In 3.5, dragonborn isn't a template per se; rather, it's more of a race that you take on to replace your base race. I suppose you could say it splits the difference between a race and a template.But Dragonborn is a Template... right? it's not a base race like a human.
Let's say, 3.5 and not 3, because 3 lacks a lot of things, unlike 3.5.
Don't worry, think that the dm(me) don't care about it.In 3.5, dragonborn isn't a template per se; rather, it's more of a race that you take on to replace your base race. I suppose you could say it splits the difference between a race and a template.
Of course, it's also dependent on you having a good alignment; if you change your alignment to neutral or evil, it explicitly says that you stop being a dragonborn and return to your original race.
The good news is that this isn't too hard to get around if you use the Ritual of Alignment from Savage Species (affiliate link); see page 148. So long as you beat the ritual DC by 5 or more, you can gain an alignment subtype without changing your actual alignment. So maybe a 3.5 version of Arkhan has the Good subtype despite being evil-aligned!
Hey, what do you mean?I seem to recall all the arguments with every new edition and Drizzt is updated with the latest statblock.
Each edition had new stats come out for Drizzt. Each time people would complain and say that is not what it should be. In 2e he was a ranger15 (I do not actually remember, but good enough for the argument). Then 3e came out and he was fighter5/barbarian5/ranger3- and people complained. 4e came out and suddenly he was not a barbarian anymore. 5e, same thing.Hey, what do you mean?
Probably human, simply because that has the least overall impact with regard to 3.5 dragonborn characters (i.e., the only thing a human-turned-dragonborn would retain would be the Human subtype, whereas something like an dwarf-turned-dragonborn would keep the dwarf racial ability modifiers (in addition to the dragonborn racial ability modifiers), slower speed, knowledge of the dwarven language, dwarf subtype, etc.).Don't worry, think that the dm(me) don't care about it.
Because Tiamat gave him the powers of begin dragonborn.
Which base race is the right to take for Arkhan?
Ok so, Arkhan is Human - Dragonborn, Paladin of Tyranny, (does not have to be blackguard).Probably human, simply because that has the least overall impact with regard to 3.5 dragonborn characters (i.e., the only thing a human-turned-dragonborn would retain would be the Human subtype, whereas something like an dwarf-turned-dragonborn would keep the dwarf racial ability modifiers (in addition to the dragonborn racial ability modifiers), slower speed, knowledge of the dwarven language, dwarf subtype, etc.).
Well, the base weapon doesn't seem too difficult. The 3.5 battleaxe also deals 1d8 damage, so that's spot-on. Using it two-handed increases his Strength bonus to damage by x1.5, but I suspect that comes out as being a bigger bump than changing the weapon's d8 damage die to a d10 (since that's just a 1-point difference on average).Fane-Eater (Battleaxe). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.
Any living opponent struck by a vampiric weapon must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immediately added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hit points (multiple additions of temporary hit points don't stack) and disappear after 1 hour.
Caster Level: 7th
Requirements: Craft Magic Arms and Armor, vampiric touch
Price: +2 bonus
Poggers, really poggers.Well, the base weapon doesn't seem too difficult. The 3.5 battleaxe also deals 1d8 damage, so that's spot-on. Using it two-handed increases his Strength bonus to damage by x1.5, but I suspect that comes out as being a bigger bump than changing the weapon's d8 damage die to a d10 (since that's just a 1-point difference on average).
The enchantments are a little harder. A frost weapon just deals an extra 1d6 cold damage per hit, though changing it to an icy burst enchantment would make it deal extra damage on a confirmed critical hit. Likewise, the ability to drain hit points is probably best modeled after the vampiric magic weapon ability from Magic of Faerun and Unapproachable East (which are technically 3.0 books), which drains fewer hit points but does it on every hit (albeit allowing a save):
so let's look at the armor:Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan an advantage on ability checks and saving throws made to avoid or end the grappled condition on him.
Armor (plate), legendary -> Full Plate, Dragonhide made... but it's Obsidian... Mithril is the better option, but it's silver.
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. ln addition, you gain an advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. -> Enchantment +2, + Resistance to Poison, avoid grapple means grapple is stronger so belt of strength giant?