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View Full Version : Dragonsoul Mage PRC: Getting in touch with your scaly side {PEACH}



Chrystrom
2010-06-28, 06:21 PM
Submission Name: Dragonsoul Mage PRC
System: 3.5e DnD
Type: Prestige Class

Long Winded Introduction:

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

The problem, as I see it, is that you don't get a lot of dragon for your dollar.

The Dragonheart Mage gives up 2 levels of spell progression, in return he/she gets good fortitude saves (in addition to good will saves), d6 hit dice, 3 draconic heritage feats of choice, and a rather neat breath weapon ability which lets you burn a spell slot to do 2d6 damage per spell level in a 30' cone or 60' line (reflex save for half) with damage increasing to 2d8 and then 3d6 at level 10 (neat but not really a "dragon" breath weapon).

I think it's a decent class, but that it's a little underpowered for the loss of 2 levels of spell progression, and the biggest issue: it does not follow through well on the promise of letting the sorcerer really dive into his draconic blood.

So with this new PRC I had several goals. First, give the class some more versatility so a player can really explore their draconic heritage. 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 Dragonsoul Mage seem more diversified by providing other choices so that each individual Dragonsoul Mage is unique (like actual dragons). And finally, allow you to really explore the draconic blood of a sorcerer.

Borrowing heavily from the Dragon Disciple remake by PId6 here at Giants In The Playground (http://www.giantitp.com/forums/showthread.php?t=114861)and combining that with the Dragonheart Mage PRC found in Races of the Dragon I propose this new PRC: Dragonsoul Mage.



http://img64.imageshack.us/img64/8051/dragonmagebykerembeyit.jpg

Many sorcerers have the blood of dragons flowing through their veins; for some this is the source of their incredible arcane powers. For a select few this draconic blood burns into their conscious mind and they choose to give up some of their pursuit of magic to tap more deeply into the power of their mighty ancestors, reshaping bodies and their very souls. These sorcerers become Dragonsoul Mages.

Dragonsoul Mage
(get in touch with your scaly side)

Requirements:
To qualify to become a Dragonsoul Mage, a character must fulfill all of the following criteria.

Spellcasting:
Ability to spontaneously cast arcane spells.

Skills:
Knowledge (arcana) 8 ranks.

Feats: Draconic Heritage* (Races of the Dragon p. 102)

Languages: Draconic.

Special:
The player must have chosen a dragon variety when taking the Draconic Heritage feat. Choices for this PRC 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.

Hit Die:
d6

Class Skills: (2 + Int modifier)
The Dragonsoul Mage class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Speak Language (None), Search (Int), Spellcraft (Int), and Spot (Wis).

In addition, the Dragonsoul Mage gains class skills based on its dragon variety as per the Draconic Heritage feat.

{table="head;width=100%;{css=cent}"] Lvl | BAB | F/R/W Saves | Special | Spellcasting
1 | 0 | +2/0/+2 | Nat AC +1, Low Light Vision, Greater Heritage | ---
2 | +1 | +3/0/+3 | Breath Weapon, Energy Resistance 10 | +1 level spellcasting class
3 | +1 | +3/+1/+3 | Lesser Wings, Sleep Immunity, Darkvision 30| +1 level spellcasting class
4 | +2 | +4/+1/+4 | Greater Heritage, Nat AC +2 | ---
5 | +2 | +4/+1/+4 | Dragon Breath, Blindsense 30 | +1 level spellcasting class
6 | +3 | +5/+2/+5 | Energy Resistance 20 | +1 level spellcasting class
7 | +3 | +5/+2/+5 | Greater Heritage, Darkvision 60, Nat AC +3 | +1 level spellcasting class
8 | +4 | +6/+2/+6 | Wings, Paralysis Immunity | ---
9 | +4 | +6/+3/+6 | Darkvision 90, Blindsense 60, Energy Immunity | +1 level spellcasting class
10 | +5 | +7/+3/+7 | Dragon Shape, Greater Heritage, Nat AC +4 | +1 level spellcasting class [/table]

Class Features
All of the following are Class Features of the Dragonsoul Mage prestige class.

Weapon and Armor Proficiency:
Dragonsoul Mage gains no proficiency with weapons or armor.

Spells per Day/Spells Known:
When a new Dragonsoul Mage level is gained at class levels 2, 3, 5, 6, 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 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 spells spontaneously before he became a Dragonsoul Mage, he must decide to which class he adds each level of Dragonsoul Mage for the purpose of determining spells per day.

Natural Armor Increase (Ex)
At 1st, 4th, 7th, and 10th levels, a Dragonsoul Mage 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 Dragonsoul Mage takes on more and more of his progenitor’s physical aspect.

Improved Senses (Ex)
As the Dragonsoul Mage delves into the blood of his ancestors, his senses sharpen and grow far beyond the senses of those without dragon blood. All Dragonsoul Mage see much further in dimly-lit places, gaining Low Light Vision at first level. Upon 3rd level, he also gains Darkvision 30, which improves at 7th level to Darkvision 60 and finally becomes Darkvision 90 at 9th level.

At 5th level, the Dragonsoul Mage also gains blindsense with a range of 30 feet. Using nonvisual senses the Dragonsoul Mage 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 Dragonsoul Mage cannot see still has total concealment against him, and the Dragonsoul Mage 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 9th level, the range of this ability increases to 60 feet.

Greater Heritage
At first level and every three levels after that (1, 4, 7, 10), the Dragonsoul Mage 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;width=100%;{css=cent}"]Ability | Black | Blue | Green | Red | White | Brass | Bronze | Copper | Gold | Silver
{colsp=11}Options available starting at Class level 1
Sound Imitation | | X | | | | | | | |
Lavawalking | | | | X | | | | | |
Icewalking | | | | | X | | | | | |
Sandwalking | | | | | | X | | | |
Water Wings | X | | X | | | | X | | X |
Stonewalking | | | | | | | | X | |
Cloudwalking | | | | | | | | | | X
Resistant Hide | X | X | X | X | X | X | X | X | X | X
Frightful Presence | X | X | X | X | X | X | X | X | X | X
Spell Like Abilities | X | X | X | X | X | X | X | X | X | X
{colsp=11}Options available starting at Class level 4
Breath Control | X | X | X | X | X | X | X | X | X | X
Magic Resistant Hide | X | X | | | X | | X | | | X
Battle Resistant Hide | | | X | X | | X | | X | X |
{colsp=11}Options available starting at Class level 7
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 | | |
Sweeping Breath | X | X | X | X | X | X | X | X | X | X
Breath Enlarge | X | X | X | X | X | X | X | X | X | X
Rapid Breath | X | X | X | X | X | X | X | X | X | X
{colsp=11}Options available starting at Class level 10
Flight Control | X | X | X | X | X | X | X | X | X | X [/table]


{table="head;width=100%;{css=cent}"] Ability | Requirements | Effect
Sound Imitation | None | You are 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.
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.
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 ½ 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 dust storms. You can walk across quicksand without being trapped. You gain a burrow speed equal to ½ 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 the ability to breath underwater, use all abilities underwater, 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 .
Cloudwalking | None | As a supernatural ability, you may at will tread on clouds and fog as though on solid ground.
Resistant Hide | None | Increase natural armor by 1 per 5 character levels.
Frightful Presence | Cha 17 | Whenever you attack, charge, or fly overhead, creatures within a radius of 5 feet x ½ your character level 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.
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. You gain each spell like ability at the indicated class level.
Breath Control | Breath weapon, Con 13 | 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).
Magic Resistant Hide | Resistant Hide | Gain spell resistance equaling 10 + ½ character level.
Battle Resistant Hide | Resistant Hide | Gain 1 DR/magic per 2 character levels.
Chilling Breath | Class Level 5 | Metabreath, affected targets must make a fortitude save or take 2d4 points of dexterity damage. Increases wait time for all breath attacks by additional 1d4 rounds.
Burning Breath | Class Level 5 | Metabreath, another reflex save or target ignites. Each round up to 2d4 rounds, burning creatures take an additional 2d8 fire damage. The burning 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. Increases wait time for all breath attacks by additional 1d4 rounds.
Bewildering Breath | Class Level 5 | Metabreath, affected targets must make a will save or become confused for 2d4 rounds. Increases wait time for all breath attacks by additional 1d4 rounds.
Poisonous Breath | Class Level 5 | Metabreath, affected targets must make a fortitude save or take 2d4 points of strength damage. Increases wait time for all breath attacks by additional 1d4 rounds.
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. Increases wait time for all breath attacks by additional 1d4 rounds.
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. This effect works underwater. Also, on each of your turns, creatures within that cloud takes 1d8 damage of the same type as your breath weapon. Increases wait time for all breath attacks by additional 1d4 rounds.
Glittering Breath | Class Level 5 | Metabreath, affected targets must make another reflex save or be blinded for 2d4 rounds. Increases wait time for all breath attacks by additional 1d4 rounds.
Noxious Breath | Class Level 5 | Metabreath, affected targets must make a fortitude save or take 2d4 points of constitution damage. Increases wait time for all breath attacks by additional 1d4 rounds.
Lethargic Breath | Class Level 5 | Metabreath, affected targets must make a will save or become slowed for 2d4 rounds. Increases wait time for all breath attacks by additional 1d4 rounds.
Tranquilizing Breath | Class Level 5 | Metabreath, affected targets must make a will save or fall asleep for 2d4 rounds. Increases wait time for all breath attacks by additional 1d4 rounds.
Sweeping Breath | Class Level 5, Con 11 | As a full-round action, you may fire your breath weapon and turn your head in a 45 degree arc. This counts as a normal breath attack, and additional breath abilities can apply.
Breath Enlarge | Class Level 5, Con 13 | Increases the length of your breath attack by 50%. Now, a line-shaped breath weapon is 90’ feet long. A cone-shaped breath weapon is 45’ feet long.
Rapid Breath | Breath Control, Con 17 | 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).
Flight Control | Wings| 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. [/table]

{table="head;width=100%;{css=cent}"]Dragon Type | Spell-Like Abilities
Black |Plant Growth 3/day (3rd level), Deeper Darkness 3/day (3rd level), Charm Reptiles* 3/day (3rd level), Insect Plague 2/day (5th Level), Acid Fog 1/day (7th level), Inflict Serious Wounds, Mass 1/day (9th level)
Blue | Create/Destroy Water* 5/day (3rd Level), Ventriloquism 5/day (3rd level), Hallucinatory Terrain 3/day (3th Level), Mirage Arcana 2/day (5th Level), Veil 1/day (7th level), Animate Breath+ 1/day (9th level)
Green | Suggestion 3/day (3rd level), Command Plant 3/day (3th Level), Plant growth 3/day (5th level), Dominate person 2/day (7th level), Suggestion, Mass 2/day (9th level)
Red | Suggestion 3/day (3rd level), Pyrotechnics 3/day (3rd level), Locate object 3/day (3rd level), Blistering Radiance+ 2/day (5th level), Find the Path 1/day (7th level), Discern Location 1/day (9th level)
White | Fog Cloud 3/day (3rd level), Gust of Wind 3/day (3rd level), Ice Storm 2/day (5th level), Wall of Ice 2/day (5th level), Freezing Fog+ 1/day (7th level), Control Weather 1/day (9th level)
Brass | Speak with Animals 5/day (3rd level), Endure Elements 5/day (3rd level), Suggestion 3/day (3rd level), Control Winds 2/day (5th Level), Control Weather 1/day (7th level), Summon Djinni* 1/day (9th level)
Bronze | Alter Self 3/day (3rd level), Fog Cloud 3/day (3rd level), Detect Thoughts 3/day (3rd level), Create Food and Water 2/day (5rd Level), Major Image 2/day (5th level), Control Water 1/day (7th level), Control Weather 1/day (9th level)
Copper | Spider Climb 3/day (3rd level), Stone Shape 3/day (3rd level), Transmute Mud to Rock or Rock to Mud 2/day (5th level), Wall of Stone 2/day (7th level), Move Earth 2/day (9th level)
Gold | Alter Self 3/day (3rd level), Bless 5/day (3rd level), Searing Light 3/day (3rd level), Dispel Evil (5th level), Geas/Quest 1/day (7th Level), Sunburst 1/day (9th level)
Silver | Fog Cloud 3/day (3rd level), Feather Fall 5/day (3rd level), Alter Self 3/day (3rd level), Control Winds 2/day (5th level), Control Weather 1/day (7th level), Reverse Gravity 1/day (9th level) [/table]

+ found in Spell Compendium
*Charm Reptiles works as a mass charm spell that affects only reptilian animals. The Dragonsoul Mage can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
* 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.
*Summon Djinni works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.

Breath Weapon (Su)
At 2nd level, a Dragonsoul Mage 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 class level + levels of any other class that advances his caster level / 2. A successful reflex save (DC 10 + 1/2 character level + Con modifier) reduces damage by half. This ability can be used once per day.

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 (a cone is also as high and wide as its length).

{table="head;width=30%;{css=cent}"]Dragon Variety | Breath Weapon
Black | Line of acid
Blue | Line 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 | Cone of fire
Silver | Cone of cold [/table]

Energy Resistance
At 2nd level, a Dragonsoul Mage becomes resistant to the energy type of his future breath weapon. He gains 10 energy resistance against that type of energy. At 6th level, he replaces that with 20 energy resistance, and at 9th level he gains full energy immunity versus that energy type.

Lesser Wings (Ex)
A 3rd level Dragonsoul Mage 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 Dragonsoul Mage may grant himself one round of flight at speed equal to 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 Dragonsoul Mage 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 Dragonsoul Mage can cover relatively large distances in the sky each day.

Dragon Immunities (Ex)
As he levels up, the Dragonsoul Mage gains specific immunities like his dragon ancestors. At level 3, the Dragonsoul Mage gains immunity to sleep effects, and at level 8 he becomes immune to paralysis.

Dragon’s Breath (Su)
At 5th level a Dragonsoul Mage can use his breath weapon as often as a normal dragon. Instead of once per day, the breath weapon can now be used at will with a wait time of 1d4 rounds between uses.

Wings (Ex)
At 8th level, a Dragonsoul Mage'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 Shape (Su)
A Dragonsoul Mage gains the ability to take on the form of her mighty ancestors. At 10th level she can use a shapechange ability as a full round action to take the form of a dragon of her chosen heritage. She can choose any age category as long as the form would not have more hit dice than she has Dragonsoul Mage Levels + the class levels of the spontaneus arcane spellcasting class she used to gain access to it + any levels in any other class (except the Dragonsoul Mage) that add to her spells known/spells per day etc. This effect can be used a number of times a day equal to the Dragonsoul Mage’s Cha modifier and lasts for 1 minute per use. Once the form is assumed, it cannot be changed except to return to normal (which dismisses the effect and uses up one use of the ability).

The Dragonsoul Mage gains all extraordinary and supernatural abilities (both attacks and qualities) of the dragon form, but she does lose her own supernatural and extraordinary abilities (except as noted below). She gains the type Dragon. The new form does not disorient the Dragonsoul Mage. Parts of her body or equipment that are separated from her do not revert to their original forms. The Dragonsoul Mage is fully able to cast spells and use spell like abilities as normal while in dragon form.

~~~~~

Ok that's it...so any and all feedback to help me improve this PRC would be appreciated.


Chrystrom
2010-06-29, 05:10 PM
Made a change to how the breath weapon damage was calculated. Still looking for any feedback on this PRC so I can get it set-up for a play test.


Chrystrom
2010-06-30, 02:07 PM
So I'm guessing no news is good news....

It seems I have wowed the Homebrew board with my creation to the point that no one even knows what to say to it :smallwink:

Still looking for some good feedback on this PRC class.


ninjaneer003
2010-06-30, 02:25 PM
I'm a little confused. so you can take Flight Control at 9th lvl but you don't get another Greater Heritage until 10th? I like the spell like abilities a lot nice job picking them

Chrystrom
2010-06-30, 02:30 PM
You are right...that should read that flight control is available at 10th level. Thanks for catching that. Making that change now.

I also toned down the breath weapon damage from 1d8 per character level to "Regardless of the ancestor, the breath weapon deals 1d8 damage, of the appropriate energy type, for every class level + levels of any other class that advances his caster level / 2."