9 3
8 Prodigy Monk +8 +6 +6 +6 greater adaptation flurry of blows, free life sphere, unarmed strike (swapped for brute sphere) power attack 10 3
9 Prodigy Conscript +9 +6 +6 +6 sequence (7 links) bonus combat feat, bonus combat talent cornugon smash, unorthodox unarmed training 13 3

Unorthodox unarmed training choices: equipment, dual wielding, barroom, gladiator
favored class: prodigy: +9/4 to CMB for grapple, trip
traits: maneuver trained: +1 CMB
Gift for magic: +2 CL for fate sphere
 

Magic talents/casting

Casting tradition: Natural casting
No general drawbacks
Casting modifier: Charisma

Spell points: 9 (prodigy levels) +7 (mageknight levels) +1 (monk level) +2x2 (charisma modifier) = 21/day

Free talents: life sphere from tranquil soul monk archetype
Talents to spend: 3

Destruction sphere: 1 talent spent
Drawbacks: energy focus, shape focus
Talents: adhesive blast, explosive orb

Life sphere: 1 talent spent
Drawbacks: regenerate, slow recovery
Talents: revitalize, self-renewal, restore senses

Fate sphere: 1 talent spent
Drawbacks: personal fate, tongue of ages, sanctified
Talents: swords, emperor, fool


 

Combat talents

martial tradition:
Equipment: unarmored training
Open hand sphere
Dual wielding sphere+mercurial flow
Bonus discipline talents from gestalt: monk weapon training, unarmed training
Practitioner modifier: charisma

Free talents: brute sphere from associate sphere replacement
Talents to spend: 13

Equipment sphere: 1 talent spent
talents: unarmored training, monk weapon training, unarmed training, force redirection technique

Dual wielding sphere: 3 talents spent
talents: axe kick, rising leverage, thunderous punishment

Open hand sphere: 3 talents spent
talents: axe kick, rising leverage, thunderous punishment

Barroom sphere: 3 talents spent
Drawback: perpetual drunk
talents: drunken boxer, high on fumes, up/down/and...

Brute sphere: 1 talent spent
talents: focusing shove

Gladiator sphere: 1 talent spent
Drawbacks: focused menace, retort 
talents: fan favorite, duel of wills

Berserker sphere: 1 talent spent

Total spheres/talents counting towards unarmed strike damage: 21 or 22, depending on if you count the base equipment sphere which does nothing but give you a talent. Either way it's 20+

 

Gear

+2 fate sphere implement: 8,000 gp
+2 str belt: 4,000 gp
+2 handwraps: 8,000 gp
+2 aegis ring: 8,000 gp
+2 necklace of natural armor: 8,000 gp
+2 cape of resistance: 4,000 gp
gauntlets of the skilled maneuver [trip]: 4,000 gp

2,000 gp unspent


 

Various statistics

Point buy: 18 str, 14 dex, 14 con, 10 int, 13 wis, 10 cha
Final ability scores (post race, belt, levels): 26 str, 16 dex, 16 con, 10 int, 11 wis, 14 cha

Hit points: 9d10+30=120

"always on" buffs (hour/level or permanent durations): size change to huge via resizer (larger size, +4 str), swords motif (+2 to attacks), fool motif (-2 to all saves, can roll saves twice and take the better), emperor motif (reduce final penalties to rolls by 2, minimum -1. This includes self-inflicted penalties)

Technically not a buff but rather a constant state of being: eternal transformation [dragon transformation] (1 head, 4 legs, 2 hands (can't wield weapons), 1 tail, darkvision 60 ft, 40 ft land speed, +3 natural armor, bite attack, breath weapon (30 ft cone, 4d8 acid, DC 16 ref for half))

Statistics assuming "always on" buffs:

Fort save: +6 (base) +3 (con) +2 (lucky) +2 (cape) -1 (fool, reduced by emperor) = +12, roll twice
Reflex save:+6 (base) +3 (dex) +2 (lucky) +2 (cape) -1 (fool, reduced by emperor) = +12, roll twice
Will save: +6 (base) +2 (lucky) +2 (cape) -1 (fool, reduced by emperor) = +9, roll twice

Initiative: +3 (dex)

AC: 10 (base) -2 (size) +6 (armor) +7 (str) +2 (dodge) +3 (natural armor) +2 (enhancement to natural armor) +2 (deflection) = 30
Touch AC: 25 (armor bonus applies to this)
Flatfooted AC: 21

Unarmed strike attack bonus: +9 (BAB) +10 (str) +2 (enhancement) +2 (swords motif) -2 (size) +1 (emperor motif penalty reduction) = +22
Situational modifiers: dual attack (-2), extra attack from monk weapon training discipline talent (-2), power attack (-3), +1 from emperor motif when any of the above are in effect, up to +3 from inspired sequence

unarmed strike damage: 6d8 (base) +15 (str, boosted by axe kick) +2 (enhancement) = 6d8+17
Situational modifiers: base changes to 8d8 when drunk due to drunken boxer talent, +6 from power attack, additional +5 from str from axe kick when target is prone, up to +3 from inspired sequence

CMB: +9 (BAB) +10 (str) +2 (size) +2 (enhancement) +1 (trait) +2 (FCB) = +26
Trip specific bonuses: +2 (FCB) +2 (improved trip) +2 (greater trip) = +32
Situational bonuses: +6 if performed as an off-hand attack after the main hand landed due to strategic setup talent. Up to a +3 bonus from inspired sequence

Intimidate bonus: +9 (ranks) +3 (class skill) +2 (cha) +2 (racial) +10 (str, intimidating prowess) = +26
Situational modifiers: +4 when larger than the target, -4 when smaller than the target


 

Notes on Prodigy Sequence

So, a prodigy's sequence's length can only be increased by any individual link once per turn. Any given action can only increase the length by 1, even if it satisfies multiple links. Extra attacks granted as part of an action (off-hand attacks from dual-wield mostly) do not count as a separate action for generating links. AoOs do count as separate actions for generating links.

So, "ideal" combat turn would go as follows:
Start the turn already drunk, and able to attack a target with no more movement than a 5' step (he has 15' reach when sized up, so that's not too hard).

Optional: free action spend 2 spell points to trigger penetrating blow mystic combat (removes power attack bonus damage, but lets him target touch AC)
Optional: trigger berserking from berserker sphere for -2 AC but 12 temp HP
Standard action: Initiate attack action on the target, using brutal strikes (special attack action, target is battered), dual-wield (-2 to attacks, can make an off-hand attack), monk weapon training (-2 to attacks, an additional main hand attack), and power attack (-3 to hit, +6 damage if not targeting touch AC).
As a swift action, expend martial focus via the "crushing combo" dual wield sphere talent to add the off-hands damage dice (8d8) to all attacks made this turn

Main hand attack hits, starting a sequence at length 1 via the "attack" opener. As part of starting the sequence, imbue sequence is triggered with the destruction sphere to get +9 acid damage on attack actions (not extra attacks dealt granted as part of attack actions, just the attack action itself)
As a free action (so separate from the attack action), an intimidate check is made via the cornugon smash feat. This fulfills the "scare" link (from gladiator sphere), increasing sequence length to 2 (+1 bonus from inspired sequence).
Character falls prone as a free action, fulfilling the "stumbling flow" link (barroom sphere). increasing sequence length to 3.
Off-hand attack use used to trip (with a boosted CMB via strategic setup talent). No sequence change, character regains martial focus and stands up as a free action via "rising leverage" open hand talent.
AoO is provoked via greater trip talent. This is spent but not taken, fulfilling the "preparation" link, increasing sequence length to 4 (+2 bonus from inspired sequence).
AoO is provoked via vicious stomp. This allows an attack from both main hand and off-hand weapon via "dual opportunity" talent of dual wield sphere. One attack is a normal hit, one is either a disarm or sunder attempt, fulfilling the "maneuver" opener, increasing sequence length to 5.
Extra attack is made from "monk weapon training" talent. No sequence change.

Move action: perform "executioner" finisher, making an attack action as a move action, making three attacks (base, offhand from dual attack, additional from monk weapon training). The first gets the bonus damage from imbued sequence. Afterwards, the sequence ends.

Potential alterations: If the turn starts with a sequence (some was generated the previous turn from either needing to get into position, getting a crit or kill on an AoO, or from going for the combo and failing at multiple points), both AoOs will be normal attacks, forgoing the disarm/sunder. If the turn does not start with a sequence and the target lacks gear to disarm/sunder, crushing combo will be skipped and instead martial focus will be spent on the "abandon focus" link.

Damage potential (if all goes well and everything hits, neither of which are guaranteed):
no crushing combo, 2 damage AoOs, targeting touch AC: 56d8+161+9 acid
crushing combo, 1 damage AoO, targeting touch AC: 96d8+137+9 acid
crushing combo, 2 damage AoOs, targeting full AC: 112d8+203+9 acid

 

Edited by Taggerung559 (see edit history)
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I've only got a single review left out of the set from last night, so I can review this application for you no problem. It turns out that my insomnia was good for getting a few more hours of reviewing and playtesting finished at the very least.

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I will say, while I like the character and would be perfectly happy to play him, I'm not sure how well suited he is for PbP. The nature of the sequence mechanic and how he's built to use it leads to a lot of any given turn being dependent on whether previous parts of that turn were successful or not, which works better when the GM is right there to give feedback in real time. That could be gotten around by either knowing enemy stats already (which has plenty of other implications) or having a lot of conditional statements (if this works proceed here, else go there, which is rather clunky) I guess, but neither case seems ideal.

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