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*Pathfinder & Starfinder
Half-dragon as a class
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<blockquote data-quote="cjosephs1s" data-source="post: 5715194" data-attributes="member: 6683450"><p>Well the unarmed damage output is why I suggested it where I did with a bite at 1d6 or start with 2 claws at 1d4 each. Then you can boost the damage dice as the progression unfolds and still be about in line with a fighter all the way as far as average damage output is concerned when the class goes to large size. Otherwise you just reverse the monk problem of natural attacks do a lot damage in the beginning and are overpowered but then at later levels they become either underpowered or are still overpowered due to their extra abilities. The idea is to make its natural attacks as appealing as weapons or moreso but still maintain balance with other fighter types. Unless you want a berserker style?. Seeing as how its attacks will only crit on a 20 while many fighters will take feats and weapons to allow a large crit range and decent damage the extra damage dice from large should make up for it. If anyone wants to do the math be my guest. I'm just guessing here. </p><p> </p><p>But Emo did touch on something that I thought of earlier and is right about. There still needs to be balance so if it gets a good BAB, good HD, normal saves, normal damage, Average armor for a fighter type, something about the breath weapon has to be minimized to balance it out. Maybe make the breath weapon a full round action give it a certain damage output and leave it alone...like it does 8d8 but doesn't get any bigger and the save is based on 10+1/2HD+ability modifier (con is a good one). And wait till mid levels to give it to the toon..like level 8 or higher. Right now we just keep adding and adding stuff. At some point he has to be bad at something and this is where the concept of the character needs to be developed a little more. Any ideas OP? Berserker? Tank? ect....</p><p> </p><p>As far as energy weapons for claws I think there's a feat for that in one of the dragon books. If so, let the player use it..don't just give it to them. Keep in mind this will add an extra 5d6 damage at at the end of progression.</p></blockquote><p></p>
[QUOTE="cjosephs1s, post: 5715194, member: 6683450"] Well the unarmed damage output is why I suggested it where I did with a bite at 1d6 or start with 2 claws at 1d4 each. Then you can boost the damage dice as the progression unfolds and still be about in line with a fighter all the way as far as average damage output is concerned when the class goes to large size. Otherwise you just reverse the monk problem of natural attacks do a lot damage in the beginning and are overpowered but then at later levels they become either underpowered or are still overpowered due to their extra abilities. The idea is to make its natural attacks as appealing as weapons or moreso but still maintain balance with other fighter types. Unless you want a berserker style?. Seeing as how its attacks will only crit on a 20 while many fighters will take feats and weapons to allow a large crit range and decent damage the extra damage dice from large should make up for it. If anyone wants to do the math be my guest. I'm just guessing here. But Emo did touch on something that I thought of earlier and is right about. There still needs to be balance so if it gets a good BAB, good HD, normal saves, normal damage, Average armor for a fighter type, something about the breath weapon has to be minimized to balance it out. Maybe make the breath weapon a full round action give it a certain damage output and leave it alone...like it does 8d8 but doesn't get any bigger and the save is based on 10+1/2HD+ability modifier (con is a good one). And wait till mid levels to give it to the toon..like level 8 or higher. Right now we just keep adding and adding stuff. At some point he has to be bad at something and this is where the concept of the character needs to be developed a little more. Any ideas OP? Berserker? Tank? ect.... As far as energy weapons for claws I think there's a feat for that in one of the dragon books. If so, let the player use it..don't just give it to them. Keep in mind this will add an extra 5d6 damage at at the end of progression. [/QUOTE]
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