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)
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)