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View Full Version : Wyrmfire Disciple [WIP/PEACH] 3.5 Base Class



Igneel
2010-11-14, 03:13 AM
Wyrmfire Disciple
http://paizo.com/image/content/PathfinderRPG/PZO1110-DragonDisciple.jpg
Image found in Paizo.com. Warning: Somewhat large.

-Abilities: Constitution helps with adding more health since the Wyrmfire Disciple can go into melee and with increasing its Breath Weapon saving throw. Charisma is useful for the few Invocation saving throws, Frightful Presence and additional use of their healing power. Strength aids with their melee battle skills using their natural weapons or manufactured weapons.
-Alignment: Within 1 step of their choice of Totem dragons.
-Weapon & Armor Proficiencies: Proficient in the use of Simple and Natural Weapons (such as the Claws, Bite, and Tail attacks they gain through class levels), and no armor and shields. Armor causes Arcane Spell Chance Failure, unless specially crafted, which is why they prefer to rely on their Scales over manufactured armor.
-Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras Known|Invocations Known

1st|
+0|
+2|
+0|
+2|
Draconic Aura +1, Draconic Weapons (Claws), Draconic Scales, Touch of Vitality, Totem Dragon, Least Invocations|
1|
1

2nd|
+1|
+3|
+0|
+3|
Breath Weapon 1d6|
1|
1

3rd|
+2|
+3|
+0|
+3|
Draconic Adaptation|
2|
2

4th|
+3|
+4|
+1|
+4|
Draconic Weapons (Bite), Natural Armor +1|
2|
2

5th|
+3|
+4|
+1|
+4|
Draconic Aura +2, Draconic Wings|
2|
2

6th|
+4|
+5|
+2|
+5|
Touch of Vitality (Remove Conditions), Lesser Invocations|
3|
3

7th|
+5|
+5|
+2|
+5|
Draconic Aura Range Increase|
3|
3

8th|
+6/+1|
+6|
+2|
+6|
Draconic Weapons (Tail), Natural Armor +2|
3|
4

9th|
+6/+1|
+6|
+3|
+6|
Breath Weapon Range increase|
4|
4

10th|
+7/+2|
+7|
+3|
+7|
Draconic Aura +3, Draconic Wings (Improved)|
4|
4

11th|
+8/+3|
+7|
+3|
+7|
Greater Invocations|
5|
5

12th|
+9/+4|
+8|
+4|
+8|
Draconic Weapon Increase, Natural Armor +3|
5|
5

13th|
+9/+4|
+8|
+4|
+8|
Draconic Aura Range Increase, Draconic Adaptation (Share with allies)|
5|
6

14th|
+10/+5|
+9|
+4|
+9|
Frightful Presence, Commune with Dragon Totem|
6|
6

15th|
+11/+6/+1|
+9|
+5|
+9|
Draconic Aura +4, Draconic Wings (Superior)|
6|
6

16th|
+12/+7/+2|
+10|
+5|
+10|
Breath Weapon Range Increase, Natural Armor +4, Dark Invocations|
7|
7

17th|
+12/+7/+2|
+10|
+5|
+10|
Totem Dragon Skill Bonus|
8|
7

18th|
+13/+8/+3|
+11|
+6|
+11|
Draconic Aura Range Increase|
8|
8

19th|
+14/+9/+4|
+11|
+6|
+11|
Dragon Apotheosis|
9|
8

20th|
+15/+10/+5|
+12|
+6|
+12|
Draconic Aura +5, Natural Armor +5, Draconic Wings (Perfect)|
9|
8[/table]
-Skill Points: (4+Int modifier per level, x4 at first level): Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Gather Information, Heal, Intimidate, Jump, Knowledge (any; individually), Search, Spellcraft, Survival, Use Magic Device, along with any added from Totem Dragon

Class Abilities:

-Extra Feat:
At 1st level, you gain Dragontouched as an extra feat even if they don't meet the requirements.

-Bonus Languages:
A Wyrmfire Disciple's bonus language options include Draconic.

-Auras:
You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a swift action, and you can only project one aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.
Unless otherwise noted, your draconic aura affects all allies within 30ft (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level Wyrmfire Disciple, you know how to project three auras chosen from the list below. At every odd-numbered (except you learn an extra at 20th level) level after that, you learn one additional draconic aura of your choice, until all 13 auras are known at 20th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.
The range of the aura increases from the standard 30ft starting at 7th level doubling the range to 60ft, 90ft at 13th level, and finally 120ft at 18th level. (See “Alternate Abilities” on alternate Totem dragons for special info concerning certain Auras.)

Warning! Most/all of these are based off of 'Chamber's' Dragon Shaman Revision (http://www.giantitp.com/forums/showthread.php?t=160615) for a base. Working on re-doing all/most of them to be different from his names/effects. Help would be appreciated.

Minor Draconic Auras:

-Dragon Skin: Enhancement bonus to Natural Armor per aura bonus (max +5), and energy resistance 10 to your totem dragon energy type. Increases to resist 20 @7th, and 30 @ 11th level
-Endurance: DR 1/alignment per half class level (min 1, max 10) Chromatic [/evil] totems get DR/Good, while Metallic [/good] totems get DR/Evil
-Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 1 energy damage (of totem breath weapon energy) per half class level (min 1, max 10)
-Insight: Insight bonus on class skills granted by totem dragon, +1 per half class level (min +1, max +10)
-Vigor: Fast Heal 1, +1 per 4 class levels (max +5). Only affects characters at or below one-half their full normal hit points.
-Power: Bonus to attack rolls, and in addition to the damage equal to aura bonus. (max +5)


Major Draconic Auras:
~Least~

-Armor of the Juvenile: No Armor Check Penalty on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Tumble, & Swim checks.
-Draconic Resolve: Remove Fear
-Dragon Stalker: Allows characters to hide from Blindsense/sight/all-around vision/scent/etc. Creatures with these special senses must make appropriate Spot or Listen checks to notice the character. Does not grant character the ability to hide without cover or concealment (such as Hide in Plain Sight)
-Invisible Wings: +10 enchantment bonus to all forms of movement. Increases to +20 at 8th level, +30 at 16th level. May also use Balance, Climb, and Move Silently at full speed with no penalty.
-Wisdom of the Wyrmling: Comprehend Languages


~Lesser~

-Dragon's Senses: Gain low-light vision, darkvision out to 10ft per 1/2 class level, and blindsense out to 5ft per class level. If already have low-light vision or darkvision from other source (ex: Elf or Dwarf) then this is added (doubled for low-light). Take 1/2 penalties for distance on Listen & Spot checks.
-Dragon Hunter Strike: Fell the Greatest Foe
-Mantle of the Ancient: Gain SR 12 + class level against spell-like effects of Good or Evil creatures. Chromatic [/evil] dragons gain SR against Good creatures, Metallic [/good] dragons gain SR against Evil creatures.
-Spirit of the Ancient: Weapons gain alignment descriptor and overcome damage reduction as that alignment. Chromatic [/evil] dragons gain Evil weapons, Metallic [/good] dragons gain Good weapons.
-Voice of the Old: Tongues


~Greater~

-Aura of Evasion: Grants Evasion that works in all armors. Characters that already have Evasion or Improved Evasion gain a +4 bonus on Reflex saves.
-Draconic Might: +4 enchantment bonus to Str, Con, & Cha scores. Immune to fear, magical sleep, and paralysis.
-Dragons Flight: Mass Fly, but characters must stay within the range of the draconic aura
-Essence of the Ancient: Weapons do the totem dragon's energy type damage
-Thoughts of the Ancient: Telepathic Bond


~Dark~

-Aura of the Great Wyrm: Holy or Unholy Aura. Enemies only make a singly save vs the blindness or Str damage effect. Chromatic totem dragons gain Unholy, Meallic totem dragons gain Holy.
-Freedom of the Ancient: Freedom of Movement
-Mind of the Great Wyrm: Mindblank
-Vision of the Great Wyrm: True Seeing.



-Invocations:
A Wyrmfire Disciple has a repertoire of attacks, defenses, and other abilities known as dracoonic energy that suffuses his soul. A Wyrmfire Disciple can use any invocation he knows at will.
A Wyrmfire Disciple's invocations are spell-like abilities: using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Wyrmfire Disciple can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Wyrmfire Disciple is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Wyrmfire Disciple's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Wyrmfire Disciple's Cha modifier. Since spell like abilities are not spells, a Wyrmfire Disciple cannot benefit from the Spell Focus feat or from draconic feats that let him convert or spend an arcane spell slot to produce some other effect. He can however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level Wyrmfire Disciple begins with knowledge of one least invocation, gaining access to more invocations and higher grades as he attains levels. At any level when a Wyrmfire Disciple learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
Finally, just like warlocks (Complete Arcane) and dragonfire adepts (Dragon Magic), Wyrmfire Disciples can qualify for some prestige classes usually intended for spellcasters.

~Invocations~
Warning! Most of the following are just renamed/slightly redone versions of Warlock/Dragonfire Adept Invocations. Ideas for additional invocations would be most helpful.

~Least~

-Aquatic Adaptation= Water breathing, swim speed=land speed, able to cast spells and breath weapon
-Beguiling Influence= +6 Bluff/Diplomacy/Intimidate
-Breath of the Night= Fog Cloud spell
-Darkness= Darkness spell
-Deafening Roar= Cone of sound deafens enemies
-Draconic Knowledge= +6 Knowledge (all)
-Magic Insight= Detect Magic/Identify
-Scalding Gust= Gust of Wind + fire damage equal to level
-Endure Exposure= Endure Elements spell + Immunity to breath weapon
-See the Unseen= See Invisibility spell + Gain Darkvision
-All Seeing Draconic Eyes= Comprehend Language spell on written things +6 Search/Spot
-Call of the Beast= Wild Empathy + Speak to Animals
-Cocoon of Elemental Energies= Entangle in elemental energy (dependent on totem dragon) for 1/round equal to level or until they escape
-Scaled One's Own Luck= Cha Mod to one Save for 24 hours, only one application can be active.
-Entropic Warding= 20% miss chance from ranged attacks, untrackable
-Leaps and Bounds= +6 Balance/Jump/Tumble
-Miasmic Cloud= Create cloud that grants concealment, and fatigues those inside
-Serpents Tongue= Gain Scent, and bonus vs poison
-Spiderwalk= Spider Climb spell


~Lesser~

-Charm= Duplicates Charm Monster/Person spell
-Energy Resistance= Gain resistance 10 to a energy type each use (can cast on allies)
-Enthralling Voice= Enthrall nearby enemies
-Humanoid Shape= Change Shape into Humanoid Shape
-Voidsense= Gain Blindsense 30ft
-Voracious Dispelling= Dispel Magic spell, dealing damage to creatures whose effects are dispelled.
-Walk Unseen= Invisibility spell, self only
-Flee through Flames= Firestride Exhalation spell with breath weapon; Breath a breath weapon in cone and teleport anywhere inside radius.
-Relentless Dispelling= Dispel two turns in row
-Draconic-shape, lesser= Transform into a Pseudodragon
-Thieves’ Bane= Hold Portal, + if Knocked or Dispel Magic’ed deals damage
-Weighty Utterance= You speak a word of the Draconic language, causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 2 rounds if succed the save, and 4 rounds if failed.


~Greater~

-Animate Breath: Animate Breath spell [Spell Compendium version]
Baleful Geas: You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature's Hit Dice must be no more than your class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target's Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours. You can only have a maximum of 1 creature under the effects of this invocation at a time, a second casting frees the first target from your control. Unlike the spell this duplicates, it can be cast as a Standard Action. This invocation otherwise functions as the geas/quest spell (PH 234).
-Chilling Fog= Solid Fog + 2d6 cold damage
-Devour Magic= Greater Dispel Magic with Touch, or natural attacks
-Draconic Toughness= Gain Temporary Health Points equal to level
-Terrifying Roar= Fear spell
-Wingstorm= Your wings create a storm of winds around you, pushing away and knocking down nearby creatures. All creatures within 20 feet of you are pushed away until they are at least 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet).
-Mire of the Black Dragon= Make area swamp-like deal acid damage, and increase fire damage
-Chilling Tentacles= Evard’s black tentacles spell + cold damage
-Draconic Whispers= Suggestion spell, target Will saves to figure out if they originally thought of activity
-Dragonspawned Grace= Shapechange spell into Dragon subtyped creature of equal or less HD to Class Level
-Wall of Perilous Flame= Wall of Fire spell, half of damage is not affected by Resistance to fire. If any creature is reduced to 0 HP or less by invocation, its remains are completely consumed 1 round later (as Destruction spell)
-Io's Call= Sending spell, however a creature unwilling to reply to you can attempt a Will save to turn the sending back on you, dealing 1d10 points of damage to you.


~Dark~

-Energy Immunity= Immunity to Energy of choice (can cast on allies)
-Instill Vulnerability= Make target vulnerable to energy attack
-Perilous Veil= Veil as spell, if seen through deals 5d6 damage
-Inpenetrable Barrier= Wall of Force spell. The wall is the color of your Totem dragon and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time, if you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen's disjunction spell), you take 1d10 points of damage.
-Path of Shadow
-Retributive Invisibility= Greater Invisibility, if invocation is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
-Roar of Changing= Baleful Polymorph, except 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.



-Touch of Vitality:
At 1st level, you can heal the wounds of living creatures (Your own or those of others) by touch. Each day you can heal a number of points equal to three x Class level x Charisma bonus. For example, a 7th level Wyrmfire Disciple with a Charisma score of 14 (+2) can heal 42 [3x7x2=21x2=42] points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 6th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted.).

-Draconic Weapons (Ex):
At 1st level, you begin showing signs of your connection to the mighty race of Dragons that differentiates you from the standard of your race. The muscles in your hands grow stronger, and thick, sharp talons grow at the tips of your fingers, giving you a pair of natural Claw attacks which deal damage according to your size (1d3 damage for a Small-sized creature, 1d4 damage for a Medium-sized creature, and so on).
At 4th level, your teeth grow longer and sharper, giving you a bite attack according to your size (1d4 damage for a Small-sized creature, 1d6 damage for a Medium-sized creature, and so on). This natural weapon becomes primary for you, while all others can be made as secondary attacks at a -5 penalty (or -2 if you have the multiattack feat).
At 8th level, you grow a muscular tail which can be used to make a tailslap attack, dealing damage appropriate for your size (1d4 for small, 1d6 for medium, etc.).
At 12th level, your natural weapons improve by one die step, bringing them in line with the damage of true dragons.(Ex: Medium-sized creature goes from 1d4 claw, 1d6 bite, and 1d6 tail to 1d6 claw, 1d8 bite, and 1d8 tail.)
If your race already has one or all of these natural weapons, use the better damage between the two sources. This also includes if you have additional weapons that isn’t included in this class feature. (ie: Minotaur’s Gore attack)
Your natural weapons improve as magic weapons at a rate equaling 1/4 your total wyrmfire disciple levels (+1 at level 4, +2 at level 8, etc.).
These natural weapons can qualify you for Monsterous Feats such as Multiattack, Improved Natural Weapon, etc.

-Totem Dragon:
Your dedication to dragonkind leads you to emulate True Dragons in all aspects, physically and mentally. You must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, white, or an alternate stated in “Alternate Abilities”). You gain class skills determined by your totem dragon and a +2 bonus to skills designated as class skills for your totem dragon, which improves to a +4 bonus at 17th level.

-Breath Weapon (Su):
At 2nd level you have gained the most feared weapon in the Dragon's arsenal, its breath weapon, usable as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. Your breath weapon starts to deal a number of dice worth of damage equal to 1d6 and increases by 1d6 every 2 Wyrmfire Disciple class level. (Max of 10d6 at 19th level)
You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other Wyrmfire Disciples.)
The length of effect also increases with level, expanding to a 30-foot cone or 60-foot line at 9th level, and to a 60-foot cone or 120-foot line at 16th level. Enemies may attempt to halve the damage from this breath weapon by making a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier). Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. If you gain another breath weapon from another source, that breath weapon is still usable during the recharge time.
Your breath weapon's damage type relates to your totem dragon by default (see the table on page 13 of Player's Handbook II). You may temporarily change this energy to that of a different totem as a move action, lasting for one minute or until you change it again, after which time your breath weapon reverts to the default, or till you take another move action to change it again. By using the energy change you can't change it to an Alternate Totem Dragon's energy type, save for when its your base energy and your changing it back to your base energy. (See “Alternate Abilities” on Totem Dragons for alternate breath weapon damage.)

-Draconic Scales (Ex):
At 1st level your skin toughens and grows faint scales, which grow thicker and more pronounced over time in the color similar to their totem dragon. You gain the extraordinary ability to grow a thick, scaly hide of scales that protects you like armor. The draconic scales resemble the scales of your totem dragon in color, shape, and look.
Your scaled hide grants you a bonus to your Armor Class equal to 6+1/3 your class level (starting at +6 at 1st level, +7 at 3rd, etc), up to a maximum equal to his Constitution modifier (max of +6 additional points at 18th level). This bonus doesn't stack with any feat, racial trait, or other special ability that would grant you a bonus to Armor Class. Your scales require 8 hours to grow, but this process can take place at night while you are sleeping.
In addition, as you attain higher levels, your scales grants you increasing resistance to acid, cold, electricity, and fire. (See "Alternate Abilities" on Totem Dragons for alternate energy resistances.) You gain resistance 5 at 5th level, resistance 10 at 10th level, etc.
Your scales don't hamper any modes of speed, and whether you can use class features or other special abilities like Arcane Spell Failure. You can sleep in your husk without penalty. You cannot wear any other armor while your scales are present. (Even if you gain Armor Proficiency from another class)
Your scales aren't treated as armor for the purpose of being affected by spells or other abilities. You can't grant it an enchantment bonus with magic vestment, nor can you imbue it with special properties, as you could a normal suit of armor. Magic enhancements like Brilliant Energy still bypass these scales like they are manufactured armor.
You can't take off your scales, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in your sloughing off a pile of scales that crumble to dust if handled.
Starting at 5th level, you can also take some time to meditate to further toughen your scales with magical enchantments of +1/5 class levels. Like the Imbue Draconic Weapon ability you can choose the enchantments to assign up to if not all of your enchantment bonus.

Enchantment List still under construction/deciding on whether to add the enchantment feature at all.

-Natural Armor:
Along with the Draconic Scales class feature, a Wyrmfire Disciple also gains an additional Natural Armor bonus as he levels up, as shown on the table (+1 bonus per 4 class levels). If the Wyrmfire Disciple already has Natural armor from another non-magical source, use the higher of the two values. Magical items stack on top of this bonus.

-Draconic Adaptation:
At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier. (see the table on page 13 of Player's Handbook II)
At 13th level, you can choose as a swift action to share the effect of your draconic adaptation with any or all allies within 30ft. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first.

-Dragon Wings (Ex):
At 5th level, you grow a pair of wings that resemble those of your totem dragon, gaining a fly speed equal to your base land speed (average maneuverability). Your wings aid your jumps, giving you a +10 racial bonus on Jump checks.
You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but you then become fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying.
When you reach 10th level, you have enough stamina and prowess to fly for longer periods. You can fly at your base land speed +10 (good maneuverability), and flying requires no more exertion than walking or running.
When you reach 15th level, your flight improves again, allowing you to fly at a speed equal to twice your base land speed, and while carrying a medium or heavy load (including heavy armor).
Upon reaching 19th level, flying is as natural to you as walking. Your maneuverability while flying improves to perfect.
Your wings allow you to make a dive attack. A dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.
If you already have wings or a flight speed, take whichever is better (Speed, Maneuverability, Weight load, etc)

-Imbue Draconic Weapon: At 6th level, a wyrmfire disciple gains the ability to enhance his draconic weapon of choice. He can add any of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a wyrmfire disciple can add to his weapon improves to +2, +3, and +4, respectively. A wyrmfire disciple ca choose any combination of weapon special abilities that does not exceed the total allowed by the wyrmfire disciple's level. For example, an level 18 wyrmfire disciple is capable of several combination between his four different weapons. He could have +1 weapon ability on each, +2 weapon abilities on 2, +1 on 2 and +2 on one, etc.
The weapon ability or abilities remain the same every time he uses his natural weapons (unless he decides to reassign its abilities; see below). The ability or abilities apply to any of the natural weapons he can choose between. (ex: By lvl 8 a wyrmfire has 4 weapons to choose between).
A wyrmfire can reassign the ability or abilities he has added to his natural weapons. To do so, he must first spend 8 hours in concentration. After that period, the natural weapons are imbued with the new ability or abilities selected by the wyrmfire disciple. For example, a 10th-level wyrmfire disciple might have initially chosen to imbue each of his claws with the flaming property, a +1 weapon property for each equaling his +2. However, on learning that he and his party may face a enemy vulnerable to acid the next day, he could take 8 hours to change his elemental energies from flaming to make his claws deal acid damage from the corrosive weapon property, both +1 properties as well.

Enchantment List still under construction/deciding on whether to add this feature at all.

-Commune with Totem Dragon (Sp):
At 12th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.

-Frightful Presence (Ex):
Starting at 14th level, your draconic form alone is enough to strike terror into the hearts of the weak. Whenever you attack or charge (including a dive), all opponents with fewer levels or HD than your Wyrmfire Disciple levels that are within 30 feet are subject to this effect. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your Wyrmfire Disciple class levels + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, affected creatures become shaken for a number of rounds equal to 1d6 + your Cha modifier (minimum 1 round). If the creature has 4 or fewer HD, it instead is panicked for the same amount of time. This ability does not stack on subsequent rounds, but affected creatures are subject to a new Will save after you attack or charge them following the end of this effect. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. (See the “Alternate Abilities” for different effects that you can choose to substitute with the Fear effect.)

-Dragon Apotheosis:
Upon reaching 19th level, your transformation into the powerful creatures you are devoted to is complete. You lose the Dragonblood subtype and your creature type changes to Dragon; for all intents and purposes, you are considered a True Dragon and your original race at the same time. The creature type change grants Darkvision out to 60ft (add to preexisting if already has Darkvision), low-light vision and immunity to magic sleep effects and paralysis effects.
The Wyrmfire Disciple does not use the dragon aging categories, instead retaining the standard aging category for characters. However the Wyrmfire Disciple no longer takes ability score penalties for aging, though he still gains the ability score benefits, cannot be magically aged, and his maximum age is removed. The Wyrmfire Disciple still dies from old age.
In addition, the Wyrmfire Disciple gains SR equal to 10+class level, an inherent +4 bonus to Str, Con, and Cha, and gains an additional Damage Reduction dependent on his Totem Dragon. If his totem dragon is metallic, he gains DR 20/Evil, whereas if his totem is chromatic, he gains DR 20/Good. (See “Alternate Abilities” for different Dragon-based Damage Reduction)

Igneel
2010-11-14, 03:15 AM
~Under Construction for Alternate abilities/extra stuff~

Mechanics of Transformation

*Type, Subtype, and Race: You retain your original type and subtypes, gaining the dragonblood subtype {at 1st level}/Dragon type {at 19th level}. You still count as a member of your original race for the purpose of any effect or preequisite that depends on race. This also makes you vulnerable to effects that effect both you new subtype/type and original race. [ex: A human turned dragon could be effected by a Bane weapon focused on both types.]
*Racial Hit Dice: You retain your original racial Hit Dice, as well as all benefits gained therefrom (base attack and save bonuses, skill points, hit points, and so on).
*Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the dragon type change.
*Size: You retain your original size [save for any changes caused by racial effects, or other sources.] If the original race had Powerful Build or Slight Build as a racial trait, it is also retained.
*Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race. Other racial traits related to speed or movement, such as the dwarf's ability to move at full speed in medium or heavy armor are lost.
*Languages: You retain any languages you already know. You gained Draconic as an automatic language at 1st level.
*Favored Class: You retain your original favored classes.
*Level Adjustment: You retain your original level adjustment.
*Other Racial Traits: You retain all othe racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, spell-like abilities, and so forth. Although thanks to the transformation there maybe some things you can't qualify for any more. Some examples warrant clarification.
-If you no longer qualify for a feat/PrC/etc due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
-For PrC, you lose the benefit of any class features or other special abilities granted by the class. You retain Hit Dice gained from advancing in the class, as well as any improvements to base attack bonus and base save bonuses that the class provided. If you later meet all the prerequisites for the class, you regain the benefits.


Ex-Wyrmfire Disciples:
Wyrmfire Disciples who change alignment could lose their powers. If a wyrmfire disciple changes to an alignment still appropriate to the dragon to which he is already dedicated, nothing happens. However, if the wyrmfire disciple changes to an alignment inappropriate for his totem dragon, he immediately loses all abilities granted by the wyrmfire disciple class and becomes an ex-wyrmfire disciple.
An ex-wyrmfire disciple can choose a new dragon (color/metallic hue/gem/etc) to emulate and thus regain the powers granted by the class. To switch to a new totem dragon, he must find wyrmfire disciple of higher level who is dedicated to that dragon type. The higher-level wyrmfire disciple must willingly expend all her touch of vitality on the ex-wyrmfire disciple each day for a week. At the end of the week, the ex-wyrmfire disciple gains the class features of a wyrmfire disciple dedicated to the newly chosen totem dragon, including exchanging the focus of any class-granted Skill points/boosts. Most wyrmfire disciples who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex- wyrmfire disciple retrieve magic items that will add to his sponsor’s power or simply a short quest to prove the ex- wyrmfire disciple’s worth.
Wyrmfire disciples can go through the same process to switch chosen totem dragons even if they don’t change alignment. If a wyrmfire disciple has an alignment appropriate for a different dragon, the shaman can switch to that kind of dragon through a process identical to the one described above for ex- wyrmfire disciples.

-Alternate Abilities:
By the Dm's consent, a Wyrmfire Disciple can choose to use variants of their powers. By choosing to use a variant the player chooses to replace certain powers a normal Wyrmfire Disciple would have access to. Some variants are only able to be taken by disciples of certain alignments, breath energy, or even the origin of the dragon totem. The following lists different variants for Totem Dragons, Damage Reduction for the Dragon Apotheosis, and Frightful Presence.


*Totem Dragons:
~Metallic Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Mercury Dragon|
NG, CG, CN|
Bluff, Disguise, Survival|
Protected Sight (Ex): You are immune to blindness and dazzling, and you gain a +3 bonus to saving throws against light or pattern effects|
Line of light (deals fire damage)|Immunity and resistance are to fire
Steel Dragon|
LG, NG, LN, NE|
Bluff, Disguise, Profession|
Poison Resistance (Ex): You gain a +2 bonus on all Fortitude saving throws against poison|
Line of Acid|
[/table]

~Chromatic Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Brown Dragon|
LE, NE, CE|
Bluff, Hide, Survival|
Endure Elements (Sp): As the spell, except that you can target yourself only (at will)|
Line of acid|
Yellow Dragon|
CN, NE, CE|
Bluff, Spot, Survival|
Endure Elements (Sp)|
Cone of scorching air (fire damage) |
Rainbow Dragon|
LE, NE, CE|
Appraise, Bluff, Spellcraft|
Resist Energy (Sp): As the spell, except you cannot gain resistance to sonic energy and can target yourself only (at will)|
Line of Light (untyped damage)| Resistance, Energy, Energy Sheild and immunity are to fire[/table]


~Gem Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Amethyst Dragon|
NG, LN, N, CN, NE|
Bluff, Hide, Move Silently|
Body Equilibrium (Ps): As the psionic power (at will).|
Line of force (Use d4 damage dice)| Edit later
Crystal Dragon|
CG, CN, CE|
Gather Information, Jump, Swim|
Resilient Mind (Ex): You gain a +2 bonus on saves vs enchantment effects (including psionic powers from the telepathy disciplne) (always active)|
Cone of light| Resistance & Immunity is to Cold
Emerald Dragon|
LG, LN, LE|
Gather Information, Hide, Swim|
Defensive Precognition (Ps): As the psionic power (at will)|
Cone of sonic energy| Edit later
Sapphire Dragon|
LG, LN, LE|
Jump, Knowledge (history), Move Silently|
Wall Walker (Ps): As the psionic power (at will)|
Cone of sonic energy| Edit later
Topaz Dragon|
CG, CN, CE|
Hide, Survival, Swim|
Water Breathing (Ex)|
Cone of dehydration| Resistance and immunity is to cold
Obsidian Dragon|
LE, NE, CE|
Appraise, Psicraft, Survival|
Inertial Armor (Ps): As the psionic power, except not augmentable (at will)|
Cone of fire|
Amber Dragon|
NG, LN, N, CN, NE|
Jump, Spot, Survival|
Hunter (Ex): You gain Track as a bonus feat. Always active.|
Cone of superheated sap (Use d4 damage for fire damage)| Anyone failing the Ref save is entangled as the spell for 1d4 rounds. DC to break out of the sap is the breath weapon DC; associated resistance and immunity are to fire. [/table]


~Planar Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Battle Dragon|
LG, NG, CG|
Concentration, Diplomacy, Perform|
Courage (Ex): You gain a +2 morale bonus to saving throws against charm or fear effects (always active)|
Cone of sonic energy| Edit later
Chaos Dragon|
CG, CN, CE|
Bluff, Hide, Move Silently|
Entropic Shield (Sp): As the spell, except you can target yourself only (at will)|
Line of random energy (20% chance of acid, cold, electricity, fire, or sonic chosen randomly each breath)| Resistance and immunity are chosen randomly at character creation but do not change after
Etheral Dragon|
CN, CE, NE|
Appraise, Hide, Spot|
Ethereal Vision (Ex): You can see ethereal creatures as if they were visible. Always active|
Cone of force (use d4 damage dice)| Edit later
Howling Dragon|
CN, CE, NE|
Bluff, Listen, Move Silently|
Feral Hunter (Ex: You gain a +5 bonus to Spot checks and to Survival checks made to track a creature. Always active|
Cone of sonic energy| Edit later
Oceanus Dragon|
LG, NG, CG|
Spot, Survival, Swim|
Water Breathing (Ex):|
Line of electricity|
Pyroclastic Dragon|
LN, LE, NE, CE|
Bluff, Jump, Spot|
Resist Sound (Sp): As the spell resist energy, sonic energy only, except you can target yourself only (at will)|
Cone of ash (damage is half fire and half sonic)| Resistance and Immunity is to fire
Radiant Dragon|
LG, NG, LN|
Diplomacy, Heal, Sense Motive|
Protection from Evil (Sp): As the spell, except that you can target yourself only (at will)|
Line of force (Use d4 damage dice)| Edit later
Rust Dragon|
LG, LN, LE, NE|
Knowledge (dungeoneering), Move Silently, Survival|
Improved Sunder (Ex): You gain Improved Sunder as a bonus feat. Always active|
Line of acid|
Styx Dragon|
LE, NE, CE|
Spot, Survival, Swim|
Water Breathing (Ex)|
Line of acid|
Tarterian Dragon|
LE, NE, CE, CN|
Bluff, Diplomacy, Sense Motive|
Strength of Will (Ex): You gain a +2 morale bonus on saving throws against charm and compulsion effects. Always active|
Line of force (use d4 damage dice)| Edit later
Ectoplasmic Dragon|
CG, CN, CE|
Knowledge (psionics), Knowledge (the planes), Use Psionic Device|
Chameleon (Ps): As the psionic power (at will)|
Glob of flaming ectoplasm with a range given by the length of a breath weapon line at your class level. This glob then explodes as a energy burst of fire of radius equal to Ľ the range (round down to the nearest 5ft) as the psionic power (nonaugmentable) with the damage given by your level.| Resistance and immunity is to fire. [/table]


~Faerunian Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Deep Dragon|
CN, NE, CE|
Hide, Move Silently, Swim|
Treasure Seeker (Ex): You gain a +5 compentence bonus on Appraise and Search checks (always active)|
Cone of acid|
Fang Dragon|
CG, CN, CE|
Bluff, Jump, Survival|
Ventriloquisim (Sp): As the spell (at will)|
Instead of a breath weapon, you gain a increased claw damage die. In addition it deals 1 negative level for every 2 dice of damage other Wyrmfire Disciple with their breath weapon (Fort save at your breath weapon DC negates). |Overcomes damage reduction as if it were silver (8th), chaotic-aligned (12th), cold iron (16th), and epic (20th) cumulative. Instead of an energy immunity, you gain immunity to ability drain, and your resistance aura gives a bonus to saving throws against ability damage or drain.
Shadow Dragon|
CN, NE, CE|
Hide, Jump, Move Silently|
Mirror Image (Sp): As the spell (at will)|
Cone of energy drain; you deal as one negative level for every two dice of damage other Wyrmfire Disciples deal with their breath weapons (A Fort save at your breath weapon DC negates)| Immunity is to energy drain, and resistance provides a bonus to saves versus illusions.
Song Dragon|
NG, CG, CN, CE|
Bluff, Disguise, Jump|
Feather Fall (Sp): As the spell, except that you can target yourself only (at will)|
Cone of electricity|
Mist Dragon|
NG, LN, N, CN, NE|
Bluff, Sense Motive, Survival|
Water Breathing (Ex)|
Cone of steam (deals fire damage)| Immunity and resistance are to fire
Maztican Dragon, aka Rain Dragon, aka Tlalocoatl|
LN, NE, LE|
Spellcraft, Survival, Swim|
Water Breathing (Ex)|
Cone of cold| [/table]


~Epic Dragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Force Dragon|
NG, LN, N, CN, NE|
Concentration, Knowledge (the planes), Spellcraft|
Mage Armor (Sp): As the spell, except you can target yourself only (at will)|
Cone of force (use d4 damage dice)| Edit later
Prismatic Dragon|
NG, LN, N, CN, NE|
Knowledge (arcana). Perform (singing or oratory), Search|
Mage Armor (Sp)|
Cone of Light| Immunity and resistance aura are to spells with the Light descriptor and to blindness[/table]


~Nondragons~

{table=head]Dragon|Alignments|Class Skills|Draconic Adaptation|Breath Weapon|Special
Ankheg|
NG, LN, N, CN, NE|
Jump, Listen, Knowledge (geography)|
See Invisibility (Sp): As the spell, except you can target yourself only (at will) |
Line of acid |Class Ability
|
+x|
+x|
+x|
+x|
Behir|
NG, LN, N, CN, NE|
Hide, Spot, Survival|
Spider Climb (Sp)|
Line of electricity |
Frost Worm|
NG, LN, N, CN, NE|
Hide, Listen, Perform (vocal)|
Endure Elements (Sp)|
Cone of cold|
Pyrohydra|
NG, LN, N, CN, NE|
Spot, Survival, Swim|
Water Breathing (Ex)|
Cone of fire|Immunity and Resistance to Fire[/table]


*Frightful Presence:
Most dragons are known for their Frightful Presence, for the ability of scaring those lesser then them into cowering at their powers. Some dragons on the other hand, have developed abilities that change that Frightful Presence to have different effects. In such a way a Wyrmfire Disciple is able to substitute their Frightful Presence for a power their totem, or ones similar to it in exchange for the usual power. All are activated whenever you attack or charge (including a dive), all opponents with fewer levels or HD than your Wyrmfire Disciple levels that are within the radius of your Frightful Presence are subject to this effect. You can only choose one of any of the alternate effects, even if you qualify for another (ex: Evil/Undead/Fiendish heritage/Fire Subtype allows you to choose either Corrupting/Necrotic/Fiendish/Burning Presence effects.) If you change your Totem Dragon, or some other effect (ex: Turned undead), you can/must change your alternative effect to reflect the change of your Totem.


Awesome Presence (Ex): The mere sight of the Wyrmfire Disciple overwhelms weak minds. Whenever the Wyrmfire Disciple attacks, charges, or flies overhead, creatures within range that see him and have fewer Hit Dice than him take a –5 penalty on Will saves against the Wyrmfire Disciple's spells and other abilities for 1d6+Cha modifier rounds. Creatures with 4 or fewer Hit Dice are also dazed for 1 round. A successful Will save negates this effect and renders the creature immune to your awesome presence for 24 hours. Creatures with an Intelligence of 2 or less are immune to this effect.
Requirements: Only creatures with Powerful Build racial ability, are Large sized or larger Wyrmfire Disciples can have this variant presence.

Burning Presence (Su): The inner fire of the dragon totem radiates forth as pure heat. Each creature within 30 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn takes a number of points of fire damage equal to one-half the Wyrmfire Disciple's Class Level (Reflex negates). Creatures with 4 or fewer Hit Dice that take damage from this effect are also blinded for 1 round. A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action.
Requirements: Only Wyrmfire Disciple with dragon totems of the fire subtype, or whose base breath weapon deals fire damage, can have this variant presence.

Celestial Presence (Su): The Wyrmfire Disciple's sacred energy pours forth from your body like sunlight, searing those who don't share your morality. Whenever the Wyrmfire Disciple attacks, charges, or flies overhead, non-good creatures within range that have fewer Hit Dice than the dragon take a number of points of damage equal to one-half the Wyrmfire Disciple's Class Level and are blinded tor 1 round. Non-good creatures with 4 or fewer Hit Dice are instead blinded tor 1d6+Cha modifier rounds. A successful Fortitude save halves the damage, negates the blinding effect, and renders the creature immune to the Wyrmfire Disciple's celestial presence for 24 hours.
Requirements: This variant presence is most common among celestial and half-celestial dragon totems (as well as planar dragons native to the Upper Planes; see the Draconomicon), but any good-aligned dragon totems can have it.

Corrupting Presence (Ex): Waves of sickness emanate from the Wyrmfire Disciple, mirroring the corruption in his heart. Whenever the Wyrmfire Disciple attacks, charges, or flies overhead, creatures within range that have fewer Hit Dice than the Wyrmfire Disciple become sickened for 1d6+Cha modifier rounds. Creatures with 4 or fewer Hit Dice instead become nauseated for 1d6+Cha modifier rounds. A successful Fortitude save negates this effect and renders the creature immune to that Wyrmfire Disciple's corrupting presence for 24 hours.
Requirements: This variant presence is most common among black dragon totems, though any evil dragon totem can have it.

Dissolving Presence (Su): The air around the Wyrmfire Disciple becomes caustic, burning the flesh of all those nearby. Each enemy creature within 30 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn takes a number of points of acid damage equal to one-half the Wyrmfire Disciple Class Level (Reflex negates). Creatures with 4 or fewer Hit Dice that take damage from this effect are also nauseated for 1 round. A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action.
Requirements: Only dragon totems whose base breath weapon deals acid damage can have this variant presence.

Fatiguing Presence (Ex): The shock of the Wyrmfire Disciple's presence saps the strength of onlookers. Whenever the Wyrmfire Disciple attacks, charges, or flies overhead, creatures within range that have fewer Hit Dice than the Wyrmfire Disciple become fatigued for 1d6+Cha modifier rounds. Creatures with 4 or fewer Hit Dice instead become exhausted for 1d6+Cha modifier rounds. A successful Fortitude save negates this effect and renders the creature immune to that Wyrmfire Disciple's fatiguing presence for 24 hours.
Requirements: None

Fiendish Presence (Su): The profane horror within the Wyrmfire Disciple's soul permeates his surroundings, warping those who don't share his evil nature. Whenever the Wyrmfire Disciple attacks, charges, or flies overhead, non-evil creatures within range that have fewer Hit Dice than the Wyrmfire Disciple take a number of points of damage equal to on-half the Wyrmfire Disciple Class Level and are sickened for 1 round. Non-evil creatures with 4 or fewer Hit Dice instead become sickened for 1d6+Cha modifier rounds. A successful Fortitude save halves the damage, negates the sickened effect, and renders the creature immune to that Wyrmfire Disciple's fiendish presence for 24 hours.
Requirements: This variant presence is most common among fiendish and half-fiend dragon totems (as well as planar dragons native to the Lower Planes; see the Draconomicon), but any evil-aligned dragon totem can have it.

Freezing Presence (Su): An aura of unearthly cold surrounds the Wyrmfire Disciple, turning the blood of his enemies to ice. Each creature within 30 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn takes a number of points of cold damage equal to one-half the Wyrmfire Disciple Class Level (Fortitude negates). Creatures with 4 or fewer Hit Dice that take damage from this effect are also stunned for 1 round. A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action.
Requirements: Only dragon totems of the cold subtype, or whose base breath weapon deals cold damage, can have this variant presence.

Necrotic Presence (Ex): The Wyrmfire Disciple clutches to unlife so strongly that his presence instills nearby undead creatures with vigor. Each undead creature (other than the Wyrmfire Disciple itself) within 30 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn regains a number of hit points, while living creatures lose a number of hit points equal to one-half the Wyrmfire Disciple Class Level (similar to the effect of an inflict spell).
Requirements: A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action. Only undead Wyrmfire Disciples can have this presence. Upon becoming undead, a Wyrmfire Disciple can choose to replace its Frightful Presence with necrotic presence.

Shocking Presence (Su): The air around the Wyrmfire Disciple crackles with tiny bolts of blue-white lightning. Each creature within 60 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn takes a number of points of electricity damage equal to one-half the Wyrmfire Disciple Class Level (Reflex negates). Creatures with 4 or fewer Hit Dice that take damage from this effect are also dazed for 1 round. A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action.
Requirements: Only dragon totems whose breath weapon deals electricity damage can have this variant presence.

Thundering Presence (Su): The Wyrmfire Disciple's voice, his mighty wingbeats, and the creaking of his scales produce an earsplitting tumult. Each creature within 60 feet of the Wyrmfire Disciple at the start of the Wyrmfire Disciple's turn takes a number of points of sonic damage equal to one-half the Wyrmfire Disciple Class Level (Fortitude negates). Creatures with 4 or fewer Hit Dice that take damage from this effect are also deafened for 5 rounds. Creatures in the area of a silence spell (or similar effect) are immune to thundering presence, and a Wyrmfire Disciple entirely within such an area does not gain the benefit of its thundering presence. A Wyrmfire Disciple can render this presence inactive (or reactivate it again) as a swift action.
Requirements: Only dragon totems with a roar or similar special ability—such as the li lung (see Oriental Adventures) or the mountain landwyrm (see the Draconomicon)—or whose base breath weapon deals sonic damage can have this variant presence.

Damage Reduction:
If your totem dragon isn’t one of the basic totems, then they will be needing a different DR. Depending on the alignment for most totems will determine their DR. Evil/Good/Lawful/Chaotic are dominant over any with a Neutral half alignment, so the only ones that get Neutral DR is those True Neutral.

-Evil Dragons get DR/Good
-Good Dragons get DR/Evil
-Lawful Dragons get DR/Chaotic
-Chaotic Dragons get DR/Lawful
-True Neutral Dragons get DR/-

=======

Fluff
Playing a Wyrmfire Disciple
As a wyrmfire disciple, you believe that acquiring power is a worthy end all by itself. You are a disciple of the closest thing to a deity on any plane of existance, mortal or immortal. You gain control over the elemental energies that your guides in life control as easily as they breath. By having this power, you can change the world accordingly to your will, be it beneficent or malign. Those who have or seek power deserve your respect, while those who have power but don't use it fail to earn your acknowledgement. You gain strength in body, will, and spirit through the combination of devotion, training, researching, and inheritance from dragons, a primal embodiment of power.
You need to remember the nobility, grace and power of the forces you seek to control, and act in all ways as you would expect a dragon to act. You are a fierce ally, a fearsome enemy, and never lack confidence when it comes to action. You see the value of certain types of treasure, but refuse to be slowed down, or told you depend to much on such things that you own. You are constantly on the quest of self-improvement, you take every opportunity to test your powers against any challenge thrown at you. You are deadset on the goals you have set, and never allow your desire for dragon ascension to eclipse what you want to do with those powers. Your goals can be either simple, grand or both, requiring years to a lifetime of work- eliminating whole nations that oppose you, ruling a kingdom, founding a community, righting ancient wrongs, and finally being acknowledged by dragons as one of their kind, and so on. Nothing lesser then that is worthy of your time.

-Religion:
Wyrmfire disciples can worship any deity, but few do, preferring to focus more on dragons then deities. The few that do have religious beliefs are drawn to gods that fit their belief in how to gain power. Those that depend more on the arcane side of their power side with the same gods as sorcerers: Wee Jas, Vecna, and Boccob. Those that depend more on their inheritance of dragonblood worship dragon deities, including Bahamut and Tiamat being the common ones, and are willing to do so even in lands where few others do. Those more out going wyrmfire disciples worship Erythnul, Gruumsh, Heironeous, Hextor, Kord, or St. Cuthbert to acquire for physically demanding power gain. Lastly some go as far as worshipping actual dragons, whether in legend or fact, basing their way of thinking on the dragon's nature.

-Other Classes
You value study, discipline, and power. You get along with melee-oriented classes for their devotion in bettering themselves in their skill and mastering styles of combat such as monks and fighters, while they appreciate the benefits you can grant them however short of a time. You get along well with spellcasters, especially those who take their studying for more knowledge in their field like the wizard, bard, and druid. Sorcerers, dragonfire adepts, and dragon shamans tend to flock to you to share knowledge and keys to greater power from the dragons they all are keyed to.
Those that follow codes of conduct like paladins, clerics and some monks may be suspicious of your moral outlook unless you are dedicated to a dragon that follows a similar cod of ethics to theirs. Rangers may or may not have the biggest issue with your abilities; especially those who have dragons as a favored enemy, might attack you on sight or think of you as a way to learn more about their enemy.

-Combat:
Wyrmfire Disciple often lead at the front, rather then the back of the group once combat insues. Thanks to your Scales and Natural Armor bonuses your more resilient then the spellcasters, and sometimes even some of the fighters. By keeping as many of your allies as possible inside the range of your draconic aura, you and your party can both benefit from their effects all the while you focus on melee using your fearsome natural weapons. Even those that fight from a distance aren't safe from you courtesy of your breath weapon's adaptability, and ability to hit multiple targets in a single breath. You can effectively be a hard hitter of your party.
Outside of battle you also make an effective swiss army knife of sorts. You can help those that act as scouts by activating the Senses aura for the lookouts benefit, Presence aura for interaction with NPCs, along with other things. Even if you already have a healer in the group, your Vigor aura and Touch of Vitality can lessen their load and reserve spells for future uses. Along with your auras, your invocations add even more versitility to your disposal whether in or out of combat.

-Advancement:
You are working on turning yourself into a dragon, and to do that you would do your best to stay as a Wyrmfire Disciple. This is your life goal, a motivational force for years of training, practice, study, and finally experimentation. In staying in the class you benefit from improvements to your auras, invocations, breath weapons, scales, wings, and eventually the final transformation.
If you do multiclass, a few levels in Dragon Shamans and Dragonfire Adepts can increase already existing class abilities even more so, especially with the benefits of the new feats.
A level in barbarian can grant several benefits that could help in combat, regardless of when you take that 1st level. The fighter class might be a strong second choice in regards of choosing a more melee oriented multiclass for its bonus feat, but that's about it.
Bard or other spellcasting class like it might be interesting for some of their class benefits such as bardic music from the bard, trapfinding from the beguiler, or armored mage from duskblade, etc.
More Lawful styled characters might find use from levels in Monk to come in handy with some of the 'weaknesses' of the class being covered (lack of armor, now you have Natural Armor), and your melee powers could increase in number of attacks per turn (via Flurry).

-Resources:
Wyrmfire Disciples range few and far in most forms of society. They are more prominent in more shamanic communities or cultures seeped in dragon influence. Thanks to this they don't tend to gather to form organizations that last any number of years. They are more likely to get support from Sorcerers, Dragon Shamans, or Dragonfire Adepts and organizations formed around dragon research then anybody else.

Wyrmfire Disciple
There he is, testing his powers each in turn, thinking that eventually he'll become a dragon or something. A bunch of silly mammal notions if I've ever heard them... -Natascratch a female Green Dragon, observing a Wyrmfire Disciple through scrying magic

-Daily Life:
A wyrmfire disciple remains ever ready to face the challenges of a new day, and chances to increase their power. Without the need to rest for their powers, wyrmfire disciples can leap up in pursuit of power whenever they desire. Alot of wyrmfire disciples divide their time between practicing the various powers of the dragon, undertaking study of their arcane invocations, and gathering more knowledge of their inevitable goal of dragonhood. Good-aligned wyrmfire disciple tend to be like their totems and help defend the weak and frightened, as while evil wyrmfire disciples chase after more treasure and more power. Chaotic wyrmfire disciples are often impetuous and energetic, while lawful wyrmfire disciples tend to be more ready to improvise and less rigid in their thinking than some might expect. No matter the alignment wyrmfire disciple are always alert for new sources of draconic lore and investigate likely leads for more power. To wyrmfire disciples, life and adventure are one and the same.
Some wyrmfire disciples possess the charisma and take-charge attitude required of great leaders, but many suffer from an inability to empathize with those they lead. Wyrmfire disciples respect the pursuit of power and knowledge, but look down upon those who live by other philosophies. Despite their natural leadership skills, a wyrmfire disciple rarely takes a leadership role over any group of followers for any length of time. Even though each wyrmfire disciple gives respect to their brothers or sisters of the order, each is always trying to outdo each other in any kind of pursuit.

-Notables:
There haven't been many Wyrmfire Disciples, but what few there have been left large marks in history each in their own way.
Valderg "Wings of Fire" was born with a very strong presence of draconic heritage amongst the rest of his human barbarian tribe. Because of him being born half red dragon he was feared and respected by his tribe, only for him to eventually become the chief over them. Throughout his years of leadership the tribe grew in strength through conquest and war. Just when he was at the peak of his power, Valderg mysteriously left his tribe rumored to of joined his father dragon in greater quests of power.
OrnCaex on the otherhand, was born pure human, and reborn through the grace of Bahamut. Taking Bahamut's gift to heart he took the powers of a Wyrmfire Disciple to protect the weak from the spawns of Tiamat. Then one day after many years of active service, he went toe to toe against a Black dragon aiming to slaughter a town he had sworn to protect. Sadly during the fight both were greviously injured to the point that both died from their wounds. It is said that Bahamut personally came to see OrnCaex's soul and took him to become a guardian dragon for the god.

Npc Reaction
Most NPCs may regard a Wyrmfire Disciple as either a friend or a foe depending on their feelings towards draconic creatures. Because they have easy noticable draconic features such as scales, claws, and even wings, some might are mistaken for being half-dragon, and thusly treated as either freaks of nature or shining examples of power. Because of this they could just as easily be accepted among barbaric tribes to being run out of towns plagued by dragons.

Wyrmfire Disciple in the game
A Wyrmfire Disciple has a variety of possible roles in any game. They can be a reasonable tanks, back up healers, mid-ranged hitters, possible scouts, a party face, etc depending on the build a player goes with. Some players may go with a Natural Weapon-style meleer, while some might try for a Swiss-Army Knife with Auras and Invocations.

Adaptation:
Any game that has any form of dragon fanatics, worshippers, or even despises can hold Wyrmfire Disciples reasonably well. There are [will be] even some alternate totems for campaigns with specific dragons.

Encounters:
Not being able to "spam" breath weapons like a dragonfire adept, they like to use theirs at the beginning of combat to try and get as many enemies before melee. This holds especially true when up against multiple enemies at the same time, aiming for either the melee-style characters, or the spellcasters to make it easier for following rounds. From their they can enter combat with auras or invocations that benefit them the best.

[[Sample Encounter will be added at a later date]]

Igneel
2010-11-14, 03:19 AM
Changelog/Authors Notes:
Alright, this class is more or less the combination of my two all time favorite classes called the Dragon Shaman [PHB 2] and the Dragonfire Adept [Dragon Magic]. Been working on this for some time now, and am now seeking advice from those more experienced in the field of Homebrew on account this is my first attempt at a class.

Alot of this is based off of Official material/some Homebrewed found on this site, but I would very much like to add some features that don't seem as much as 'Copy & Paste' if you get my point.

Any and all help/advice/critiques is welcomed, and thank you all in advance.
===
11/15/10
Got a bunch of suggestions from Antigamer, which has brought attention to some details I'll need to fix.

Igneel
2010-11-24, 02:10 AM
Posting this from another thread, as a way to be sure to save these suggestions, and as a shameless BUMP.


Igneel:
-Touch of Vitality:
"For every 5 points of your healing ability you expend you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual."
Does this mean you can heal 5 hp and remove the sickened condition, or expend the ability to heal 5 hp and instead remove sickened?
I would put the ability damage at 10 hp rather than 5 hp.

Expend 5/10/20 for curing a condition/ability damage/etc, just like the Dragon Shaman's version from PHB2.
Hmm... I guess I could move ability damage to 10 rather than 5...

-Breath Weapon (Su):
"You may temporarily change this energy to that of a different totem as a move action, lasting for one minute or until you change it again, after which time your breath weapon reverts to the default, or till you take another move action to change it again."
Access to all energy types as a breath weapon at 2nd level is a bit much. Maybe every couple of levels he gains another to switch between? And he shouldn't gain the energy type opposed to its totem dragon.

Interesting point. Originally I was thinking along the lines of the Dragonfire Adept's version of being able to pick what breath weapon effects you want (1 @ 2nd, another at 5th, 10th, 15th, and 20th) But I was thinking along the lines of the Dragonborn of Bahamut's breath weapon, which you can choose what energy to deal. I know it was one of the most complained things that you basically had to choose a totem that dealt a energy type that you could use in the later half of a game for the Dragon Shaman.

Another thing was that I didn't want to tread on the DfA's strongest breath weapon effects (Slow, Tiamat fivefold, & Bahamut disintegrate.) Course I was also thinking about incorporating other Deitific dragon breaths like Tamarya for a healing, or Falazure for negative energy, etc

I might put up a ruling on the opposing element (fire-cold, acid-electricity, etc).

Also, you're a tad front-loaded at level one. I'd switch Draconic Weapons (Claws), Draconic Scales, or Touch of Vitality to level 2.

I was worried about that.... I think that I could move either Draconic weapons (claws) or Touch of Vitality back one level. Scales seems more important at first since they don't get an armor.

-Draconic Scales (Ex):
A free armor bonus 6+1/3 your class level, with no movement penalty, no spell failure %, to a class that has no armor proficiencies, is too strong, especially for 1st level. That needs to come down, possibly just have the whole score be based off levels. I think it should only grant resistance to your totem dragon's energy as well.

Hmm... I was trying to base this somewhat on the class feature replacement for heavy armor wearers... maybe I need to change something. Maybe a spell failure & movement penalty, but they gain armor casting like the Duskblade?

What I'm afraid of with scaling with level is that at 1st level, yes they would get +6 to AC, but by lvl 20 they'd be getting a +12. Not including Natural Armor, and Dex that's a 22 AC. As opposed to your suggestion (if I'm reading right) of +1 at 1st, +20 at lvl 20. Not good at the beginning for a melee-style character, but better by the end.

Another thing I thought about was giving it an Imbue Enchantment like the Draconic Weapons, but with armor enchantments/advancing (getting a magical +1-5 modifier for example). Would that work?

Resistance: Funny... I thought I mentioned that it was to your totem...?

-Imbue Draconic Weapon:
8 hours of concentration, or 8 hours of sleep?

Sleep would probably be better, kinda based the text off of the Soulknife's version. Any suggestions on enchantments (outside of Flaming, Shocking, Acidic, etc)?

-Dragon apotheosis
"his maximum age is removed. The Wyrmfire Disciple still dies from old age."
I sense a contradiction.

Monk and Druid have something along these lines if I recall. I'll think about how to re-write it as to make it clearer to understand....

On invocations:
Baleful Geas: Is extremely, extremely powerful. Geas should never be a standard action.
Io's Call: Seems...useless?
Energy Immunity: Needs a 1 at a time clause.
Roar of Changing: Needs nerfing, Baleful Polymorph at will is not a good idea.


-Baleful Geas: Invocation from DfA that I have always had to ask a DM how it is ruled (Spell-like ability/Invocation state standard action, but Geas is a 10 min). Have been thinking about either substituting it with something closer to a Domination spell, letting a DM choose which casting time, or just erasing it from the list all together.
-Io's Call: Draconic version of Warlock's Call (Cityscape Warlock invocation). There is a use for it once you get to Epic, since there is a epic feat (which I plan on reproducing) that replaces the damage, and allows it to be used on other planes and such. Course it is also on the possible chop block since without the feat it is next to useless.
-Energy Immunity: Another typo that I thought I mentioned your suggestion.
-Roar of Changing: Another Warlock invocation. I didn't really change it outside of the name. I guess I could try to nerf it somehow...



Thanks for all the tips Anti. Alot of it was things that I was worried about, and now I know that I'm not the only one. I will work out these problems as I get time when my internet access isn't so wonky.

====
Edit
Going to put up proposed changes here so that I can edit later in the morning/day when I get a chance to do so.


Also, proposed changes for some of my class features-

Scale Change:
* +3 Base AC + 1/3 class level (+3 @ lvl 1, +9 @ lvl 20) + Enchantments (+1 @ lvl 5, +5 @ lvl 20)= +5 @ lvl 5, +14 @ lvl 20
* Resistance to base energy damage of totem 5 @ 5th, 10 @ 10th, 15 @ 15th, etc

Breath Weapon Change:
* 3 possible elemental damage (Base energy + 2 [can't have opposing element]), Base first, 2nd energy 2-3 lvls later, 3rd energy 2-3 lvls later.
* Possibly add pool of Status effecting breaths for player to choose (Sleep, Slow, Paralysis, Weakening, etc)?

Age Wording:
"The Wyrmfire Disciple does not use the dragon aging categories, instead retaining the standard aging category for characters. However the Wyrmfire Disciple no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however remain in place. Bonuses still accrue, and the wyrmfire disciple still dies of old age when his time is up."

gkathellar
2010-11-24, 07:15 AM
I don't know how much the class can be evaluated until you revise the auras. As it stands, Chambers' marshal/warlock-based aura system is incompatible with the setup for auras you have presented. So either you need to change them or use the auras from one of the other Dragon Shaman fixes floating around the forum (like this one (http://www.giantitp.com/forums/showthread.php?t=147604)).

Assuming a fairly standard power level for auras ... it looks like it might be kind of overpowered. It's still tier 3, but it's at the really high end of tier 3, especially at early levels. A level 1 wyrmfire adept is significantly better and more useful than a level 1 warblade, and that's a problem.

Igneel
2010-11-30, 02:53 AM
I don't know how much the class can be evaluated until you revise the auras. As it stands, Chambers' marshal/warlock-based aura system is incompatible with the setup for auras you have presented. So either you need to change them or use the auras from one of the other Dragon Shaman fixes floating around the forum (like this one (http://www.giantitp.com/forums/showthread.php?t=147604)).
I have to agree with you on this. I am currently working out a way to fix this, but may be forced to revert to how the Dragon Shaman goes about it. But I'm determined to get them to work, especially once my laptop is fixed so that I can work on this full-time. I also thank you for the link.

Assuming a fairly standard power level for auras ... it looks like it might be kind of overpowered. It's still tier 3, but it's at the really high end of tier 3, especially at early levels. A level 1 wyrmfire adept is significantly better and more useful than a level 1 warblade, and that's a problem.
I have noticed this, and am working on editing it. Currently I'm thinking about moving the Claws and Touch of Vitality to a different level (minimum of lvl 2?) so that they at least have to use Simple weapons to begin with.
Or is this about the Auras/Invocations? Either way, I thank you for your helpful pointers and will continue working on my first homebrew to my fullest.

=====
Alright, since I took the initiative to print out my class so that I could have a hard copy I've been doing some thinking/editing for possible things to make it somewhat more balanced.

Edits/Proposal Ideas


{Table Edit} Move Draconic Weapons (Claws) & Touch of Vitality to lvl 2 instead of original lvl 1 so its not as top-heavy.
Auras:
-{Addition} In addition to your base aura bonus gained through levels, you also gain your Cha mod equal to your Wyrmfire Disciple level as a bonus to your Aura. A 5th lvl Wyrmfire Disciple with a Cha score of 17 would have a Aura bonus of +5 [+2 from levels, +3 from Cha].
-{Text Edit} Until all 9 Major Auras selected are known at 20th level.
-{Table/Text Edit} Include that you learn the ability to use Least Auras at 1st level, Lesser at 6th, Greater at 11th, and Dark at 16th.
-{Addition} Dual Minor Aura (Su). Starting at level 11 the wyrmfire disciple is able to channel and project two minor auras at the same time instead of just one.
-{Addition} Dual Major Aura (Su). Starting at level 19 the wyrmfire disciple is able to channel and project two major auras at the same time instead of just one.
Invocations:
-{Text Edit/Proposal} Baleful Geas: Can be case either as a Lesser Geas Spell as a Standard Action in exchange that the target gets a Will save to negate. Or as the Geas/Quest spell for no Will save at the 10 min casting time. Either way you can only control one creature at a time. If you successfully gain control over another creature, the first gains freedom.
-{Text Edit/Proposal} Dragonspawned Grace: Shapechange into your Dragon Totem of its age category equal to or less HD to your Wyrmfire Disciple level.
-{Text Edit/Proposal} Wall of Perilous Flame: half of the damage is not affected by Resistance Fire like the Holy strike spell.
-{Text Edit/Proposal} Io's Call: Tempted to just cut it, or find a better spell then Sending.
-{Text Edit/Proposal} Energy Resistance/Immunity: 1 casting per recipient and only one element per casting.
-{Text Edit/Proposal} Path of Shadows: I don't know why that is still there. Gonna delete that.
-{Proposal}
Wyrmfire Disciples are granted bonus invocations known by their charisma score. See invocations for a further explanation.
{table] Score | Bonus Invocations | | |
| Least | Lesser | Greater | Dark
1-13 | - | - | - | -
14-15 | 1 | - | - | -
16-17 | 1 | - | - | -
18-19 | 1 | 1| - | -
20-21 | 1 | 1 | 1 | -
22-23 | 2 | 1 | 1 | -
24-25 | 2 | 1 | 1 | -
26-27 | 2 | 2 | 1 | -
28-29 | 2 | 2 | 2 | 1
30-31 | 3 | 2 | 2 | 1
32-33 | 3 | 2 | 2 | 1
34-35 | 3 | 3 | 2 | 1
36-37 | 3 | 3 | 3 | 2
38-39| 4 | 3 | 3 | 2
40-41 | 4 | 3 | 3 | 2
42-43 | 4 | 4 | 3 | 2
44-45 | 4 | 4 | 4 | 3
[/table]

{Text Edit} Touch of Vitality: Move Ability drain recovery to 10 points to heal.
{Text Edit} Breath Weapon: You may temporarily change this energy to that of a different totem as a move action, lasting for one minute or until you change it again, after which time your breath weapon reverts to the default, or till you take another move action to change it again. Because of your dedication to your totem dragon, you can't change the element damage to the opposing element. [fire-cold, acid-electricity]
Scales:
-{Text Edit} Your scales at first hamper any modes of speed, and whether you can use class features or other special abilities like Arcane Spell Failure much like Studded Leather Armor [Conferring the penalties like they are wearing a suit of Studded Leather armor]. As you gain levels however, you learn how to cast your invocations without being hampered. At every 2 levels of this class [starting at lvl 2] you can ignore 5% of your Arcane Spell Chance Failure. Ex: At lvl 2 you have 10% chance, by lvl 4 you have 5% chance, and finally at lvl 6 you have 0%.
-{Text Edit} Gives a Armor Bonus equal to 3+ 1/3 class levels
-{Text Edit} Grants increasing energy resistance to Totem's energy of +5 every 5 class levels [5 @ 5th, 10 @ 10th, etc].
-{Proposal} Scales gain enchantment bonus like Draconic Weapons, scaling +1 every 5 levels. (max of +5 @ 20th level, 9 from scales +5 from enchantments for a 14 Armor by 20th level.)
{Text Edit/Proposal} Dragon Wings: By taking a standard action your able to 'summon' your wings to materialize, or dismiss them back into your back.