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View Full Version : [3.5] Ultimate Dragon Disciple Remake, 2.0 (PEACH)



PId6
2009-06-14, 05:59 PM
Another Small Update: Just minor edits to a few things, namely changed Greater Enlarge Self a bit, raised breath weapon damage to something a little more usable at higher levels, and changed Lesser Wings to be faster but made it much shorter duration, requiring gliding to cover long distances.

Small Update: Added a variant entry for deep dragon disciples (http://www.giantitp.com/forums/showpost.php?p=6395122&postcount=26).

Update: 2.0

I changed around a lot of things to hopefully make it better. See changes here. (http://www.giantitp.com/forums/showpost.php?p=6303967&postcount=25)

Long Winded Introduction:

I really like sorcerers, especially the idea of them having dragons as ancestors. I like the idea of the dragon disciple, which represents a sorcerer delving deeply into his dragon blood to gain the abilities of his ancestors. Hence, I was very peeved when I found the class to be entirely dull and generally weak, despite supposedly becoming more like the most powerful creatures in the world.

It's essentially a melee class, but has medium BAB, requires a spellcasting base class, and gains no proficiencies. Its natural weapons are almost entirely useless and it gains no spellcasting levels whatsoever. Its breath weapon is completely useless and your choice of dragon type really affects absolutely nothing beyond the aforementioned useless breath weapon. You don't really gain any usable special powers that feel dragonish and are actually useful beyond Blindsense and Wings. And lastly, though certain abilities do come as you level up, many abilities come only at the end which goes against the idea that you're incrementally gaining dragon powers.

So with this remake I had several goals. First, give the class some versatility so its options aren't just mindless melee. Second, give a sense of progression to the class so that you become more and more like a dragon with each level you gain. Third, make your choice of dragons actually mean something and make dragon disciples seem more diversified by providing other choices so that each individual dragon disciple is unique (like actual dragons). And finally, make it better!

I have to say, on that last goal I probably went way overboard, balancing it against the cleric (that is to say, not at all). Well, I tried to balance it between each dragon type anyway. It'd be fun to have a campaign of just different varieties of dragon disciples... but that comes later.

Anyway, comment away!

Dragon Disciple

http://i44.tinypic.com/2rzz7n6.jpg

Hit Die:
Chromatic dragon disciples (Black, Blue, Green, Red, White) have d8 hit die.
Metallic dragon disciples (Brass, Bronze, Copper, Gold, Silver) have d12 hit die.

Requirements
To qualify to become a dragon disciple, a character must fulfill all of the following criteria.

Race:
Any nondragon (cannot already be a half-dragon).

Skills:
Knowledge (arcana) 8 ranks.

Languages:
Draconic.

Spellcasting:
Ability to cast 1st level arcane spells without preparation.

Special:
The player must choose a dragon variety when taking the first level in this prestige class. Choices are: Black, Blue, Green, Red, White, Brass, Bronze, Copper, Gold, and Silver. Other varieties of dragons may be chosen with GM approval using the premade abilities as guidelines.

Class Skills
The dragon disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Spot (Wis).

In addition, the dragon disciple gains class skills based on its dragon variety:

Black: Disable Device (Int), Hide (Dex), and Move Silently (Dex).
Blue: Disable Device (Int), Open Lock (Dex), and Sleight of Hand (Dex).
Green: Hide (Dex), Move Silently (Dex), and Swim (Str).
Red: Appraise (Int), Bluff (Cha), and Tumble (Dex).
White: Hide (Dex), Move Silently (Dex), and Tumble (Dex).
Brass: Bluff (Cha), Handle Animal (Cha), and Ride (Wis).
Bronze: Disguise (Cha), Survival (Wis), and Swim (Str).
Copper: Balance (Dex), Disable Device (Cha), and Tumble (Dex).
Gold: Disguise (Cha), Heal (Wis), and Swim (Str).
Silver: Bluff (Cha), Perform (Cha), and Tumble (Dex).

Skill Points at Each Level:
Chromatic dragon disciples (Black, Blue, Green, Red, White) have 6 + Int modifier.
Metallic dragon disciples (Brass, Bronze, Copper, Gold, Silver) have 4 + Int modifier.

{table=head]
Lvl|
BAB|
F/R/W|
Abilities|
Special|
Spells
1|
1|
2/0/2|
-|
Dragon Heritage, Low Light Vision, AC 1|
-
2|
2|
3/0/3|
+2 Int|
Bite & Claw, Energy Resistance 10|
+1
3|
3|
3/1/3|
+2 Str|
Greater Heritage, Breath Weapon|
-
4|
4|
4/1/4|
-|
Lesser Wings, Sleep Immunity, Darkvision 30, AC 2|
+1
5|
5|
4/1/4|
+2 Str|
Greater Heritage, Blindsense 30|
+1
6|
6|
5/2/5|
+2 Con|
Greater Bite & Claw, Energy Resistance 20|
-
7|
7|
5/2/5|
+2 Str|
Greater Heritage, Darkvision 60, AC 3|
+1
8|
8|
6/2/6|
-|
Wings, Paralysis Immunity|
-
9|
9|
6/3/6|
+2 Str|
Greater Heritage|
+1
10|
10|
7/3/7|
+2 Cha|
Darkvision 90, Blindsense 60, AC 4, Energy Immunity, Dragon Apotheosis|
+1
[/table]

Class Features
All of the following are Class Features of the dragon disciple prestige class.

Weapon and Armor Proficiency
Dragon disciples gain proficiency with no weapons and light armor (no shields).

Spells per Day/Spells Known
When a new dragon disciple level is gained at class levels 2, 4, 5, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 1st level spells spontaneously before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 1st level spells spontaneously before he became a dragon disciple, he must decide to which class he adds each level of dragon disciple for the purpose of determining spells per day.

Natural Armor Increase (Ex)
At 1st, 4th, 7th, and 10th levels, a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on the class progression table (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

Dragon Heritage
A dragon disciple taps fully into his dragon heritage, giving him the dragonblood subtype. He also gains one spell of each spell level based on his chosen dragon type, as long as he can normally cast spells of that spell level and he has dragon disciple level of 1 + the spell level required (0th level spells require class level 1, 1st level spells require level 2, etc). If he can already cast the spell he is to gain by this feature, he may immediately retrain that spell to a suitable alternative first. If more than one class grants him 1st level spontaneous arcane spells when he gains this feature, he must choose one class to give the spells to. This choice may not be changed at later levels.

{table=head]
Dragon:|
0th|
1st|
2nd|
3rd|
4th
Black|
Camouflage+|
Enlarge Self*|
Major Image|
Greater Magic Claw*|
Greater Invisibility
Blue|
Updraft+|
Magic Claw*|
Great Thunderclap+|
Greater Enlarge Self*|
Solid Fog
Green|
Corrosive Grasp+|
Enlarge Self*|
Spiderskin|
Greater Magic Claw*|
Poison
Red|
Wall of Smoke+|
Magic Claw*|
Flashburst+|
Greater Enlarge Self*|
Blinding Breath+
White|
Blood Wind+|
Enlarge Self*|
Fog Cloud|
Greater Magic Claw*|
Freezing Sphere
Brass|
Charm Animal|
Enlarge Self*|
Suggestion|
Greater Magic Claw*|
Hold Monster
Bronze|
Breath Flare+|
Magic Claw*|
Call Lightning|
Greater Enlarge Self*|
Wall of Water+
Copper|
Fist of Stone+|
Enlarge Self*|
Stony Grasp+|
Greater Magic Claw*|
Earth Reaver+
Gold|
Bless|
Magic Claw*|
Rebuking Breath+|
Greater Enlarge Self*|
Flame Strike
Silver|
Cloudburst+|
Magic Claw*|
Wind Wall|
Greater Enlarge Self*|
Greater Wings of Air+
[/table]

{table=head]
Dragon:|
5th|
6th|
7th|
8th|
9th
Black|
Cloudkill|
Shadow Walk|
Finger of Death|
Veil of Undeath+|
Enervating Breath+
Blue|
Chain Lightning|
Aura of Terror+|
Animate Breath+|
Lightning Ring+|
Storm of Vengeance
Green|
Baleful Polymorph|
Acid Fog|
Avasculate+|
Greater Stunning Breath+|
Shadow Landscape+
Red|
Mass Fire Shield+|
Disintegrate|
Incendiary Cloud|
Transmute Rock to Lava+|
Meteor Swarm
White|
Animate Snow+|
Control Winds|
Field of Icy Razors+|
Heat Drain+|
Obedient Avalanche+
Brass|
Greater Heroism|
Stunning Breath+|
Hiss of Sleep+|
Irresistible Dance|
Monstrous Thrall+
Bronze|
Call Lightning Storm|
Drown+|
Blood to Water+|
Maelstrom+|
Tsunami*+
Copper|
Transmute Rock/Mud*|
Wall of Stone|
Greater Stone Shape+|
Earthquake|
Cast in Stone+
Gold|
Dispelling Breath+|
Anger of the Noonday Sun+|
Sunburst|
Greater Spell Immunity|
Undeath’s Eternal Foe+
Silver|
Wind Walk|
Control Weather|
Reverse Gravity|
Polar Ray|
Greater Whirlwind+
[/table]

+ found in Spell Compendium
* Enlarge Self: As Enlarge Person except targets self, works even if non-humanoid, and lasts 1 hour/level (D).
* Magic Claw: As Magic Fang except targets self, affects all your natural weapons at once and lasts 1 hour/level (D).
* Greater Magic Claw: As Magic Claw except grants +1 per 3 caster levels (max +5).
* Greater Enlarge Self: As Enlarge Self except adds +2 Strength per 4 caster levels (max +8). Additionally, when casting the spell at caster level 8 or above, you may choose to increase your size category 2 sizes rather than 1.
* Transmute Rock/Mud: adds both Transmute Rock to Mud and Transmute Mud to Rock.
* Tsunami: this version can be cast without material components.

Improved Senses (Ex)
As the dragon disciple delves into the blood of his ancestors, his senses sharpen and grow far beyond the senses of those without dragon blood. All dragon disciples see much further in dimly-lit places, gaining Low Light Vision at first level. Upon 4th level, he also gains Darkvision 30, which improves at 7th level to Darkvision 60 and finally becomes Darkvision 90 at 10th level.

At 5th level, the dragon disciple also gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

At 10th level, the range of this ability increases to 60 feet.

Claws and Bite (Ex)
At 2nd level, a dragon disciple gains a bite and two claw attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater. A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2, while Improved Multiattack removes it entirely. Each bite attack deals the listed base damage + strength bonus. Claw attacks deal the listed damage + ½ strength bonus.

{table=head]
Size|
Bite Damage|
Claw Damage
Fine|
1|
-
Diminutive|
1d2|
1
Tiny|
1d3|
1d2
Small|
1d4|
1d3
Medium|
1d6|
1d4
Large|
1d8|
1d6
Huge|
2d6|
1d8
Gargantuan|
3d6|
2d6
Colossal|
4d6|
3d6
[/table]

Ability Boost (Ex)
As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on the class progression table. These increases stack and are gained as if through level advancement.

Energy Resistance
At level 2, a dragon disciple becomes resistant to the energy type of his future breath weapon. He gains 10 energy resistance against that type of energy. At level 6, he replaces that with 20 energy resistance, and at level 10 he gains full energy immunity versus that energy type.

Breath Weapon (Su)
At 3rd level, a dragon disciple gains a minor breath weapon as a standard action. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 1d8 damage of the appropriate energy type for every two character levels the he has (reflex save for half).

Each time the dragon disciple uses his breath weapon, he must wait 1d4 rounds before using it again. The DC of the breath weapon is 10 + ½ character level + Con modifier. A line-shaped breath weapon is 5 feet high, 5 feet wide and 60 feet long. A cone-shaped breath weapon is 30 feet long.

{table=head]
Dragon Variety|
Breath Weapon
Black|
Cone of acid
Blue|
Cone of lightning
Green|
Cone of acid
Red|
Cone of fire
White|
Cone of cold
Brass|
Line of fire
Bronze|
Line of lightning
Copper|
Line of acid
Gold|
Line of fire
Silver|
Line of cold
[/table]

Greater Heritage
At level 3 and every odd level after that (3, 5, 7, 9), the dragon disciple delves even deeper into his heritage, allowing him to gain one special ability or power based on his chosen dragon. All abilities granted by a Greater Heritage are extraordinary unless stated otherwise or applies to an existing non-extraordinary ability (such as breath weapon).

One type of Greater Heritage is the metabreath. Metabreath abilities are applied before launching a breath attack and cause you to wait longer between breath attacks depending on the metabreath. The effects only apply to targets that take damage from the breath attack (if all the damage is resisted or dodged via Evasion, no effect is applied). All metabreath save DCs are equal to that of the original breath weapon unless stated otherwise.

{table=head]Ability|
Black|
Blue|
Green|
Red|
White|
Brass|
Bronze|
Copper|
Gold|
Silver

Chilling Breath|||||
X|||||
X

Burning Breath||||
X|||||
X|

Bewildering Breath||
X|||||
X|||

Poisonous Breath|
X||
X|||||||

Corrosive Breath|||
X|||||
X||

Cloudy Breath||
X||||||||
X

Glittering Breath||||||
X|||
X|

Noxious Breath|
X|||
X||||||

Lethargic Breath|||||
X|||
X||

Tranquilizing Breath||||||
X|
X|||

Breath Conversion|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Hide in Plain Sight|
X|||||||||

Sound Imitation||
X||||||||

Acid Lungs|||
X|||||||

Lavawalking||||
X||||||

Icewalking|||||
X|||||

Sandwalking||||||
X||||

Water Wings|||||||
X|||

Stonewalking||||||||
X||

Smite Evil|||||||||
X|

Cloudwalking||||||||||
X

Water Lungs|
X||
X||||||
X|

Charging Breath|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Sweeping Breath|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Burst Breath|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Breath Control|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Breath Expansion|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Rapid Breath|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Animal Diplomacy|
X|||||
X|
X|||
X

Greater Diplomacy|
X|
X||||
X|
X|||
X

Alternate Form|||||||
X||
X|
X

Dragon Dance|
X|
X|||
X|||
X||
X

Dragon Rage|||
X|
X||
X|
X||
X|

Resistant Hide|
X|
X|
X|
X||
X|
X||
X|
X

Magic Resistant Hide|
X|
X|
X||||
X|||
X

Battle Resistant Hide|||
X|
X||
X|
X||
X|

Treasure Sense|
X|||
X|
X|||
X|
X|

Frightful Presence|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Aerial Combat|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Flight Control||
X|||
X|||
X||
X

Battle Claws|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Breath to Claw|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

Spell Like Abilities|
X|
X|
X|
X|
X|
X|
X|
X|
X|
X

[/table]

{table=head]
Ability|
Requirements|
Effect
Chilling Breath|
Class Level 5|
Metabreath, affected targets must make a fortitude save or take 1d4 per 5 character levels dexterity damage. Increases wait time for all breath attacks by additional 1d4 rounds. On natural weapons, this effect deals 1 dexterity damage per 5 character levels per hit on a failed fortitude save.
Burning Breath|
Class Level 5|
Metabreath, another reflex save or be burned. Each round up to 2d4 rounds, burned creatures take an additional 1d8 per 5 character levels fire damage. The burned creature may spend a full-round action to try to put out the fire, making another reflex save to stop being burned, but it still takes damage that turn regardless of the result. Adds 1d4 wait rounds. On natural weapons, hit creatures take 1d8 per 5 character levels fire damage with reflex save for half.
Bewildering Breath|
Class Level 5|
Metabreath, will save or become confused for 1d4 rounds per 5 character levels. Adds 1d4 wait time. On natural weapons, this effect causes those that fail a will save to be confused for 1 round per 5 character levels.
Poisonous Breath|
Class Level 5|
Metabreath, fortitude save or take 1d4 per 5 character levels strength damage. Adds 1d4 wait rounds. On natural weapons, this effect deals 1 strength damage per 5 character levels per hit on a failed fortitude save.
Corrosive Breath|
Class Level 5|
Metabreath, breath ignores an amount of hardness on all items equaling character level. You may modify your breath to attack a specific weapon or item only. Adds 1d4 wait rounds. On natural weapons, this effect causes your natural weapons to ignore hardness equaling character level as well.
Cloudy Breath|
Class Level 5|
Metabreath, your breath attack creates a Solid Fog as the spell within the bounds of the breath. This cloud lasts for 1 minute. Adds 1d4 wait rounds. This effect works underwater. Also, on each of your turns, creatures within that cloud takes 1d4 damage per 5 character levels of the same type as your breath weapon. On natural weapons, this effect adds 1d4 damage of your breath type per 5 character levels with no save.
Glittering Breath|
Class Level 5|
Metabreath, another reflex save or be blinded for 1d4 rounds per 5 character levels. Adds 1d4 wait rounds. On natural weapons, this effect causes those that fail a reflex save to be blinded for 1 round per 5 character levels.
Noxious Breath|
Class Level 5|
Metabreath, fortitude save or take 1d3 per 5 character levels constitution damage. Adds 1d4 wait rounds. On natural weapons, this effect deals 1 constitution damage per 5 character levels per hit on a failed fortitude save.
Lethargic Breath|
Class Level 5|
Metabreath, will save or become slowed for 1d8 rounds per 5 character levels. Adds 1d4 wait rounds. On natural weapons, this effect causes those that fail a will save to be slowed for 2 rounds per 5 character levels.
Tranquilizing Breath|
Class Level 5|
Metabreath, will save or fall asleep for 1d2 rounds per 5 character levels. Adds 1d4 wait rounds. On natural weapons, this effect causes those that fail a will save to be stunned for 1 round per 5 character levels. If it fails the will save, it must also make a fortitude save or be put to sleep instead of stunned for the same amount of time.
Breath Conversion|
None|
As a swift action, you may spend a spell slot of first level or higher from your spontaneous arcane class to empower your next breath attack made this turn. You must spend a spell slot to add 1d8 extra damage per spell level. Additionally, you may also spend any number of extra spell slots of the same spell level or higher, up to the number of that spell level (e.g. if you are using 2nd level spell slots, you can spend up to two more 2nd level or higher slots). Your breath weapon’s saving throw increases by 1 DC per extra spell slot spent this way.
Hide in Plain Sight|
Class Level 7|
You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Sound Imitation|
None|
Grants Animal Diplomacy. You are also able to imitate any sound you’ve ever heard. The type of sounds you may create is the same as the Ghost Sound spell with caster level equaling class level. Listeners must make a will save at DC 10 + class level + Cha modifier to disbelieve. You may imitate a voice as well, granting you a bonus of 5 + class level to Disguise checks involving mimicking a voice.
Acid Lungs|
None|
You take no damage from non-magical acid (exposure or immersion) and can breathe when immersed in acid. You gain a swim speed equaling your land speed in acid. You gain a natural saving throw bonus versus all poisons equaling class level.
Lavawalking|
None|
You are immune to environmental heat. You do not catch fire from nonmagical sources. You take no damage from lava (contact or immersion) and you can breathe when immersed in lava. You gain a swim speed equaling your land speed in lava. You are immune to the effects of smoke and can ignore concealment from smoke.
Icewalking|
None|
You are immune to environmental cold and hail. You can walk on ice and snow-covered surfaces as normal. You can climb on icy surfaces as if under the effect of the Spider Climb spell. You also gain a burrow speed equaling your land speed for ice and frozen earth and you may leave a tunnel behind you when burrowing large enough for anyone your size or smaller.
Sandwalking|
None|
You take no damage and cannot choke from duststorms. You can walk across quicksand without being trapped. You gain a burrow speed equal to your land speed for all materials softer than solid rock or ice. You can choose to leave a tunnel behind you when burrowing large enough for anyone your size or smaller.
Water Wings|
None|
Grants Water Lungs and gain a swim speed equal to your fly speed if you have Lesser Wings/ Wings or land speed if you don’t.
Stonewalking|
None|
You can climb on stone surfaces as if under the effect of the Spider Climb spell. You gain a bonus equaling class level to Balance and Jump checks on stone and Strength and Appraise checks on stone objects. You also gain the dwarf’s Stonecunning ability (if you are already a dwarf, your Search bonus becomes equal to your class level instead).
Smite Evil|
Class Level 5, Any non-evil alignment|
You may attempt to smite evil with your natural attacks, adding your Charisma bonus to your bite and claw attack rolls, dealing 1 extra damage per character level with your bite attack, and 1 extra damage per 2 character levels with each claw attack. If you accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up. You may use this ability once per day per 2 class levels (1/day at level 2, 2/day at level 4, and so on).
Cloudwalking|
None|
You take no skill penalties from weather effects (such as wind and storms). You take no damage from thunderstorms. You count as one size category larger (rather than smaller) when flying in heavy winds for determining wind effects. You gain a natural bonus to your save against wind effects equaling your class level. As a supernatural ability, you may at will tread on clouds and fog as though on solid ground.
Water Lungs|
None|
You may breathe water freely. You also gain a bonus equaling class level to Swim checks.
Charging Breath|
Breath shoots in line (Breath Control applies)|
When making a charge or dive, you may first fire a breath attack in a line in the direction of the attack. This counts as a normal breath attack, and additional breath abilities can apply.
Sweeping Breath|
Breath shoots in cone (Breath Control applies)|
As a full-round action, you may fire your breath weapon in a spherical burst around yourself, with radius equaling the length of your cone-shaped breath. This counts as a normal breath attack, and additional breath abilities can apply.
Burst Breath|
None|
When making a breath attack granted by this class, you may choose to attack in a spherical spread. This spread has a radius of 10 feet and can be fired to any point with line of sight and effect within 120 feet. All breath-related abilities apply as usual.
Breath Control|
None|
When making a breath attack granted by this class, you may choose to attack either in a cone or in a line, regardless of your normal breath attack shape. Before firing, you may also lower the dimensions and/or radius of your breath weapon to a minimum of 5 feet in any dimension (length, width, and height of a line, length of a cone, or radius of a sphere).
Breath Expansion|
Class Level 5|
Increases the size of your breath attack. Now, a line-shaped breath weapon is 10 feet high, 10 feet wide and 120 feet long. A cone-shaped breath weapon is 60 feet long. If you’ve taken the Burst Breath ability, increase that radius to 20 feet and range to 240 feet.
Rapid Breath|
Breath Control|
Decrease wait duration of breath attacks to minimum possible (instead of rolling for wait time, count all dice results as 1; includes metabreath wait times).
Animal Diplomacy|
None|
You gain the ability to communicate with animals as per the Speak with Animals spell. You gain bonus equaling class level to Handle Animal and Ride checks. You can cast Animal Messenger once per day as a spell like ability with caster level equaling class level. You may also use Wild Empathy as a ranger of your class level.
Greater Diplomacy|
Animal Diplomacy|
You act as if constantly under the effect of a Tongues spell. You gain a bonus to Diplomacy, Bluff, Intimidate, Gather Information, and Sense Motive equaling class level. You may use Speak with Dead and Suggestion as supernatural abilities once per day each with caster level equaling character level and DC equaling 10 + ½ character level + Cha.
Alternate Form|
None|
Three times per day as a supernatural ability, you can assume the physical appearance of a Medium or Small humanoid or animal as a standard action, as per the Alter Self spell, with maximum HD equaling class level. You lose the breath weapon, natural armor, natural weapons, and movement types (such as flight) gained from this class. This form lasts until you choose a new form or spend a standard action to return to your original form.
Dragon Dance|
Class Level 5|
As a full-round action, you may initiate an intricate battle dance that emphasizes swiftness over force. For a number of rounds afterwards equaling class level + Con modifier, you gain your class level as morale bonus to Dex, ½ class level as morale bonus to reflex saves, and a boost to land speed of +10 feet per 3 class levels (derived speeds such as flying from Wings are affected as well) all at a penalty of -2 AC. This ability may only be used when not wearing heavy armor and not carrying a heavy load. This ability can only be used once per encounter.
Dragon Rage|
Class Level 5|
As a full-round action, you may tap into your primordial draconic rage. For a number of rounds afterwards equaling class level + Con modifier, you gain your class level as morale bonus to Str, ½ class level as morale bonus to will saves, and temporary hit points of 5 hp per 2 class levels all at a penalty of -2 AC. You also cannot use spells/certain skills/etc as per the Barbarian Rage ability. This ability can only be used once per encounter.
Resistant Hide|
None|
Increase natural armor by 1 per 5 character levels.
Magic Resistant Hide|
Resistant Hide|
Gain spell resistance equaling 10 + character level.
Battle Resistant Hide|
Resistant Hide|
Gain 1 DR/magic per 2 character levels.
Treasure Sense|
None|
You gain a bonus to Appraise checks equaling class level and may take 10 on appraise checks. You can use Identify as a spell like ability once per day.
Frightful Presence|
None|
Whenever you attack, charge, or fly overhead, creatures within a radius of 30 feet x your size category are subject to this effect if they have fewer HD than you. A potentially affected creature that succeeds on a Will save (DC 10 + ½ character level + Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of others.
Aerial Combat|
Lesser Wings|
You gain Flyby Attack, Hover, and Wingover as bonus feats applying solely to fly speed gained from this class.
Flight Control|
Wings, Aerial Combat|
Increase maneuverability of your fly speed gained from this class by one. Wings now allow you to fly at a speed of twice your land speed.
Battle Claws|
Class Level 5|
You gain Multiattack (or Improved Multiattack if you already have Multiattack) as a bonus feat. You also gain Improved Critical as applying to natural weapons and your bite and claw attacks now count as adamantine for the purpose of piercing damage reduction and bypassing hardness.
Breath to Claw|
Class Level 5|
As a supernatural ability and a standard action, you may boost your natural attacks with breath weapon damage any time you can make a normal breath attack. For rounds up to twice your class levels, you deal 1d4 per 5 character levels damage of your breath weapon element with your bite and claw attacks (1d4 at level 5, 2d4 at level 10, etc). While this is in effect, you cannot make breath attacks, though you may dismiss this effect as a free action at any time.
Metabreath to Claw|
Breath to Claw, any Metabreath|
When using Breath to Claw to apply a breath weapon to your natural attacks, you may apply metabreath abilities as well. Check each metabreath entry for how the metabreath acts when used with natural weapons.
Spell Like Abilities|
None|
You gain several spell like abilities based on your dragon type. All SLAs have caster level equaling character level. Save DC = 10 + ½ character level + Cha. Check table below for the SLAs of each dragon type.
[/table]

{table=head]
Dragon Type|
Spell-Like Abilities
Black|
Glibness 1/day, Unluck 1/day, Charm Monster 1/day, Deeper Darkness 2/day, False Life 3/day, Invisibility 3/day
Blue|
Mirage Arcana 1/day, Veil 1/day, Weather Eye+ 1/day, Lightning Bolt 3/day, Gust of Wind 3/day, Create/Destroy Water* 5/day
Green|
Contagion 1/day, Major Image 2/day, Fear 2/day, Stinking Cloud 3/day, Mirror Image 3/day
Red|
Find the Path 1/day, Fire Storm 1/day, Storm of Elemental Fury+ 1/day, Wall of Fire 3/day, Pyrotechnics 5/day
White|
Whirlwind 1/day, Haste 2/day, Wall of Ice 2/day, Freezing Fog+ 3/day, Sleet Storm 3/day
Brass|
Tiny Hut 1/day, Mislead 1/day, Voice of the Dragon+ 1/day, Dominate Animal 1/day, Detect Thoughts 2/day, Speak with Animals at will
Bronze|
Create Food and Water 1/day, Tidal Surge+ 1/day, Waterspout+ 1/day, Wings of the Sea+ 2/day, Deep Slumber* 3/day, Lullaby at will
Copper|
Stoneskin 1/day, Move Earth 1/day, Xorn Movement+ 1/day, Wall of Sand+ 2/day, Spider Climb 3/day, Slow 3/day
Gold|
Sunbeam 1/day, Restoration 1/day, Valiant Fury+ 1/day, Daylight 2/day, Protection from Evil 3/day, Detect Evil at will
Silver|
True Seeing 1/day, Legend Lore 1/day, Control Winds 1/day, Wind Tunnel+ 2/day, Ice Storm 2/day, Solid Fog 3/day
[/table]

+ found in Spell Compendium
* Create/Destroy Water: works like the create water spell, except you can decide to destroy water instead of creating it, automatically spoiling unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save or be ruined. This is the equivalent of a 1st-level spell.
* Deep Slumber: this version sets HD limit at your character level.

Lesser Wings (Ex)
A 4th level dragon disciple gains weak, undeveloped wings that have the ability to fly in a limited fashion as well as glide in midair. As a free action, the dragon disciple may grant himself one round of flight at speed his land speed with poor maneuverability. This may be done for a total of 10 rounds per class level of flight per day.

In addition, as long as the dragon disciple is not helpless, is not prevented from flying (such as from a tanglefoot bag), and is not carrying a heavy load, he may use his wings to glide. Gliding allows him to negate fall damage from any height as well as allow him limited motion in air, giving him 20 feet of forward motion for every 5 feet of descent. He may glide at a speed of 30 feet with average maneuverability. If he has the Hover feat or improves his maneuverability to perfect, he may even hover in midair using this ability, though he would descend 5 feet per round while doing so. Through use of gliding between short bursts of flight, the dragon disciple can cover relatively large distances in the sky each day.

Dragon Immunities (Ex)
As he levels up, the dragon disciple gains specific immunities like his dragon ancestors. At level 4, the dragon disciple gains immunity to sleep effects, and at level 8 he becomes immune to paralysis.

Greater Bite and Claw (Ex)
A dragon disciple of 6th level or greater has bite and claw attacks that count as magic weapons for the sake of penetrating DR. The damage of his bite and claws also increases as if he were one size category larger (this stacks with actual size category increases but does not stack with Improved Natural Attack).

Wings (Ex)
At 8th level, a dragon disciple’s draconic wings grow into its fully developed form, giving him the ability to fly as much as he wishes. He may now fly at a speed equal to his land speed with average maneuverability for as long as he wants. This effect replaces the flight capabilities of Lesser Wings.

Dragon Apotheosis
At 10th level, a dragon disciple has grown to completely fill the half-dragon template, causing his type to change to dragon.

deuxhero
2009-06-14, 09:09 PM
The increasing hit die per level has me confused, does it apply for that level only (I take level 3 and get d6+con mod hitpoints) or is it retroactive (I take level 3 and get d6+con mod hitpoints, while my first and second level hit die become d6)?

PId6
2009-06-14, 10:16 PM
The increasing hit die per level has me confused, does it apply for that level only (I take level 3 and get d6+con mod hitpoints) or is it retroactive (I take level 3 and get d6+con mod hitpoints, while my first and second level hit die become d6)?
It's intended to just apply to that level (so not retroactive). Basically, at each level you'd roll your current hit die for HP. It balances out to d8 overall.

arguskos
2009-06-14, 10:23 PM
It's intended to just apply to that level (so not retroactive). Basically, at each level you'd roll your current hit die for HP. It balances out to d8 overall.
Then why not just give them d8s? I like the thought, but it's overly confusing and unneeded. Nowhere in D&D does something work that way, so why did you choose to use it here?

Note: I'm not saying it's bad, just that it's strange. :smallwink:

Oh, and I like the class. Great work, hope to see more soon.

PId6
2009-06-14, 10:52 PM
Then why not just give them d8s? I like the thought, but it's overly confusing and unneeded. Nowhere in D&D does something work that way, so why did you choose to use it here?

Note: I'm not saying it's bad, just that it's strange. :smallwink:

Oh, and I like the class. Great work, hope to see more soon.
I read somewhere that this was how it worked in 3e. I never played it but I liked the idea of slowly becoming more and more like an actual dragon. But if it's that confusing I guess I can change it back. Does the gradual skill point increase seem confusion as well?

And thanks!

arguskos
2009-06-14, 10:58 PM
I read somewhere that this was how it worked in 3e. I never played it but I liked the idea of slowly becoming more and more like an actual dragon. But if it's that confusing I guess I can change it back. Does the gradual skill point increase seem confusion as well?

And thanks!
A little bit, yeah, the skill point increase is pretty odd. I figure, it's your call, but I'd probably give them 6+Int mod and d8s (the skill points and hit points for the Dragon type).

Just some thoughts. Take 'em as you will. :smallsmile:

PId6
2009-06-14, 11:13 PM
A little bit, yeah, the skill point increase is pretty odd. I figure, it's your call, but I'd probably give them 6+Int mod and d8s (the skill points and hit points for the Dragon type).

Just some thoughts. Take 'em as you will. :smallsmile:
Dragon has d12 though. I probably will change it since the fluffy goodness isn't worth the confusion. I'm just not sure if giving it d12 hit die and 6 skills would make it even more overpowered than it already probably is.

Gorgondantess
2009-06-14, 11:19 PM
*ehem*


Awesome.
Love the class, really, really good. I've always like the dragon disciple, and this adds so much more to it, making it actually worthwhile to play. Excellent job, sir.:smallsmile:

PId6
2009-06-14, 11:25 PM
*ehem*


Awesome.
Love the class, really, really good. I've always like the dragon disciple, and this adds so much more to it, making it actually worthwhile to play. Excellent job, sir.:smallsmile:
Wanna run an all-dragon campaign? I could see it now: a silver DD bard, black DD rogue, red DD sorcerer, gold DD fighter, and brass DD trueboozer all going on a merry adventure.

Gorgondantess
2009-06-14, 11:27 PM
Wanna run an all-dragon campaign? I could see it now: a silver DD bard, black DD rogue, red DD sorcerer, gold DD fighter, and brass DD trueboozer all going on a merry adventure.

Naw, I was more thinking of using it to stat out my gestalt DracthulhuTM character. Nevertheless.:smallbiggrin:

PId6
2009-06-14, 11:36 PM
Naw, I was more thinking of using it to stat out my gestalt DracthulhuTM character. Nevertheless.:smallbiggrin:
Where is this legendary Dracthulhu you keep speaking of and how do I catch one?

Gorgondantess
2009-06-14, 11:42 PM
Where is this legendary Dracthulhu you keep speaking of and how do I catch one?

In Soviet Russia When the stars are right, DracthulhuTM catch you!
Anyhow, DracthulhuTM was the bastard offspring of a conversation between Damnedirishman (fellow hero in another group) and I. We both decided to stat it out- he brought it to these hallowed threads, asking others to stat out a DracthulhuTM monster, while I'm privately statting out a 21st level gestalt ulitharid.

PId6
2009-06-14, 11:55 PM
In Soviet Russia When the stars are right, DracthulhuTM catch you!
Anyhow, DracthulhuTM was the bastard offspring of a conversation between Damnedirishman (fellow hero in another group) and I. We both decided to stat it out- he brought it to these hallowed threads, asking others to stat out a DracthulhuTM monster, while I'm privately statting out a 21st level gestalt ulitharid.
Oh, THAT? It's based on what he said on the thread!? ... Well, um, vampire template on an illithid?

Gorgondantess
2009-06-14, 11:57 PM
Oh, THAT? It's based on what he said on the thread!? ... Well, um, vampire template on an illithid?

:smallconfused:
I don't remember him mentioning it on the recruitment thread much. He did start a thread here in the homebrew forums asking a fellow playgrounder to stat it out for him, though. And what does that vampire template have to do with anything?

PId6
2009-06-15, 12:05 AM
:smallconfused:
I don't remember him mentioning it on the recruitment thread much. He did start a thread here in the homebrew forums asking a fellow playgrounder to stat it out for him, though. And what does that vampire template have to do with anything?
Dracula?

He did mention that one time, at least, I do remember seeing it in the thread. I thought that was just a throwaway joke...

Gorgondantess
2009-06-15, 12:37 AM
Dracula?

He did mention that one time, at least, I do remember seeing it in the thread. I thought that was just a throwaway joke...

Ah.
The drac in DracthulhuTM is used as in the term draconic, not at all having to do with hemophilia.

Frog Dragon
2009-06-15, 12:49 AM
This is the official Dragon Disciple for me now. It rocks. It actually does something efficiently. But it is somewhat overpowered as it is.

It has
Worthwile spell progression
Decent Skills
Fighter BaB
A HD that measures up to the ranger at level 10
A whole sled of powerful special abilities.

Gorgondantess
2009-06-15, 12:52 AM
This is the official Dragon Disciple for me now. It rocks. It actually does something efficiently. But it is somewhat overpowered as it is.

It has
Worthwile spell progression
Decent Skills
Fighter BaB
A HD that measures up to the ranger at level 10
A whole sled of powerful special abilities.

Meh, lots of PrCs are powerful. And if you go into it from sorceror, it's not nearly as good as just full spellcasting.

PId6
2009-06-15, 01:05 AM
This is the official Dragon Disciple for me now. It rocks. It actually does something efficiently. But it is somewhat overpowered as it is.

It has
Worthwile spell progression
Decent Skills
Fighter BaB
A HD that measures up to the ranger at level 10
A whole sled of powerful special abilities.
I think it's overpowered for melee or rogue-types, though as spellcaster, losing 9th level spells definitely kicks it down a notch. But yeah, I do agree it's too powerful compared to anything not a full spellcaster.

I'm going to change the HD/skill point progression to something more conventional, since it's pretty confusion the way it is now. For example, with the HD progression, at level 10 you would only have the equivalent of a d8 HD that goes for all 10 levels (it's not retroactive). Skills would only average out to 4+Int. But the fluff advantages of a smooth HD/skills progression doesn't seem worth the potential confusion. I'm not sure what to change it to though. An actual dragon has d12 and 6+Int, which would make sense, but that just seems way too much.

Frog Dragon
2009-06-15, 01:10 AM
I recommend dropping the BAB to 3/4

Gorgondantess
2009-06-15, 01:13 AM
I recommend dropping the BAB to 3/4

Naww, then it would just be mediocre at everything. I say just leave it at a bit overpowered.:smallbiggrin:

Fizban
2009-06-15, 09:06 AM
I'm going to have to dispute "worthwhile spell progression". You lose access to 9th level spells. Odd, considering that you've granted extra spells known for all levels up throught 9th. Would make for a solid gish probably.

My first thought, aside from spell loss, is: holy crap wall of tables! While more options is good, and I'm sure a lot of those are limited to just a few colors, there are way too many options to pile into one PrC and still be able to read it easily. I'd start at least by getting rid of the grid arrangement and separating them into general and color specific groupings.

My next thought is: wow, are those spells and spell like abilities specific. Since when are silver dragons clerics in disguise and golds masters of admixture, and why do copper dragons get Reverse Gravity when silvers, who usually get it as an SLA, don't have it anywhere? If you want to allow unique spells, I'd suggest just granting extra spells known, maybe with a few descriptor limits. If you want to have a thematic list, I'd suggest making it a lot more general and in tune with the dragons' natural abilities: things like Extract Water Elemental aren't what I would expect to be a standard effect. I also have to ask: do you mean to give all those SLAs at once, or one at a time? Either doesn't look good: too much or too little.

I'm also pretty sure there are official versions of Magic Fang that affect all your weapons out there, so you don't have to ad hoc it yourself.

After that, the breath weapon: it's still useless. Only 1d8/2 class levels and it still has a daily limit!? It needs to be either 1d6/2 character levels at will (every 1d4 rounds), or 1d6/level with limited uses per day. The thing that really broke the cool of the old Dragon Disciple was the daily limit on the breath weapon: the whole point of having one is to spew it all day. You could also jack the Dragonborn's formula: 1d8+1d8/3 levels every 1d4 rounds. Metabreath feats normally add a number of rounds to the recharge of the breath, so I'd change your metabreaths to align with that.

Taking a closer look at your breath abilities I see they're a lot more based on the daily use than I originally thought. I disagree with a limited use breath weapon but that's your choice, just be aware that with those "metabreath" abilities, the damage is the least important part of the breath. Oh, and you might look up the Draconic Breath feat for your spell conversion ability: it's a bit clearer.

Cieyrin
2009-06-15, 11:49 AM
Yes, the Magic Fang chain does cover multiple natural weapon enhancements, starting with Greater Magic Fang, which can give +1 to all natural weapons, capping with Superior Magic Fang from the Draconomicon, which all natural weapons at the rate of Greater Magic Fang would for a single natural weapon.

PId6
2009-06-15, 02:01 PM
Yes, the Magic Fang chain does cover multiple natural weapon enhancements, starting with Greater Magic Fang, which can give +1 to all natural weapons, capping with Superior Magic Fang from the Draconomicon, which all natural weapons at the rate of Greater Magic Fang would for a single natural weapon.
I wanted to make it come sooner so that the boosts can be used even by melee characters that minimize spellcasting. Otherwise his natural weapons are too weak compared to magic weapons that you can get around the same levels. I also had to make Greater Magic Weapon bonuses come sooner since his caster level is capped at 16.


I'm going to have to dispute "worthwhile spell progression". You lose access to 9th level spells. Odd, considering that you've granted extra spells known for all levels up throught 9th. Would make for a solid gish probably.

My first thought, aside from spell loss, is: holy crap wall of tables! While more options is good, and I'm sure a lot of those are limited to just a few colors, there are way too many options to pile into one PrC and still be able to read it easily. I'd start at least by getting rid of the grid arrangement and separating them into general and color specific groupings.

My next thought is: wow, are those spells and spell like abilities specific. Since when are silver dragons clerics in disguise and golds masters of admixture, and why do copper dragons get Reverse Gravity when silvers, who usually get it as an SLA, don't have it anywhere? If you want to allow unique spells, I'd suggest just granting extra spells known, maybe with a few descriptor limits. If you want to have a thematic list, I'd suggest making it a lot more general and in tune with the dragons' natural abilities: things like Extract Water Elemental aren't what I would expect to be a standard effect. I also have to ask: do you mean to give all those SLAs at once, or one at a time? Either doesn't look good: too much or too little.

I'm also pretty sure there are official versions of Magic Fang that affect all your weapons out there, so you don't have to ad hoc it yourself.

After that, the breath weapon: it's still useless. Only 1d8/2 class levels and it still has a daily limit!? It needs to be either 1d6/2 character levels at will (every 1d4 rounds), or 1d6/level with limited uses per day. The thing that really broke the cool of the old Dragon Disciple was the daily limit on the breath weapon: the whole point of having one is to spew it all day. You could also jack the Dragonborn's formula: 1d8+1d8/3 levels every 1d4 rounds. Metabreath feats normally add a number of rounds to the recharge of the breath, so I'd change your metabreaths to align with that.

Taking a closer look at your breath abilities I see they're a lot more based on the daily use than I originally thought. I disagree with a limited use breath weapon but that's your choice, just be aware that with those "metabreath" abilities, the damage is the least important part of the breath. Oh, and you might look up the Draconic Breath feat for your spell conversion ability: it's a bit clearer.
Wow, thanks for the long critique. I'll try to cover each of the points in order.

I intentionally gave him 6/10 spellcasting rather than just half so that full Sorcerer/DD still have access to 8th level spells and full Bard/DD still can use 6th level spells. This is so he's still usable with max spellcasting.

Yeah, I went way overboard on tables. But they're useful visual aids and I have a program for making them automatically so formatting isn't too annoying. What's not to love?

I'm not sure what you mean by separating them into color specific arrangements. Each color has one ability that only it can have, true, but most of those abilities are shared by several of the colors so it's hard to see a clearer way to present it than via grid.

As for the spells/SLAs, yeah, they were sometimes a little random. I tried to stay around a particular theme for each dragon (earth for copper, water for bronze, etc) but I did change the spells around, alot, so it did end up a little haphazard. The Breath Weapon Admixture thing was just because I wanted to put the breath weapon spells in there somewhere and gold had an empty 9th level slot. On reflection, it doesn't really make sense. Reverse Gravity seemed related to earth which is why I gave it to copper.

Extract Water Elemental was my attempt at giving more various spells while keeping within a specific theme. I didn't want red to just get more powerful forms of fireball every level, for example, so Extract Water Elemental was to give bronze a doubly useful damaging/summoning type spell, and at the same time stay with a water theme. In my attempt to find themes, though, a lot of them are a bit of a stretch (silver as you've noted). I'm definitely revising the spell lists.

The SLAs are intended to be all at once. I gave that many because otherwise it's hard to see why one would consider taking SLAs rather than one of the other, much better greater heritages, especially since you have spellcasting anyway. I'm just not sure how to balance it in such a way that they're not overpowered but not completely overshadowed either.

Read above response to Magic Fangs.

I see what you mean about the breath weapon, but I don't want them to be so much better than spellcasting unless you focus exclusively on them. But yeah, progression by character level is probably better. I like the idea with making it at will and making metabreath just extend the wait time though.

Anyway, thanks for taking the time to make a long review.

PId6
2009-06-16, 03:49 PM
Okay, changes, changes, changes.

Update: 2.0

I changed around a lot of things to hopefully make it better. Changes are:


Removed the confusing hit die/skill point progression and replaced it with constant progression depending on dragon type.
Changed the extra spell lists for each dragon to hopefully make more thematic sense.
Changed how Greater Enlarge Self works so that it's more dependent on caster level so as to match Greater Magic Claw.
Changed breath weapons so its damage and DC are based on character level and it doesn't have a daily limit.
Changed how metabreaths work so that they act to lengthen the wait time after using a breath weapon. Changed metabreath effects to be based on character level.
Changed Breath Conversion to power up your breath weapons using slots rather than make breath attacks using them.
Made Smite Evil damage act on character levels rather than class levels.
Removed Breath Propulsion (too long, too confusion, too circumstantial).
Added Rapid Breath.
Made Greater Diplomacy slightly better (added Gather Information boost, Suggestion 1/day, both as supernatural rather than SLAs, use character level for caster level and save DC).
Allow Alternate Form to change to animals as well.
Changed Dragon Dance and Dragon Rage to be used once per encounter rather than once per hour.
Made Resistant Hide and its two cousins based off character levels rather than class levels.
Made Frightful Presence based off character levels.
Changed Metabreath to Claws effects to allow saves for ability damage. Made Breath to Claws and Metabreath to Claws to take character level into account.
Changed SLA lists and made them a lot more organized. Made SLAs based off of character level.
Changed Lesser Wings to glide rather than feather fall.

PId6
2009-06-29, 09:00 PM
Just stating out a Deep Dragon dragon disciple to show how to make other varieties of dragon disciples (and because my DM's blackmailing me).

Deep Dragons

Hit Die: Like chromatic dragon disciples, deep dragon disciples have d8 hit die.

Class Skills: Deep dragon disciples gain Bluff, Disguise, and Swim as class skills.

Skill Points: Like chromatic dragon disciples, deep dragon disciples gain 6 + Int modifier skill points each level.

Breath Weapon: Deep dragon disciples have cone of acid as their breath weapon.

Dragon Heritage Spells:

{table=head]Lvl|
Spell

0th|
Darkness

1st|
Enlarge Self

2nd|
Web

3rd|
Greater Magic Claw

4th|
Polymorph

5th|
Dominate Person

6th|
True Seeing*

7th|
Greater Bestow Curse^

8th|
Mind Blank

9th|
Maw of Chaos^

[/table]

^ found in Spell Compendium
* No material component, uses 1,000 gp emerald as focus

Greater Heritage

Allowed Greater Heritages: Poisonous Breath, Noxious Breath, Swift-Moving Shadows (see below), Water Lungs, Animal Diplomacy, Greater Diplomacy, Alternate Form, Dragon Dance, Treasure Sense, Flight Control, and all those allowed to every type of dragon disciple.

Swift-Moving Shadows (Greater Heritage)
Requirements: None
You may see through magical darkness. You gain total concealment in any area not brightly lit (this will not work in daylight or within the radius of a [light] spell). In addition, once per round, if you are within an area not brightly lit during your turn, you may take an additional move action. If at any time during this move action you enter a brightly lit area, the move action immediately ends and you may not initiate another bonus move action from this ability this round.

Spell-Like Abilities: Nightmare 1/day, Prying Eyes 1/day, Passwall 1/day, Transmute Rock to Mud 2/day, Armor of Darkness^ 3/day, Blacklight^ 3/day

^ found in Spell Compendium

Kobold-Bard
2009-09-02, 05:11 PM
Not quite three months, so it's not Thread Necromancy as far as I know. Of course if I'm wrong I apologise, please don't smote me too harshly Mr St. Jude.

Just wanted to say thanks for this, and hopefully it will get accepted by my hopefully soon to be DM. If nothing else a 1d4 round Breath Weapon makes it all worth while. So thanks again.

PId6
2009-09-02, 06:31 PM
You're welcome!

(P.S. If that counts as thread necromancy, then I really gotta hurry up with some updates on my other homebrew... :smalleek:)

PId6
2009-09-05, 10:57 PM
By request:

Shadow Dragons

Hit Die: Like chromatic dragon disciples, shadow dragon disciples have d8 hit die.

Class Skills: Shadow dragon disciples gain Bluff, Hide, and Move Silently as class skills.

Skill Points: Like chromatic dragon disciples, shadow dragon disciples gain 6 + Int modifier skill points each level.

Breath Weapon: Shadow dragon disciples have cone of cold as their breath weapon.

Dragon Heritage Spells:

{table=head]Level|
Spell

0th|
Silent Image

1st|
Enlarge Self

2nd|
Blur

3rd|
Greater Magic Claw

4th|
Assassin’s Darkness^

5th|
Shadow Evocation

6th|
Shadow Walk

7th|
Project Image

8th|
Mind Blank

9th|
Shades

[/table]

^ found in Complete Scoundrel

Greater Heritage

Allowed Greater Heritages: Cloudy Breath, Enervating Breath (see below), Hide in Plain Sight, Dragon Dance, Aerial Combat, Flight Control, and all those allowed to every type of dragon disciple.

Enervating Breath (Greater Heritage)
Requirements: Class level 7
Metabreath, affected targets must make a fortitude save or gain 1 negative level per your 5 character levels. Increases wait time for all breath attacks by additional 1d4 rounds. On natural weapons, this effect grants 1 negative level per 5 character levels per each critical hit.

Spell-Like Abilities: Enervation 1/day, Nondetection 2/day, Major Image 3/day, Darkness 5/day

Salvonus
2009-09-06, 12:55 AM
Out of curiosity, what kind of adaptation would you suggest for a psionic DD with Gem Dragon heritage? :smallsmile:

PId6
2009-09-07, 04:17 AM
Hmm, that's a tricky one, but let's see...

Replace skill requirement with Knowledge (Psionics) and replace spellcasting with manifesting. Change Spellcraft to Psicraft as class skill. Change types of dragons to types of gem dragons, with appropriate skills/breath weapons/powers from Dragon Heritage. Probably doesn't need too many changes, but some of the breath weapons may be tricky and a whole new group of Greater Heritages need to be drawn up along with psi-like abilities. But overall, probably not that different except insert psionics where applicable.

Averagedog
2009-09-07, 10:32 PM
So why do chromatic dragons have 6 skill point progression and Metallic 4 skill point progression?

PId6
2009-09-08, 01:22 AM
It's to balance the fact that metallics get d12 hit die while chromatics get d8. Since normal dragons get d12 and 6 skill points, I thought that dragon disciples should get the same. However, my original system of progressing hit die and skill points with level is thought to be confusing, so I switched it to the current one with the chromatic/metallic split. Having both d12 hit die and 6+Int skills is a bit too strong.