Scion of Arkhosia Questions....

Otterscrubber

First Post
1) The lvl 11 and lvl 20 paragon powers from this say that it uses the same ability as your dragon breath racial power. Does this mean that any feats that affect your Racial Dragon Breath power like Breath of life or Enlarge also affect these powers if they apply? Can you apply the versatile breath path feature for example?

2) Fly as an at-will move action, can you charge with this?

3) Can you do two back to back move actions and cross a chasm without falling in between the move actions as long as you land at the end?
 

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1) The lvl 11 and lvl 20 paragon powers from this say that it uses the same ability as your dragon breath racial power. Does this mean that any feats that affect your Racial Dragon Breath power like Breath of life or Enlarge also affect these powers if they apply? Can you apply the versatile breath path feature for example?
Same ability score, so feats that change the ability score work.

Nothing else is stated to be the same, not the size, not the breath type (the breath type is the type you INITIALLY chose, so versatile breath doesn't change it)

2) Fly as an at-will move action, can you charge with this?
No, you would need a fly SPEED to charge, this action just lets you fly as a move action. The distinction is minor, and easily houseruled, but in RAW you can't charge.
3) Can you do two back to back move actions and cross a chasm without falling in between the move actions as long as you land at the end?
Yes, this is the "Double-move" option, it allows you to combine a move action with itself, doubling the speed but changing nothing else. It's detailed in PHB1, page 284
 



Being the DM of a Scion of Arkhosia I've dealt with these questions, and I've found a few things.

First, the paragon path is pretty weak compared to other paths. It's not often the stat for the attack roll and the stat for the damage roll are your primary and secondary stat (unless you're a dragonborn con-lock, which seems... sub-par), so you're usually losing out on one (it seems more cases you're losing out on damage).

Second, the flight utility at level 12 is pretty overrated. Flight is something I generally encourage in my games, so your mileage may vary, but I like it when players can do off-the-wall crazy things. I house-ruled this power so that the player could fly and charge at the same time (he's a charge-centric warlord). I've also seen house rules that do one or more of the following:

-Let the player use athletics to reduce falling damage
-Give the player a +2 untyped bonus to Athletics checks to jump
-Lets the player treat every Athletics check to jump as if he had a running start.
-Fly with the movement made in a charge

There was more but I can't remember if off the top of my head (it was an old thread that had this stuff). I like the first and last option, and would consider adding one of those extra perks to make the utility more favorable and fun.

The overland speed of 12 is pretty subpar too, unless your player is a good role-player and can find interesting uses for it.

In the end, if your player picked the Scion of Arkhosia path, chances are they did it more for flavor than cheesing it up, so don't be afraid to give a little bit to have fun with. Of course, if they try and take the whole mile, you can revoke the house rules.

Oh, and about feats for dragon breath: I don't let any of them affect the paragon path powers. I DID however give the player a weapon that let him add its enchant bonus to his damage rolls with his breath weapon and paragon path powers; hasn't done much harm at all, since he gets, at most, +6 damage per encounter (it's a +3 weapon, with two powers it affects at his level).
 

If you have to, you can charge using your Overland flight. But since you will have taken a non-move action, you'd fall at the end of the charge.
 

I disagree about the double move part. The character has to land at the end of the movement and I think that it must land at the end of the action. A double move consists in taking to move actions in a row, it doesn't combine them in a single action.
 

I disagree about the double move part. The character has to land at the end of the movement and I think that it must land at the end of the action. A double move consists in taking to move actions in a row, it doesn't combine them in a single action.

Sorry, but you are wrong.
Double moves explicitly combine the 2 moves into one.
A character with a move of 5 moving across difficult terrain.
2 separate move actions = move 2 squares per move action
A double move = move 5 squares total
 

Sorry, but you are wrong.
Double moves explicitly combine the 2 moves into one.
A character with a move of 5 moving across difficult terrain.
2 separate move actions = move 2 squares per move action
A double move = move 5 squares total

The power explicitly states that you must land at the end of the movement. That specific case beats the general rules for double moving. Double movement says that you must use the same move action twice in a row. If you used the Dragon Wings power to move twice in a row, you'd still have to land, as the power says so. You'd just get to land in an allies square (as per the double move rules).

You combine the speed of the two movements into one number, not the move actions themselves. You still take two move actions.
 

However, the power doesn't say that you have to land at the end of the "move action", it says you have to land at the end of the "movement". If you double-move, you combine it all into one movement. So, you're moving 10 squares, and the "movement" is only ended after you've moved 10 squares, instead of 5.
 

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