Wyvaran
-this page by Voyd
Wyvarans are magical
hybrids of wyverns and kobolds. All of the ARG/B4 races are unique in some way,
and the wyvaran is no exception; of the lot, the wyvaran is the only one of the
dragon type.
Racial Traits
Ability
Scores: Wyvarans have +2 Dexterity and Wisdom, and a -2 penalty to
Intelligence. They aren't the best at prepared arcane spellcasting, but they
shine at divine spellcasting and ranging pursuits.
Type: Wyvarans
are dragons. While this does mean you can't use spells like enlarge and
charm person on them, it also means that they are completely
immune to paralysis and sleep effects.
Normal
Speed: 30 feet, same as humans.
Flight: Hold
on there, ban-happy GMs. Out of all the 0HD races with fly speeds, wyvarans
have the worst; only 30 feet and with CLUMSY maneuverability. While it's not as
game-breaking as, say, the strix's fly speed, it's still fairly useful.
Slapping
Tail: It sucks that it can only be used for attacks of opportunity, but
1d8 plus full Strength damage isn't to be ignored.
Darkvision and
Low-Light Vision: Dr. Beck has already gone on and on about how
darkvision is the best thing ever. It's good, alright?
Classes
Alchemist: Nothing
too exciting here, and in fact a penalty to Intelligence. The only thing going
for a wyvaran alchemist is a Dex bonus to chucking bombs at people, but other
than that, there are definitely better options for the wyvaran.
Bard: Nothing
for or against a wyvaran bard, though I kinda wish that they could take the Dragon Herald archetype, normally only
available to kobolds.
Barbarian: Unfortunately,
that fast movement isn't going to help your crappy flight, but there is a
Wisdom bonus to counter that godawful Will save.
Cavalier: While
one has to wonder what purpose a flying creature would have for a mount, a
wyvaran makes for a decent Cavalier, thanks to Dex boosting his Ride skill.
Cleric: Time
to get some dragon gods up in here! The wyvaran's Wisdom bonus will serve them
well as a follower of whatever dragon gods your campaign has.
Druid: Alas,
there's no way to get a pet dragon, or even a nonmagical flying reptile.
However, like the cleric, you'll be happy to have that Wisdom bonus, and you'll
probably want to get an animal companion that flies.
Fighter: Really,
anyone can do well as a fighter, whether you fly or not. If you want to keep
that Dexterity high for flight, though, better to stick with ranged combat.
Gunslinger: You want
a gunship? You got a gunship. Wyvarans have bonuses in the right places to make
them good gunslingers.
Inquisitor: The
wyvaran in Bestiary 4 is an inquisitor, and she's doing pretty well for
herself. The wyvaran inquisitor can make use of all of her abilities, though
you'll miss the skills your Int penalty keeps from you. Give her the Black Powder Inquisition and you have one
mean draconic killing machine.
Magus: Int
penalty, BEH. Flight isn't going to help much here.
Monk: Welcome
to the house of flying fists, how can I serve you? Like the barbarian, your
crap fly speed isn't going to get better, but unlike the barbarian, the wyvaran
monk can make better use of his natural abilities.
Oracle: There's
no real benefit to an oracular wyvaran, though the Lame curse can be completely
ignored thanks to that (still pathetic) fly speed.
Paladin: Like
kobolds before them, there's no real reason to play a wyaran paladin.
Ranger: Wisdom
and Dexterity are always good things for archery rangers. The hunter's bond
option with your party is also thematic, since the fluff states that wyvaran
adventurers are fiercely protective of their companions.
Rogue: The
Intelligence penalty hurts, but the wyvaran rogue's high Dexterity and Wisdom
means that they aren't terrible at the role.
Sorcerer: While
the obvious route is to take the fitting Draconic bloodline, the Empyreal
wildbloodline is a bit better, since that works with your Wisdom. Regardless,
any bloodline that gives you a fly speed is by default good, since
fixing that crappy speed and maneuverability is a prime objective as a wyvaran.
With other bloodlines, they're decent.
Summoner: No
real benefit or drawbacks, though since your eidolon won't be able to fly for a
long time, you're probably better off sticking with summon monster for
the most part.
Witch and Wizard: Int
penalty, BLEH. Not to mention that your fly speed isn't much of a boon, as you
can get a better one just through spells!
The evasive manevuering alternate racial trait is particularly good: you lose your darkvision and slapping tail to improve your flying maneuverability to average and gain a +2 dodge bonus on AC and a situational reflex bonus. It's great for the AC bonus alone, everything else is a nice extra.
ReplyDelete"They fly with an average maneuverability instead of clumsy, and they gain a +2 dodge bonus to AC and on Reflex saving throws against siege weapons."
ReplyDeleteSounds like the AC is just against siege weapons.