Anarenn solo campaign (Loth keep out)

Nightbreeze said:
Nice rolls.
Yeah, pretty good if a bit lopsided. You should have seen what I rolled with the 5d6 drop the lowest set though. :eek:
Nightbreeze said:
By they way, what class do you mean to take? I had a look on the dragonfire adept, and to say the truth I'd hate playing it (far too few invocations), but I have no problem in DM-ing it.
I'm not entirely certain. A sorcerer is thematically appropriate though manipulating material components and voicing a spell's vocal components would be rather problematic for a pseudodragon; not to mention the oddity of having a familiar...

The dragonfire adept is also thematically appropriate but it does have its problems, specifically that some of the class' special abilities are redundant when playing a dragon. The class' natural armor bonus, for instance, doesn't stack with the pseudodragon's and bonuses to sleep and paralysis saves don't mean much when one is already immune to those conditions. Some of the invocations are pretty sweet however; especially the ability to assume humanoid forms at 6th level. :]

An alternative to the sorcerer is to use the psion class instead; no components to worry about and there's more flexibility in the use of its powers. The dragonfire adept could also be replaced with the warlock class; though I hate its bogus association with infernal powers. :mad:

What do you think?
Nightbreeze said:
Also, what are your intentions (in general)? Are you going to search for a suitable human "companion" or you are just going to give orders and suggestions while staying hidden?
I was leaning towards the latter, at least to start. I'll have to see how it develops in-game.
Nightbreeze said:
Another note: pseudodragons are described as tiny reddish dragons. If you want to change the color, feel free to do so.
As I see it, with their natural camouflage abilities, pseudodragons already have some measure of control over their coloration; I'd been toying with the idea of having my character effect subtle changes in hue based on its mood. :cool:
 

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Yeah, you are probably right about the sorcerer

As for the dragonfire adept, my main problem is that even if there are some sweet invocations, you know how many? 5-6 even if you are high level. Heck, a sorcerer is more versatile, and that says it all.

The psion class would be good indeed, but if that is the case, I'd like you to slightly change the esterior aspect of the dragon: it has decended by the gem dragons at that point. Nothing too strange, maby some scales that are shiny and crystal like.

As for the warlock's power source, Wizards many times suggested that it may come form other sources, like feys and celestials. Dragons are fine for me. However, keep in mind that whatever the power that you display, someone will probably take you for a small devil or something like that: you have to admit that psudodragons have that slightly devilish look :).
If you take the warlock class, we can explaint the fiendish resilience as a draconic one, and the eldritch blast would be different from the fiendish warlock's blasts, but I don't thing that a common zealot may notice the change.

As I see it, with their natural camouflage abilities, pseudodragons already have some measure of control over their coloration; I'd been toying with the idea of having my character effect subtle changes in hue based on its mood. :cool:

Ok. :)
 

I didn't think there were any demons in Anarenn for pseudodragons to resemble. I must have misunderstood something you'd said earlier.

I'll take a look at the Warlock and psion classes (and possibly others). There's no hurry, except that the choice of class will affect my ability score allocation somewhat.

As I see it, pseudodragons are already tied to psionics regardless of their appearance; they're naturally telepathic (which neither the chromatics nor metallics can boast). They're also particularly fond of gemstones IIRC.

Somehow I don't expect that my choice of class (warlock or not) is what'll influence how NPCs react to me.
 

Ambrus said:
I didn't think there were any demons in Anarenn for pseudodragons to resemble. I must have misunderstood something you'd said earlier.

The answeris difficult. There are "some" demons summoned by "some" wizards. Generally the Church regards arcane magic with a certain suspicioun, but they usually have to admit that wizards are extremely organized in certain aspects. Living for almost 2000 years in a world where the faith can gather 90% of the population against you is bound to make you realize that you have to control yourself and your buddies. If a lone wizard or a little tower of wizards somehow create havok, this may lead to wide revenge in the entire world, and the remaining wizards wouln't be overjoyed. Thus there are firm rules about what a wizard can do with demons, where, why and how. These are not common knowledge, of course.

Suffice to say that when there are signs of demonic activities, wizards are almost never to blame. Actually, they are among the first to mobilitate and give full support to the Church in finding the culprits.

On a side note, demonic activity is different from those common in the usual fantasy settings: there have never been demonic invasions, or even a single demon fooling around in the open. That is perhaps due to the powerful Church. Due to that, demonic activity is usually of the subtle, corrupting kind. That promts the church to warn and educate the population to recognize the signs of demonic corruption, and demon themselves. So, someone with red flaming eyes, thick scales and horns and razors coming out from his body would certainly be recognized on sight as someone uncommon and very probably dangerous.

As I see it, pseudodragons are already tied to psionics regardless of their appearance; they're naturally telepathic (which neither the chromatics nor metallics can boast).
True

They're also particularly fond of gemstones IIRC.

Yeah, but I'd say it's just your racial and unlimited greed :D

Somehow I don't expect that my choice of class (warlock or not) is what'll influence how NPCs react to me.

Yeah, I can see that it's quite true :P

However, a priest generally accepts arcane magic, because he has a certain amount of trust in wizards. Other kind of magic, if identified as different, may baffle him and raise his suspicion. He could at least insist to take you for an examination by a expert priest, or a wizard he trusts. This is not uncommon: it often happens that sorcerers and other unusual casters are given a formal acceptance by the wizard's tower, even if they go on with their life thereafter. They are strongly encouraged not to go on the battlefields, not to raise deads and not to play with people's mind. The spells known by a wizard can be controlled: if he wants necromantic spells, he has to live in a particular tower where they teach them, and he has to abide their rules.

But who can control the spells known by a sorcerer? That is why they are less trusted.
 
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Here's my preliminary character build. I discovered some mistakes (big surprise there) in the pseudodragon's monster manual stat block; mostly with its skills (its max ranks at 2 HD is 5 rather than 6).

I haven't yet factored in the extra skill points and the bonus feat you'd mentioned in your house rules. Just so you know, pseudodragons don't have crafts, knowledges or professions as a part of its class skills, so I'm not certain how or if you want to allocate them to this particular PC.

For the bonus feat, you'd mentioned regional feats as an option; which regional feats were you referring to and which might be available to this character? Also, which languages would be available to learn in the campaign starting area?

Anyway, take a look below and let me know if there's anything in the block which seems wrong or that you don't understand. :)


pseudodragon3na2.gif


Pseudodragon (with no class)

NG Tiny Dragon
Init +6; Senses Listen +7, Spot +7;
Blindsense 60 ft., low-light vision, darkvision 60 ft.
Languages telepathy 60 ft., Common, Hethon, Sylvan, ?
–––––––––––––––––––––––––
AC 22, touch 18, flat-footed 16
hp 24 (2 HD)
Immune paralysis, sleep
SR 19
Fort +6, Ref +9, Will +3
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Spd 15-ft., fly 60-ft. (good)
Melee sting +8 (1d3-2 plus poison) and bite +3 (1)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Base Atk +2; Grp –8
–––––––––––––––––––––––––
Abilities Str 7, Dex 22, Con 17, Int 16, Wis 10, Chr 10
Feats Alertness, Flyby Attack, Weapon Finesseb
Skills Craft (alchemy) +4, Decipher Script +4, Diplomacy +7,
Hide +23 (+25 in forests or overgrown areas), Knowledge (local) +4,
Knowledge (nature) +4, Listen +7, Search +8, Sense Motive +5,
Spot +7, Survival +5 (+7 following tracks), Tumble +8,
Use Magic Device +2
Possessions
–––––––––––––––––––––––––
Poison (Ex): Injury, Fortitude DC 16, initial damage sleep for 1 minute,
secondary damage sleep for 1d3 hours. The save DC is Constitution-based
and includes a +2 racial bonus.
–––––––––––––––––––––––––
Treasure
Experience 10,000
 
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Regional feats: one of the following should be ok. Note: I toned them down, as I give them free.

Fearless:
You get a +6 bonus to saves against fear effects, magic or otherwise.

Forester:
You gain +1 to Hide, Listen, Move silently and Spot checks.
When you are in forest terrain, this bonus increases to +2

Smooth Talk:
You take only a -7 to Diplomacy when attempting a full round check.

Strong Soul:
You gain a +1 bonus to all Fortitude and Will saves. Against death effects, energy drain effects and ability drain effects this bonus increases to +2

The village nearby is inhabited by humans, but there are two halfings and thrice per year some dwarf come down by the mountains to gather food. You can take those languages. You may leave a bonus language slot open, so that later you can learn it without having to level and spend skill points. Keep in mind that the language spoken nearby is quite different from the language of the Empire, however. So you have the local language, and a common language. The "common" is used by merchants or traveling people, but it is quite limited: you can't speak about religion, philosophy or other complex subjects in common.

I will allow you skill as a class skill, if you can reasonably explain why your tiny dragon should be good at it. For example, I see no problem with knowledge (local), or even knowledge (history), as soon as you get yourself some book on history or someone who has those ranks and is willing to teach you. Same goes for craft (flower compositions) :)

I noticed that you are keeping Alertness. Is that intentional?
 
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So, human, halfling and dwarf are their own distinct languages and all three are separate from common? Are there different different dialects of human? Is sylvan a language spoken in the area and if so, who in the forest speaks it? Does draconic exist as its own language or are Anarenn's dragons too stupid to have developed their own language?

BTW, where does my forest fit on the "nasty" scale and what is it called? What other creatures live in this forest? What is the village called and which country is it in?

Dragons do indeed get 6+Int skill points per hit dice (x4 for the 1st hit dice as normal). By my count that'd give my pseudodragon 45 skill points. Unfortunately, only the skills mentioned in a monster's entry are considered class skills, which for a pseudodragon includes Diplomacy, Hide, Listen, Search, Sense Motive, Spot and Survival. So I started by maxing out those 7, which used up 35 points. Then I spent the rest of my 10 points as cross-class skills on Decipher Script (since you mentioned I'd have books in my cave), Tumble and Use Magic Device (cause they might prove useful). Throw in the ability modifiers, size modifiers, synergy bonuses and racial bonuses and voila! Why? Did you spot any mistakes?

I'm having trouble imagining any crafts, professions or knowledges being accessible enough to a pseudodragon to count as racial class-skills.

I put in Alertness cause, it being normal for pseudodragons, I figured it'd make sense to assign it as my 1st level bonus feat. Also, being a solo player, I can't afford to miss Listen and Spot checks. That'd leave me free to pick out something else as my standard 1st level feat. I was considering taking Flyby Attack.
 


Ok, I checked the skill points and they are fine. Keep in mind that as for languages known, you can leave unused skill points and fill them later (but before leveling).

Dwarf and halfling are languages on their own. Imperial (called "seran") too. "Common" is a mix of 60-70% seran, 5-10 other languages and the rest are words from local dialects tham somehow affirmed themselves. It is most of all a spoken language, used in order to understand someone coming from anywhere in the world. The language spoken in Hethon is a mix between seran, common and the language of the tribes at the north (they were the original inhabitants of this land). I will rule that if you are trying to learn a language very similar to one that you already know, you need to spend only one skill point, instead of two.

I'm having trouble imagining any crafts, professions or knowledges being accessible enough to a pseudodragon to count as racial class-skills.

Well, it depends. I think that some knowledge skill should be regarded as class skills, but if you have a different view, I have no problem with that. However, with your intelligence, it would seem strange if can't grasp quickly a book about history. Your only probelm is the fact that you didn't have any source for those knowledge skills. But knowledge(nature) is ok even without a source: you were living in a forest, up to now.

The question is not that important, however, as from now on you will be taking class levels, with their own class skill sets.

I can't access invisible castle...
 

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