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Icewalker
2009-06-23, 11:14 PM
This is a pair of prestige classes made mostly for my own use in a friend's campaign. Initially, it was going to be a refluffing of Jade Phoenix Mage to fit a draconic theme, with two classes, one good and one evil, but I decided to take it the extra step and tinker with some of the abilities to make it more in keeping with the new fluff.

I'm posting it here mostly if anyone wants an alternative to the Jade Phoenix Mage: it's the same idea, a combination arcane caster/martial adept with the abilities simply adaptations of the JPM's.

FLUFF IS CURRENTLY ON HOLD until my DM reports back with the writeup for it that he wants, which will likely vary slightly from the actual, as the class' fluff is too plot-centric to be usable by anyone else in its exact form.


Dragonheart Champion
"The indomitable flames of righteousness shall reduce the amoral to ash!"
- Jerixt, the Dragonheart Champion

No one can deny the power of a humanoid soul. Living on long after the body dies, the radiant souls become saints and celestials, the corrupt ones become larva or demons, while those who died unfulfilled come back as terrors of the night.
But what of the souls of dragons, some of the most powerful beings in the universe? Though they also become celestials, devils, and ghosts, the dragon’s soul has even more potential. Enter the Dragonheart Champion, a man who possesses the soul of a beneficent dragon. The radiance of his soul shines through him and he strives to fight evil where ever it may fester. They are rare but as good as any holy warrior, combining magic and the flows of combat, as revealed in the Sublime Way, into a seamless whole.

Prerequisites:
Alignment: Any Good
Skills: Craft (Some sort of smithing or metalwork) 2 ranks, Concentration 9 Ranks, Knowledge (arcane) 2 ranks, Knowledge (religion) 2 ranks
Saves: Base Will & Fort +3
Martial Maneuvers: Must know at least two martial maneuvers, including one strike
Martial Stances: Must know at least one martial stance
Spells: Ability to cast 2nd-level arcane spells

BECOMING A DRAGONHEART CHAMPION
How does the soul of a dragon instill itself in a mortal form? There are more theories about this then there have even been Dragonheart Champions. Some say that certain rites allow a body to have two souls existing in one body, one dragon and one human. Others, saying that the dragon’s soul is too powerful for such a joining, say that only mortal frames without a soul (such as a baby in the womb) can be imbued with a dragon’s soul. There is even one tale, the oldest of tales, in which a man was born in a dragon’s brood and possessed a dragon’s soul.
Those imbued with a dragon’s soul often show aptitude with fighting styles, an excellence in arcane magic, and a strong moral and physical resilience. However, until the dragon’s soul is awakened, the mortal is unaware of his significance. Typically this involves an arcane or divine rite sacred to Bahamut’s disciples, with one or more reagents as determined by the DM.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Man. Known|Man. Readied|Stances Known|Special|Spells

1st|
+1|
+2|
+0|
+0|1|0|0|Soulful Strike, Dragonborn Hero|-

2nd|
+2|
+3|
+0|
+0|0|0|0|Valiant Dragon Stance|+1 level of existing spellcasting class

3rd|
+3|
+3|
+1|
+1|1|1|0|-|+1 level of existing spellcasting class

4th|
+4|
+4|
+1|
+1|0|0|0|Warrior's Resolve|+1 level of existing spellcasting class

5th|
+5|
+4|
+1|
+1|1|0|1|-|+1 level of existing spellcasting class

6th|
+6|
+5|
+2|
+2|0|1|0|Aura of Might|-

7th|
+7|
+5|
+2|
+2|1|0|0|-|+1 level of existing spellcasting class

8th|
+8|
+6|
+2|
+2|0|0|0|Champion's Resolve|+1 level of existing spellcasting class

9th|
+9|
+6|
+3|
+3|1|1|0|-|+1 level of existing spellcasting class

10th|
+10|
+7|
+3|
+3|0|0|0|Capstone pending!|+1 level of existing spellcasting class [/table]

Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Dragonheart Champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Dragonheart Champion levels to your initiator level to determine your total initiator level and your highest level maneuvers known.

At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit or Stone Dragon disciplines. You must meet a stance's prerequisite to learn it.

Soulful Strike: You can bring together your magical might into your melee attacks. As a swift action, you can lose any prepared arcane spell or spell slot to gain a +4 bonus on a single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses can be applied only on an attack made before the beginning of your next turn.

Dragonborn Hero: As a warrior imbued with draconic powers, you gain a +2 bonus on saving throws against death effects and fear effects.

Valiant Dragon Stance: At 2nd level, you learn how to channel your might into a new form. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Valiant Dragon Stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Valiant Dragon Stance and resume gaining the normal benefit of the stance as a swift action.

While you use this ability, your caster level when you cast arcane spells increases by 1, and you gain damage reduction 5/adamantine. In addition, when you first activate this ability, you can choose to expend an arcane spell slot. If you do, you also gain a morale bonus to strength as long as you maintain the stance. The value of your strength bonus is equal to the level of the spell you expend (maximum +6 for expending a 6th level spell)

Warrior's Resolve: Beginning at 4th level, whenever you successfully attack an enemy with a martial strike, you are hardened with an inner power, providing a +2 morale bonus to attack and damage rolls, saving throws, and AC for one round.

Aura of Might: When you attain 6th level, you gain the ability to project your strength to bolster your allies and intimidate your foes. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Aura of Might. This ability lasts as long as you would maintain the stance, or as described below. You can stop using Aura of Might and resume gaining the normal benefit of the stance as a swift action.

While this ability is active you and all allies within 50 ft. of you gain a +2 sacred bonus to Strength and saving throws, and your caster level when you cast any spell to enhance the powers of an ally increases by 3. In addition, you can choose to expend an arcane spell slot when you activate the ability. If you do, you and all allies within 50 ft. gain a number of temporary hit points equal to 5 x the level of the spell.

This ability can also be reversed to become an Aura of Intimidation as a swift action. The morale bonus to your allies becomes a -2 morale penalty to Strength and saving throws for all foes within 50 ft., and your caster level when you cast any spell to decrease the powers of an enemy increases by 3.

Champion's Resolve: At 8th level, your Warrior's Resolve ability is strengthened into Champion's Resolve. The morale bonus increases to +4, and is shared by all of your allies within 50 ft.

CAPSTONE PENDING!

[hr]


Dragonfang Deathknight
"Indomitable? The blood of the righteous shall quench their flames."
-A Deathknight

Sometimes a soul loses its way. In fact there are many souls who lose their path, in many woeful tales. One of the most terrible of these tales involves a knight, a dragonslayer to be exact. He went forward to slay all vile dragons in existence. But there was one that he could not slay. One magnificent dragon which he tried to kill again and again but it always escaped his grasp. With this, he fell further into despair, and decided to commune with the vilest forces in the universe. His soul and ambitions became the price for the means to slay such a dragon.

Prerequisites:
Alignment: Any Evil
Skills: Concentration 9 Ranks, Knowledge (arcane) 2 ranks, Knowledge (history) 2 ranks, Knowledge (religion) 2 ranks
Saves: Base Will & Fort +3
Martial Maneuvers: Must know at least two martial maneuvers, including one strike
Martial Stances: Must know at least one martial stance
Spells: Ability to cast 2nd-level arcane spells

BECOMING A DRAGONFANG DEATHKNIGHT
A future Dragonfang Deathknight shares only two aspects in common with the Dragonheart Champion: he is brilliant at balancing arcane arts and the Sublime Way, and he starts as good. Typically the applicant is either a Warblade/Wizard or a Crusader/Wizard.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Man. Known|Man. Readied|Stances Known|Special|Spells

1st|
+1|
+2|
+0|
+0|1|0|0|Soulless Strike, Champion of Darkness|-

2nd|
+2|
+3|
+0|
+0|0|0|0|Tearing Slaughter Stance|+1 level of existing spellcasting class

3rd|
+3|
+3|
+1|
+1|1|1|0|-|+1 level of existing spellcasting class

4th|
+4|
+4|
+1|
+1|0|0|0|Deathly Determination|+1 level of existing spellcasting class

5th|
+5|
+4|
+1|
+1|1|0|1|-|+1 level of existing spellcasting class

6th|
+6|
+5|
+2|
+2|0|1|0|Draining Shadow Radiance|-

7th|
+7|
+5|
+2|
+2|1|0|0|-|+1 level of existing spellcasting class

8th|
+8|
+6|
+2|
+2|0|0|0|Viper's Betrayal|+1 level of existing spellcasting class

9th|
+9|
+6|
+3|
+3|1|1|0|-|+1 level of existing spellcasting class

10th|
+10|
+7|
+3|
+3|0|0|0|Capstone pending!|+1 level of existing spellcasting class [/table]

Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Dragonfang Deathknight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Shadow Hand or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Dragonfang Deathknight levels to your initiator level to determine your total initiator level and your highest level maneuvers known.

At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Shadow Hand or Stone Dragon disciplines. You must meet a stance's prerequisite to learn it.

Soulless Strike: You can bring together your magical might into your melee attacks. As a swift action, you can lose any prepared arcane spell or spell slot to gain a +4 bonus on a single attack or martial strike, as well as an extra 1 point of constitution damage per two spell levels expended, round up. Both bonuses can be applied only on an attack made before the beginning of your next turn.

Dragonborn Hero: As a deathknight imbued with dark powers, any death or fear effect resulting from one of your spells has its save DC increased by 4.

Tearing Slaughter Stance: At 2nd level, you learn how to channel your rage into a maelstrom of death. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Tearing Slaughter Stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Valiant Dragon Stance and resume gaining the normal benefit of the stance as a swift action.

While you use this ability, your caster level when you cast arcane spells increases by 1 when casting offensive spells, the critical range of your attacks is doubled, and all attacks are treated as if your weapon had the Wounding special ability. In addition, when you first activate this ability, you can choose to expend an arcane spell slot. If you do, you also gain a +1 profane bonus to hit and damage per level of the spell expended as long as you maintain the stance (maximum bonus +5 for a 5th level spell).

Deathly Determination: Beginning at 4th level, whenever you successfully attack an enemy with a martial strike, your drive for death is empowered, providing a +2 morale bonus to attack and damage rolls, and adding an extra 1d6 points of damage to your attacks for one round (This bonus to damage does not stack from multiple attacks).

Draining Shadow Radiance: When you attain 6th level, you gain the ability to project a field of deathly shadows around you to pull the life from your foes and feed it to you. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Draining Shadow Radiance. This ability lasts as long as you would maintain the stance, or as described below. You can stop using Draining Shadow Radiance and resume gaining the normal benefit of the stance as a swift action.

While this ability is active your caster level for all spells with the Necromancy descriptor increases by 3, and whenever you deal damage by whatever means, you gain a number of temporary hit points equal to 1/3rd the damage dealt. In addition, you can choose to expend an arcane spell slot when you activate the ability. If you do, all enemies within 15 ft. of you take 1d6 points of negative energy damage per spell level. This dark aura lasts for 1 minute, after which time the effect ends.

Viper's Betrayal: At 8th level, you gain the ability to viciously strike back at those who oppose you whenever they drop their guard. Your attacks of opportunity gain a +4 bonus to hit and damage, and are treated as poisoned with Shadow's Destruction poison: contact Fortitude DC 15 + key spellcasting ability modifier, Initial and secondary damage 1d4 Constitution. Further, anyone making a full attack against the Death Knight provokes an attack of opportunity.

CAPSTONE PENDING!

sigurd
2009-06-23, 11:48 PM
Are you sure the full BAB is reasonable given all the caster levels?

Icewalker
2009-06-24, 12:24 AM
BAB, saves, and casting are all taken directly from Jade Phoenix Mage, it gets full BAB and casting at all but 1 and 6.