Looking for 10th Level Dwarven Dragonhunter

Wellby

First Post
Does such a character exist?

My group are off in the mountains, and just ran away from an aspect of Tiamat. They're going to run into a Dwarven Keep, for shelter and healing, and I'd like to present them with a champion, who will join them for the Tiamat hunt.

10th level party. So, Dwarf, 10th level, dragon hunter of some sort. AND, he can have some technology as well, as we are near the world of Ptolus.

Thanks for any help,
Rob
 

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This is for 3E/3.5, correct? It probably should have gone in the regular rules forum, but I'll help out here anyway.

There's a couple dragon-hunting Prestige Classes in the Draconomicon book that would probably be helpful. A level of Ranger gives an easy +2 damage against dragons. A dragonbane weapon gives a good bonus on attacks and damage.

Those are just some simple things to help out. If you give a little more info (and see if you can get this transferred to 3E/Older Edition Rules forum), you can get more help.
 

If the dwarf is from somewhere with some tech, you could make the dragonbane weapon be a firearm.

My 3.5e DMG is missing, but in the 3.0 DMG, under Futuristic Weapons, Rainaissance Weapons, there are a pistol (1d10) and musket (1d12) which you could use. Presumeably theyre also in the 3.5 dmg. There are also rules for a bomb that does 2d6.

The World of Warcraft RPG book gives rules for a flintlock pistol (2d6), a rifle (3d6) or a Blunderbuss (cone spread 3d6 to all in the spread).

But my Personal favorite for this sort of thing, is the OGL Steampunk book, by Mongoose Press, which has a full page table of different sized firearms ranging from matchlock tech to revolvers. They have one handed, light, and 2 handed firearms, and rules for double barreled, rifled barreled, and steampowered versions of the above, which slightly alter the properties of the weapon. (double barreled gives you one die type smaller, but you're getting 2 of them). It also includes malfunction rules for critical failures with firearms.
For example's sake, I'll list off some of the weapon types and the kind of damage they do.

Light Weapons
Light flintlock Pistol: 1d10, x3 Crit, 60 ft range, malfunctions on a 1-3
One Handed Weapons
Medium Flintlock Pistol: 2d6, x3 Crit, 60 foot range, malfunctions on a 1-3
Heavy Flintlock Pistol: 2d8, x3 Crit, 60 ft. range, malfunctions on a 1-3.
Two Handed Weapons
Blunderbuss: Don't like their blunderbuss.
Musket, Flintlock: 2d8, x3 Crit, 100 foot range, malfunctions on a 1-3.

Furthermore, you could always just invent a Dwarven Cannon of some kind. I'm assuming youre not going to pass these things out like candy, and only the dragon Hunter will have one, just so you know.
Two Handed Weapons
Dwarven Hand Cannon
3d8, x3 Crit, 100 Foot Range, Malfunctions on a 1-3.
Weighs 25lbs.
Takes say, 2-3 Standard Actions to Load.
Ammunition Weighs 3 lbs per shot.
Firing requires 1 lb of smoke powder/gunpowder.
(He starts combat with it pre-loaded).

Use this as well if you like:

Using a firearm (with the exception of the dwarven hand cannon) only requires simple weapons to fire (point and click), but loading and maintenance requires Exotic Proficiency: Firearms. (Make it martial proficiency if firearms are really common).

While I'm pretty sure I can't just give you the malfunction table (I dunno if it's ogc or not) I can give you a different malfunction table that's easier than the big % based one they put in the book.

Roll a d6, then consult the following mini table.

6 - Rattle & Hum: The firearm works normally but makes a loud unpleasant grinding noise.

5 - Fault: The Firearm works but not as intended, and imposes a -4 penalty to hit, with the shot veering off from it's intended target.

4 - Glitch: The Firearm Jams, requiring repairs. The Repairs cost nothing in materials. It will require a DC x check of the appropriate type (up to you) to repair it (I'd make the DCs scale from 10 to 25, or even higher for the cannon.)

3 - Breakdown: The Firearm works, but does 2d4 points of damage to itself, ignoring hardness. Cost to repairs need to be done as in break. If the damage doesn't render the item useless (if it still has more hit points left), it can be used again, but will malfunction again, every time it is used, until the item is repaired.

2 - Broken: The Firearm has broken, and requires a DC x check to fix it, as well as 1/4 the Item's value in appropriately tooled materials. (This one have the DCs range from 25 to 40+, but allow them to repair it over time, such as in town)

1 - Explode: The Firearm Explodes, sending shards and shrapnel everywhere, doing it's damage to the wielder, and half that damage to all creatures in a 10 foot radius of the wielder.
 

Funny, a dragonfire rifle is exactly what I"ve given him! (they're nearing Ptolus, so used their tech)

I built him as a white dragon killer, with a +2 flaming burst greataxe, white dragoncraft full plate, winged boots, and a ring of cold resistance. Should be fun!
 

1) Somewhere out there are feats for PCs that engage in melee combat with larger foes, but for the life of me, I can't recall where they are.

2) With Reach & good damage, Polearms are your friend. My Monk/Kensai with a polearm was quite nasty vs a pair of green dragons at an ENWorld gameday a couple of years ago.

3) Any spell, power, or item that increases your size & strength is your friend.

4) Alchemical weapons can be effective, as can deadfall traps, if you have the terrain with which to use them. Depending upon available tech, gunpowder is great, even if you don't actually have firearms. A sling or atlatl can increase the range at which you can deliver explosives.

5) Shrink Item and Reduce are nasty spells when going after big game. Not only do they stretch your carrying capacity, they let you move/use things that you normally couldn't. Tossing a few Itemized or Reduced boulders or fires or what have you into the path or onto the head of a target- in conjunction with the proper command word- can have spectacular results.
 

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