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MammonAzrael
2011-02-27, 04:55 PM
Dragon Apostle

http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg
”The incredible power of the dragons is matched only by their majesty. Power and majesty I will harness myself!”

- Tatiana Flameworthy, a potential gold dragon apostle

Dragon apostles believe in the awesome might of the dragon, seeing it as a creature above all others, perfect in form and function. Through their own experiences and beliefs, they identify with a particular breed of dragon, revering it, and wishing to follow in it’s footsteps. Using that as a representation of their own strength, a dragon apostle derives great power from the dragons they model themselves after. As they grow in experience and skill they become more draconic, taking on many aspects of the particular dragon they idolize.

Becoming a Dragon Adept
Any race can see the allure of the powerful dragon, and dragon apostles can be found throughout the world. Most dragon apostles begin their careers holding up all dragons, as dragonfire adepts or dragon shamans, slowly gaining a small portion of draconian potency, before they narrow down their ideals and define their desires enough to follow a certain breed above others. However, not all apostles begin so, as some creatures find their own abilities and mindsets mirroring those of dragons. Regardless of how the enter, dragon apostles are usually tough and determined, with high constitutions and charisma.

Entry Requirements
Skills: 8 ranks in Knowledge (Arcana)
Special: Dragonblood subtype, must have a breath weapon


http://www.wizards.com/dnd/images/dmag_gallery/100208.jpg

Skill points gained per level: 4 + Int modifier
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Hit Die: d8

Level|BAB|Fort|Ref|Will|Special

1|+0|+2|+0|+2|Totem dragon, aspect (1st ability), energy resistance 10

2|+1|+3|+0|+3|Breath weapon increase, damage reduction

3|+2|+3|+1|+3|Aspect (2nd ability), scales +1

4|+3|+4|+1|+4|Breath weapon increase

5|+3|+4|+1|+4|Aspect (3rd ability), breath weapon range increase

6|+4|+5|+2|+5|Breath weapon increase, energy resistance 20

7|+5|+5|+2|+5|Aspect (4th ability), scales +2

8|+6|+6|+2|+6|Breath weapon increase

9|+6|+6|+3|+6|Energy immunity

10|+7|+7|+3|+7|Aspect (5th ability), breath weapon increase

Weapon and armor proficiencies
A dragon apostle gains no additional weapon or armor proficiencies.

Breath Weapon, Draconic Aura, and Invocations
Your dragon apostle levels stack with your dragonfire adept levels for the purposes of determining the DC of your breath weapon, meeting the prerequisites of breath effects, determining the caster level of your invocations, and the grades of invocations you can learn.

Your dragon apostle levels stack with your dragon shaman levels for the purposes of determining the DC of your breath weapon and the bonus granted by your draconic auras.

Totem Dragon


You choose a totem dragon from the table below. You must meet the prerequisites to select a given totem dragon (alignment, breath weapon deals associated energy type, and 4 ranks in the given skill). If you already have a totem dragon, you must select that dragon; you do not have to meet the prerequisites. You gain additional class skills depending on the dragon chosen for your totem.

Dragon|Alignment|Energy type|Skill|Class skills

Black|Non-good|Acid|Hide|Hide, Move Silently, Swim

Blue|Non-good|Electricity|Spellcraft|Bluff, Hide, Spellcraft

Brass|Non-evil|Fire|Gather Information|Bluff, Gather Information, Survival

Bronze|Non-evil|Electricity|Survival|Disguise, Survival, Swim

Copper|Non-evil|Acid|Bluff|Bluff, Hide, Jump

Gold|Non-evil|Fire|Heal|Disguise, Heal, Swim

Green|Non-good|Acid|Bluff|Bluff, Hide, Move Silently

Red|Non-good|Fire|Appraise|Appraise, Bluff, Jump

Silver|Non-evil|Cold|Disguise|Bluff, Disguise, Jump

White|Non-good|Cold|Move Silently|Hide, Move Silently, Swim

Energy Resistance (Ex)


You gain resistance 10 to the energy type associated with your totem dragon. This resistance increases to 20 at level 6.

Totem Aspects


At the levels given on the class table you gain abilities based on your totem dragon. The DCs of any invocations gained are equal to 10 + the equivalent spell level + your charisma modifier. The DCs of any breath weapon-based abilities are the same as your breath weapon DC.

Black Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG71.jpg
Water Adaptation (Ex)


You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Deepened Darkness (Sp)


At 3rd level you gain the deepened darkness invocation (lesser; 4th). You can create magical darkness, as the deeper darkness (http://www.d20srd.org/srd/spells/deeperDarkness.htm) spell. You can see through this magical darkness without issue.
Noxious Breath (Su)


At 5th level, whenever your breath weapon deals acid damage, the damaged creature is sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 2 rounds. A successful Fortitude save halves the duration.
Corrupt Water (Sp)


At 7th level you gain the corrupt water invocation (greater; 6th). You can stagnate 1 cubic foot of water within 60 feet, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save or become fouled. A creature that ingests or breaths corrupted water must succeed on a Fortitude save or be nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round. You can still breath and survive in water your stagnated without issue.
Corrosive Breath (Su)


At 10th level you can breath particularly dangerous acid. Whenever your breath weapon deals acid damage the damaged creature takes 2 constitution damage. This damage is halved if they made their save against your breath weapon.

Blue Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg
Burrowing (Ex)


At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Sculpt Sound (Sp)


At 3rd level you gain the sculpt sound invocation (lesser; 3rd). You can use sculpt sound (http://www.d20srd.org/srd/spells/sculptSound.htm) as the spell.
Shocking Breath (Su)


At 5th level, whenever your breath weapon deals electricity damage the damaged creature is flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted) for 2 rounds. A successful Reflex save halves the duration.
Mirage (Sp)


At 7th level you gain the mirage invocation (greater; 5th). You can use mirage arcana (http://www.d20srd.org/srd/spells/mirageArcana.htm) as the spell.
Stunning Breath (Su)


At 10th level, whenever your breath weapon deals electricity damage the damaged creature is stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) for 1 round if they failed their save against your breath weapon.

Brass Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG79.jpg
Burrowing (Ex)


At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Wall of Flames (Sp)


At 3rd level, you gain the wall of flames invocation (lesser; 4th). You can use wall of fire (http://www.d20srd.org/srd/spells/wallOfFire.htm) as the spell.
Drowsy Breath (Su)


At 5th level, whenever your breath weapon deals fire damage the damaged creature becomes drowsy and is staggered (http://www.d20srd.org/srd/conditionSummary.htm#staggered) for 2 rounds, regardless of current HP. A successful Will save halves the duration. This is a magical sleep effect.
Blast of Wind (Sp)


At 7th level, you gain the blast of wind invocation (greater; 6th). You can create and control strong winds, as the control winds (http://www.d20srd.org/srd/spells/controlWinds.htm) spell. You cannot create winds greater than hurricane force.
Comatose Breath (Su)


At 10th level, whenever your breath weapon deals fire damage the damaged creature falls asleep for 1d6 rounds if they failed their save against your drowsy breath. This is a magical sleep effect.

Bronze Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg
Water Adaptation (Ex)


You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Comprehend Intent (Sp)


At 3rd level, you gain the comprehend intent invocation (lesser; 3rd). You gain a +6 bonus on sense motive checks and you can you detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) as the spell.
Avoidance Breath (Su)


At 5th level, whenever your breath weapon deals electricity damage the damaged creature cannot make melee or ranged attacks against you, nor target you with a spell or other effect for 1 round if they fail a Will save. This is a mind-affecting compulsion enchantment effect.
Aquatic Control (Sp)


At 7th level, you gain the aquatic control invocation (greater; 6th). You gain a +6 bonus on Swim checks and a +20 ft. bonus to your swim speed for a period of 24 hours, and an checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a standard action to cast control water (http://www.d20srd.org/srd/spells/controlWater.htm) as the spell.
Repulsion Breath (Su)


At 10th level, your breath repels those it touches, causing them to flee. Whenever your breath weapon deals electricity damage the damaged creature flees for 2 rounds by the best and fastest means available to them if they failed their save against your breath weapon. If they cannot flee, they cower (http://www.d20srd.org/srd/conditionSummary.htm#cowering). This is a mind-affecting compulsion enchantment effect.

Copper Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG82.jpg
Spider Climb (Ex)


You can climb on stone surfaces as though using the spider climb spell.
Stony Spikes (Sp)


At 3rd level, you gain the stony spikes invocation (lesser; 4th). You can use spike stones (http://www.d20srd.org/srd/spells/spikeStones.htm) as the spell. You are immune to the effects created by this invocation.
Persistent Breath (Su)


At 5th level, whenever your breath weapon deals acid damage the damaged creature takes half the acid damage dealt at the beginning of their next turn if they failed their save against your breath weapon.
Liquid Stone (Sp)


At 7th level, you gain the liquid stone invocation (greater; 5th). You can use transmute mud to rock (http://www.d20srd.org/srd/spells/transmuteMudToRock.htm) and transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) as the spells.
Slow Breath (Su)


At 10th level the acid you breath congeals on those hit, slowing them down. Whenever your breath weapon deals acid damage, the damaged creature is slowed as if affected by slow (http://www.d20srd.org/srd/spells/slow.htm) for 2 rounds. A successful Fortitude save halves the duration.

Gold Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg
Draconic Flight (Sp)


At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Humanoid Shape (Sp)


At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Tiring Breath (Su)


At 5th level, whenever your breath weapon deals fire damage the damaged creature takes a -6 penalty to Strength for 2 rounds. A successful Fortitude save halves the duration.
Baleful Geas (Sp)


At 7th level you gain the baleful geas invocation (greater; 6th). See page 79 of Dragon Magic.
Weakening Breath (Su)


At 10th level your flaming breath eats away at a creature’s muscles. Whenever your breath weapon deals fire damage the damaged creature takes 2 strength damage. This damage is halved if they made their save against your breath weapon.

Green Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG75.jpg
Woodland Stride (Ex)


You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.
Charm (Sp)


At 3rd level you gain the charm invocation (lesser; 4th). See page 79 of Dragon Magic.
Putrid Breath (Su)


At 5th level, whenever your breath weapon deals acid damage the damaged creature is nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round on a failed Fortitude save.
Enthralling Voice (Sp)


At 7th level you gain the enthralling voice invocation (greater; 6th). See page 80 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Deranging Breath (Su)


At 10th level you can breath particularly mind-eating fumes. Whenever your breath weapon deals acid damage the damaged creature takes 2 wisdom damage. This damage is halved if they made their save against your breath weapon.

Red Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG76.jpg
Draconic Flight (Sp)


At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Insatiable Desire (Sp)


At 3rd level you gain the insatiable desire invocation (lesser; 3rd). You gain a +6 bonus on Appraise and Sense Motive checks for a period of 24 hours, and such checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a full-round action to cast locate object (http://www.d20srd.org/srd/spells/locateObject.htm) as the spell.
Blazing Breath (Su)


At 5th level, whenever your breath weapon deals fire damage increase the fire damage dice by two steps (d6’s to d10’s, d8’s to d12’s, etc).
Terrifying Roar (Sp)


At 7th level you gain the terrifying roar invocation (greater; 5th). See page 79 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Searing Breath (Su)


At 10th level the burns from your fiery breath are extremely intense. Whenever your breath weapon deals fire damage it ignores any fire resistance and creatures with immunity to fire still take half damage (quarter damage of a successful save). In addition, any creature that is not resistant or immune to fire damage cannot take any actions on their next turn as they are overcome with pain unless they succeed on a Fortitude save.

Silver Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg
Cloudwalking (Su)


You can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Humanoid Shape (Sp)


At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Sapping Breath (Su)


At 5th level, whenever your breath weapon deals cold damage the damaged creature is fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Fog (Sp)


At 7th level, you gain the chilling fog invocation (greater; 6th). See page 79 of Dragon Magic. As long as your cloudwalking is active you can move through this fog as if it were a normal cloud.
Paralyzing Breath (Su)


At 10th level, whenever your breath weapon deals cold damage the damaged creature is paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed) for 1 round if they failed their save against your breath weapon.

White Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG78.jpg
Ice Walking (Ex)


This ability works like the spider climb spell, but the surfaces that you climbs must be icy. It is always in effect.
Frigid Wind (Sp)


At 3rd level you gain the frigid wind invocation (lesser; 3rd). You send out waves of ice-cold air in a 30 foot cone. All creatures within the area are fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Breath (Su)


At 5th level, whenever your breath weapon deals cold damage the warmth is sapped from the damaged creature’s bones, making it’s movement sluggish. If they fail a Fortitude save swift actions require a move action to perform, move actions require a standard action, standard actions require a full-round action, and full-round actions cannot be performed for 1 round.
Freezing Fog (Sp)


At 7th level you gain the freezing fog invocation (greater; 5th). You create a cold magical fog, as the solid fog (http://www.d20srd.org/srd/spells/solidFog.htm) spell, but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease (http://www.d20srd.org/srd/spells/grease.htm) spell. You are immune to the grease effect because of your icewalking ability. You can only have one freezing fog in place at a time; creating a second freezing fog automatically dismisses any freezing fog you previously created.
Crystalizing Breath (Su)


At 10th level your breath becomes so cold the very air crystallizes. Whenever your breath weapon deals cold damage the damaged creature takes 2 dexterity damage. This damage is halved if they made their save against your breath weapon.



Breath Weapon (Su)


At 2nd level, any breath weapon you have has it’s damage increased by one die whenever it deals energy damage of the type associated with your totem dragon. It increases by another die again at 4th, 6th, 8th, and 10th level.

At 5th level the range of your breath weapon increases. Your cone-shaped breath weapon’s range increases by half your class level x 5 feet, and your line-shaped breath weapon’s range increases by your class level x 5 feet. This range increase only applies when your breath weapon is dealing energy damage of the type associated with your totem dragon.

Damage Reduction (Su)


At 2nd level you gain damage reduction equal to your class level/Magic.

Scales (Ex)


At 3rd level your skin becomes thick and scaly, taking on a tint or hue of your totem dragon. You gain +1 bonus to your natural armor. This bonus increases to +2 at seventh level.

Energy Immunity (Ex)


At 9th level you gain immunity to the energy type associated with your totem dragon.

MammonAzrael
2011-02-27, 04:57 PM
Chromatic Dragon Adept


http://www.wizards.com/dnd/images/rodragon_gallery/94173.jpg
Entry Requirements
Skills: 18 ranks in Knowledge (arcana), 18 ranks in Knowledge (religion)
Special: Dragonblood subtype, must have a breath weapon capable of dealing at least 7 dice of acid, cold, electricity, or fire damage
Alignment: Must be Lawful Evil
Religion: Must worship Tiamat

Skill points gained per level: 4 + Int modifier
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Hit Die: d8


Level|BAB|Fort|Ref|Will|Special

1|+0|+2|+0|+2|Fivefold breath of tiamat, scales +1

2|+1|+3|+0|+3|Bonus domain, breath weapon increase

3|+1|+3|+1|+3|Damage reduction, energy resistance

4|+2|+4|+1|+4|Breath weapon increase, immunities

5|+2|+4|+1|+4|Bonus domain, Scales +2

Weapon and armor proficiencies
A Chromatic Dragon Adept gains no additional weapon or armor proficiencies.

Breath Weapon and Invocations
Your Chromatic Dragon Adept levels stack with your Dragonfire Adept levels for the purposes of determining the DC of your breath weapon, meeting the prerequisites of breath effects, determining the caster level of your invocations, and the grades of invocations you can learn.

Fivefold Breath of Tiamat (Su)


You gain the fivefold breath of tiamat breath effect. When you use this breath effect you the damage dealt is equal to twice your character level. You may choose to not take any damage when you apply this effect. If you do, you may not use any breath weapon for 2 round instead of 1, and you are fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds.

Scales (Ex)


At first level your skin a mottled mixture of scales of various colors, becoming thick and scaly. You gain +1 bonus to your natural armor. This bonus increases to +2 at fifth level.

Breath Weapon (Su)


At second level, any breath weapon you have has it’s damage is increased by one die whenever it deals acid, cold, electricity, or fire damage. It increases by another die again at fourth level.

Bonus Domain


At 2nd level and again at 5th level, your worship and belief in Tiamat grants you abilities similar to the clerics that lead her faith, You gain access to one of the following domains: destruction (http://www.d20srd.org/srd/spellLists/clericDomains.htm#destructionDomain), dragon, evil (http://www.d20srd.org/srd/spellLists/clericDomains.htm#evilDomain), greed, law (http://www.d20srd.org/srd/spellLists/clericDomains.htm#lawDomain), or trickery (http://www.d20srd.org/srd/spellLists/clericDomains.htm#trickeryDomain) (dragon and greed domains found in Draconomicon). You gain the granted power associated with the domain and you may cast each spell from the domain once per day as a spell-like ability (the DCs are charisma-based). If you have levels in a spellcasting class check page 20 of Complete Divine for an explanation of how you may access the domain spells.

Damage Reduction (Ex)


At 3rd level, you gain damage reduction equal to twice your class level/magic. If you have damage reduction that is overcome by magic increase it by your class level instead.

At 5th level any damage reduction you have that is overcome by magic it becomes damage reduction/magic and epic.

Energy Resistance (Ex)


At 3rd level, through your connection with the evil goddess of chromatic dragons, you become acclimated to the various energies she employs. You gain resistance 15 to acid, cold, electricity, and fire damage.

Immunities (Ex)


At 4th level, you gain immunity to paralysis and sleep.

Capstone

Pondering capstone ability...

Reserved for dragon gods.

MammonAzrael
2011-02-27, 05:28 PM
I was making a dragonfire adept a while back and realized just how little support there is for the class, which saddened me. Obviously there are PrCs it can qualify for and take, but really the DFA is primarily a class you stick with for most of your career. There isn't anything wrong with that, but it'd be nice to have options, especially with so much built in flavor for creating those options!

I will be finishing up the metallic dragons, and then working on the draconic gods. In addition to Bahamut and Tiamat, I'll be making ones for each of the other nine dragon gods.

If these are well received I may make more PrCs for the other true dragons out there. :smallsmile:

So...what do you think?

The Winter King
2011-02-27, 07:29 PM
Ummm, not to nitpick or anything but these seem to all be the same class. Honestly you should probably make these one class with one table:


Level|BAB|Fort|Ref|Will|Special

1|+0|+2|+0|+2|Totem movement, Energy Resistance 10, Draconic Totem

2|+1|+3|+0|+3|Breath weapon increase, damage reduction

3|+1|+3|+1|+3|Scales +1, Draconic Ability I

4|+2|+4|+1|+4|Breath weapon increase

5|+2|+4|+1|+4|Breath weapon range increase, Energy Resistance 20

6|+3|+5|+2|+5|Breath weapon increase, Breath Ability I

7|+3|+5|+2|+5|Draconic Ability II, scales +2

8|+4|+6|+2|+6|Breath weapon increase

9|+4|+6|+3|+6|Energy Immunity

10|+5|+7|+3|+7|Breath weapon increase, Breath Ability II

Weapon and armor proficiencies
A Dragon Adept gains no additional weapon or armor proficiencies.

Breath Weapon and Invocations
Your Dragon Adept levels stack with your Dragonfire Adept levels for the purposes of determining the DC of your breath weapon, meeting the prerequisites of breath effects, determining the caster level of your invocations, and the grades of invocations you can learn.

Ebergy Resistance (Ex)

At first level you gain resistance 10 to an energy type depending on your dragon totem. This resistance increases to 20 at level 5.

Dragon Ability 0: You gain an ability depending on your dragon totem.

Breath Weapon (Su)

At second level, any breath weapon you have has it’s damage is increased by one die whenever it deals damage of the type associated with your dragon totem. It increases by another die again at fourth, sixth, eighth, and tenth level.

At fifth level the range of your breath weapon increases. Your cone-shaped breath weapon’s range increases by half your class level x 5’, and your line-shaped breath weapon’s range increases by your class level x 5’. This range increase only applies when your breath weapon is dealing acid damage.

Damage Reduction (Su)

At second level you gain damage reduction equal to your class level/Magic.

Dragon Ability I: You gain an ability depending on your dragon totem.

Scales (Ex)

At third level your skin changes hue to match that of your totem, becoming thick and scaly. You gain +1 bonus to your natural armor. This bonus increases to +2 at seventh level.

Breath Ability I: You gain an ability depending on your dragon totem.

Dragon Ability II: You gain an ability depending on your dragon totem.

Energy Immunity (Ex)

At ninth level you become immune to to the energy type associated with your totem.

Breath Ability II: You gain an ability depending on your dragon totem.

Im not going through all the abilities but there is no reason for so many classes, itd be like making each specialization of master specialist its own, nearly identical class. I alos suggest opening the class up to dragon shamans- they dont get enough love.

MammonAzrael
2011-02-27, 07:41 PM
They are all variations of the same class, and I considered making a consolidated class. But that would mean that each dragon would have the entry requirements and the same class skills. And if this were being published in a book I'd certainly do that. But since I'm not limited to page count or anything else, I saw no reason not to make them separate classes with slightly different entry requirements and skills.

And as I continue to add things, each will be getting it's own fluff section, as they should all be played differently in accordance to the dragon they focus on.

That said, I may try to condense it down if that is the majority feeling.

Additionally, Dragon Shamans can take these classes, though they don't advance auras at all. They meet all the entry requirements, assuming they are 4th level and take the Dragontouched feat or have in some way the dragonblood subtype. I could make the classes advance auras, so as to make it more friendly, though.

(Unfortunately the Dragon Shaman's skill list is terrible, so to really make them compatible I'd have to figure out a different base skill requirement than Knowledge (arcana). )

MammonAzrael
2011-03-03, 08:20 PM
So I've condensed the 10 dragons into a single class, so it should be much easier to review now. I also finished all the metallic dragons, so mechanically the class is finished (though I'm wondering if gold dragons should loose humanoid shape in favor of a luck-based invocation).

In addition, it is now very friendly with Dragon Shamans as well as Dragonfire Adepts. Both classes can qualify, as errata notes that Knowledge (arcana) is a dragon shaman class skill.

I'll work on the draconic gods and get those posted when I can...though I may decide to create a new thread for them.

Thoughts?

Kris Strife
2011-03-06, 04:15 PM
I don't think I'm really suited to judge a homebrew, but I'm glad to see someone giving DFAs some support. :smallbiggrin:

Any chance you'll do totem aspects for dragons other than the normal 10?

MammonAzrael
2011-03-06, 04:21 PM
Well there are many ways to judge homebrew. If you don't feel like you can tackle the mechanical and balance aspects, what about flavor? Do the various abilities and requirements feel appropriately flavorful and fitting to you? :smallsmile:

And yes, I've thought about expanding the totem dragon list to include other true dragons. I just wanted to start with the basic 10, and then work from there, though hopefully getting some more feedback first. I'm also working on more of the second PrC for the various dragon gods, as there are eleven of them. And that will end up as a 5 level PrC that you can enter at level 16.

Kris Strife
2011-03-06, 04:37 PM
Like I said, I certainly love the fluff, and that you've added in some new Invocations is nice too. DFA got no support outside of Dragon Magic, and Warlock even got new abilities in the same book. :smallyuk:

One question: Do the breath weapon die increases apply to all breath weapons, if you have more than one?

Benly
2011-03-06, 04:44 PM
One problem I see with Dragon Adept is that good-aligned Dragon Adepts get kind of screwed on the totem breath damage bonuses at high level. Fivefold Breath will always benefit because it deals all four energy types, but Discorporating Breath can never benefit because it deals no energy type.

Elfstone
2011-03-06, 04:54 PM
Nice. I would go through the whole thing, as it has a few spelling errors. To many for me to cite each one, better to go through the whole thing and make sure its correct grammar and spelling.

Other than that, I love it. Great job.

MammonAzrael
2011-03-06, 05:08 PM
Like I said, I certainly love the fluff, and that you've added in some new Invocations is nice too. DFA got no support outside of Dragon Magic, and Warlock even got new abilities in the same book. :smallyuk:

One question: Do the breath weapon die increases apply to all breath weapons, if you have more than one?

If any breath weapon you have deals the right energy type of damage, then it is receiving a boost. Dragons can take these classes and boost their breath weapons. :smallsmile:


One problem I see with Dragon Adept is that good-aligned Dragon Adepts get kind of screwed on the totem breath damage bonuses at high level. Fivefold Breath will always benefit because it deals all four energy types, but Discorporating Breath can never benefit because it deals no energy type.

I'll be partly addressing that with the secondary God-based classes, by boosting up Bahamut's breath. It has always been in the shadow of Tiamat's breath, which is a problem with the breath effects, not the classes.


Nice. I would go through the whole thing, as it has a few spelling errors. To many for me to cite each one, better to go through the whole thing and make sure its correct grammar and spelling.

Other than that, I love it. Great job.

I suspect that some of that comes from copy/pasting. I'll look it over. Glad you like it! :smallsmile:

Benly
2011-03-06, 05:16 PM
I'll be partly addressing that with the secondary God-based classes, by boosting up Bahamut's breath. It has always been in the shadow of Tiamat's breath, which is a problem with the breath effects, not the classes.

That doesn't change the asymmetry of benefits within Dragon Adept, though. Especially since, depending on how you read it, Fivefold Breath can actually get the bonus applied twice (acid favored) or five times (if you interpret Fivefold Breath as a single breath weapon dealing its damage five times).

MammonAzrael
2011-03-06, 05:36 PM
That doesn't change the asymmetry of benefits within Dragon Adept, though. Especially since, depending on how you read it, Fivefold Breath can actually get the bonus applied twice (acid favored) or five times (if you interpret Fivefold Breath as a single breath weapon dealing its damage five times).

Actually, Fivefold Breath of Tiamat takes a big hit. Assuming you're a DFA 5/DA 10/DFA 5 then your normal breath weapon damage is only 5d6. Only the appropriate energy type will be boosted, so you'd be looking at 4x 5d6 + 10d6. So FBoT is weaker with these classes.