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GuyFawkes
2011-09-08, 02:46 PM
The Dragonheart 1.5


http://images.cryhavok.org/d/10942-2/Dragon+Warrior+by+Jason+Engle.jpg

"I...am human, and at the same time I am not. Whatever I am, you cannot hope to defeat." - Ignus Lepant, a human Dragonheart

In the oldest of legends, it is told that when some of the oldest of dragons are about to die, they transfer their powers and consciousness into the heart of a newborn warrior. This process seals their powers and memory until the baby matures and meets another dragon, thereby creating a resonance, awakening the dragon within.

Hit Die: d12

Requirements
To qualify to become a Dragonheart, a character must fulfill the following criteria.

Race: Any non-dragon
Skills: Speak Language (Draconic), Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Martial Lore 11 ranks
Feats: Exotic Weapon Proficiency (Sword, bastard), Weapon Focus (Sword, bastard)
Maneuvers: Ability to use 3rd level maneuvers from at least two martial disciplines.
Special: Must have a chance meeting with a dragon of the same type as your aspect which triggers your dragon's heart’s memory and awakens it.

Class Skills: Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Listen, Martial Lore, Search, Sense Motive, Spot, Spellcraft
Skill-points per Level: 4+Int modifier


Table: The Dragonheart


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+2
Dragon Aspect, Sentient Weapon


2nd
+2
+3
+0
+3
Dragon's Heart, Dragon's Fury


3rd
+3
+3
+1
+3
Weapon Abilities


4th
+4
+4
+1
+4
Spirit Contract


5th
+5
+4
+1
+4
Weapon Abilities


6th
+6
+5
+2
+5
Dragon's Domain


7th
+7
+5
+2
+5
Weapon Abilities


8th
+8
+6
+2
+6
Dragon's Presence


9th
+9
+6
+3
+6
Weapon Abilities


10th
+10
+7
+3
+7
Sword Heart Unified Form



Class Features


Weapon and Armor Proficiencies: The Dragonheart does not gain any proficiency with any weapon or armor.


Maneuvers: At each odd-numbered level, you gain a new maneuver known from Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet the prerequisite for the maneuver to learn it. You add your full Dragonheart levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

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


Stances Known: At 5th level, you gain a new martial stance known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance's prerequisite to learn it.


Dragon Aspect: What separates the Dragonheart from other warriors is the dormant power lying within him: the power of a dragon. At 1st level, roll a percentage dice and compare your dice result to the table below to determine the type of dragon that is living inside of you. The type of dragon affects the Dragonheart's manifested abilities.


Table: Dragon Aspect


%d
Dragon Type
Breath Weapon Damage
Breath Weapon Energy Type
Immunity
Vulnerabilities


01-09
White
1d6
cold
cold
fire


10-18
Black
2d4
acid
acid
-


19-27
Brass
1d6
fire
fire
cold


28-36
Copper
2d4
acid
acid
-


37-45
Green
2d6
acid
acid
-


46-54
Blue
2d8
lightning
electricity
-


55-63
Bronze
2d6
lightning
electricity
-


64-72
Silver
2d8
cold
acid,cold
fire


73-81
Red
2d10
fire
fire
cold


82-90
Gold
2d10
acid
fire
cold


91-95
Roll again
-
-
-
-


96-100
Choose type
-
-
-
-



Sentient Weapon (Su): At 1st level, the Dragonheart gains a sentient weapon. This weapon is in the form of a +1 bastard sword, and is the manifestation of the dragon's consciousness. The sword is able to communicate telepathically with the Dragonheart, and is able to sense its surroundings. The sword itself cannot make Spot and Listen checks separate from its owner, but the owner counts as having the Alertness feat when she is wielding the weapon.

When not in use, this weapon can turn into any mundane item, such as a brooch, a bangle, a bracer, or anything the wielder imagines it to be. "Drawing" this weapon from its transformed state into a weapon and turning it back is a free action. When the Dragonheart loses her weapon, she can spend a full-round action of concentration for her weapon to reappear in her hand. This action provokes attacks of opportunity. The sword persists in an antimagicfield, however it cannot cast spells as normal and loses all supernatural abilities.


Dragon's Heart (Ex): At 2nd level, the heart of the dragon awakens, and the Dragonheart begins to regain some form of her draconic characteristics. She gains a permanent bonus to Strength and Constitution, a natural armor bonus to AC, spell resistance, and DR/magic. In addition, the Dragonheart gains immunity/vulnerability to a certain energy type corresponding to their dragon aspect. The bonuses for each are as shown in Table: Dragon's Heart Bonuses, and the immunities/vulnerabilities for each corresponding aspect is found in the table The Dragon Aspect.


Table: Dragon's Heart Bonuses


Level
Str
Con
AC
SR
DR


2nd
1
1
1
5
2


3rd
1
1
1
5
2


4th
1
1
2
5
2


5th
2
2
2
5
3


6th
2
2
3
10
3


7th
2
2
3
10
3


8th
3
3
4
10
5


9th
3
3
4
10
5


10th
4
4
5
15
10



Dragon's Fury (Ex): As the Dragonheart regains his memory, he tries to adapt his fighting style when she was a dragon to her current form. Starting at 2nd level, and every 2 levels after 2nd, the Dragonheart gains one technique from the following list of techniques. All Dragon Fury techniques require a standard action to initiate.

Dragon's Fury Techniques:
Dragon's Roar: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Roar Technique. The Dragonheart charges up to the target swinging her sword so fast it creates a sound similar to a roaring dragon. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Will save (DC 10 + 1/2 character level + Int mod) or be shaken for 2 rounds.

Dragon's Claws: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Claws Technique. The Dragonheart makes two successive attacks. Each attack deals a bonus damage equal to 1/4 the level of the maneuver spent rounded up. If both attack hits, the target suffers additional damage equal to 1d10 multiplied by 1/4 the level of the maneuver spent rounded up. In addition, the target suffers a bleeding wound, taking two points of damage each round for 5 rounds. This can be removed by taking a heal check (DC 15) or recover hit points through any means.

Dragon's Tail: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Tail Technique. The Dragonheart swings his sword around him, hitting all enemies within 15 feet. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by the half level of the maneuver spent. Use one roll for all attacks.

Dragon Crush: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Crush Technique. The Dragonheart charges up to the target and leaps up to the air, bringing down his sword upon his target for a crushing blow. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be stunned for 1 round.

Dragon's Breath: By spending a maneuver of up to 9th level, the Dragonheart can perform the Dragon's Breath Technique. The Dragonheart moves so fast that in a blink of an eye, he is able to make an attack against each enemy within a 30 feet cone. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. When an attack is a critical hit, the target receives an additional 2d10 of energy damage, the type of which depending on the Dragonheart's aspect (energy type of damage corresponds to energy type of the dragon aspect's breath weapon, i.e. red dragon has extra fire damage, green dragon has extra acid damage, and so on). In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be blown away.
Prerequisite: Must know 4 Dragon's Fury Techniques.


Weapon Abilities (Su): As the Dragonheart begins to understand how to tap into her hidden power, she also unlocks the sleeping abilities of her weapon. At 3rd level, and every two levels after, the Dragonheart's weapon gains a +1 enhancement bonus, capping at a total of +5 at 9th level (counting the +1 at level 1). The weapon also unlocks abilities at set levels, with the abilities depending on your dragon aspect. You benefit from all extraordinary abilities gained by your weapon as long as you are wielding it or have it on your person in its transformed state. The DCs for spells and spell-like abilities are 10 + Int mod + spell level.

Weapon Abilities:

White Dragon:

3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Icewalking ability.
Icewalking (Ex):
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Spells: arcane mark, dancing lights, detect magic, flare, ghost sound, mage hand, prestidigitation, read magic, resistance

5th level: You are able to cast fog cloud once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast gust of wind once per day. You gain one additional use per day at 9th level.

9th Level: You gain Freezing Fog as a spell-like ability.
Freezing Fog (Sp)
A white dragon can use this ability once per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.


Black Dragon:

3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spells: arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance

5th level: You are able to cast darkness once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast corrupt water as a spell-like ability once per day. You gain one additional use per day at 9th level.
Corrupt Water (Sp):
A black dragon can stagnate 10 cubic feet of water, 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 (DC equal to 10 + 1/2 character level + Int mod) or become fouled. Its range is 30 feet.

9th Level: You are able to cast plant growth once per day.


Brass Dragon:

3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You are also able to cast speak with animals at-will.

Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance

5th level: You are able to cast endure elements once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast control winds once per day.

Copper Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Spider Climb ability.
Spider Climb (Ex):
A copper dragon can climb on stone surfaces as though using the spider climb spell.

Spells: arcane mark, cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, open/close,read magic

5th level: You are able to cast command once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast stone shape once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast either transmute rock to mud or transmute mud to rock once per day.


Green Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spells: arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, prestidigitation, read magic, resistance

5th level: You are able to cast true strike once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast plant growth once per day.

Blue Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the create/destroy water as a spell-like ability.
Create/Destroy Water (Sp):
A blue dragon can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to 10 + 1/2 character level + Int mod) or be ruined.

Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, ray of frost, read magic, resistance

5th level: You are able to cast shield once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast ventriloquism once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast either hallucinatory terrain once per day.

Bronze Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing as a spell-like ability.
Water Breathing (Ex):
A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spells: arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic

5th level: You are able to cast Alternate Form as a spell-like ability once per day. You gain one additional use per day at 7th, and 9th level.
Alternate Form (Su):
A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

7th Level: You are able to cast create food and water once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast either detect thoughts once per day.

Silver Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Cloudwalking ability.
Alternate Form (Su):
A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Cloudwalking (Su):
A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, mending, prestidigitation, read magic

5th level: You are able to cast feather fall once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast fog cloud once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast either control winds once per day.

Red Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability.
Alternate Form (Su):
A red dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance

5th level: You are able to cast locate object once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast either find the path once per day.

Gold Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Water Breathing ability.
Alternate Form (Su):
A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Water Breathing (Ex):
A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Spells: arcane mark, detect magic, flare, guidance, light, mage hand, mending, prestidigitation, read magic

5th level: You are able to cast bless once per day. You gain one additional use per day at 7th, and 9th level.

7th Level: You are able to cast zone of truth once per day. You gain one additional use per day at 9th level.

9th Level: You are able to cast geas/quest once per day. You also gain Detect Gem as a spell-like ability.
Detect Gems (Sp):
A gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.




Spirit Contract (Su): At 4th level, the Dragonheart gains the ability to form a contract with the the embodiment of the elements, the elementals. Once per day, as a full-round action, you can summon an elemental to aid and assist you. At 4th level, you form a contract with one type of elemental which you can call forth to assist you from the following types: air, earth, fire, or wind. You form contracts with one additional type at 6th, 8th, and 10th level. The kind of elemental summoned starts at Large elemental at 4th level, then becomes Huge, Greater, and Elder Elemental at 6th, 8th, and 10th level respectively, with the duration of the summoning depending on the kind of elemental summoned. The table below summarizes the kind and duration of the ability.


Table: Spirit Contract


Level
Elemental
Max Time


4th
Large
11 rounds


6th
Huge
13 rounds


8th
Greater
15 rounds


10th
Elder
17 rounds



Dragon's Domain (Su): A Dragonheart of 6th level is finally able to return to where she belongs: the skies. She gains flight speed equal to twice her land speed with average maneuverability. This improves to triple her land speed and good maneuverability at 10th level.


Dragon's Presence (Su): At 8th level, the Dragonheart's draconic powers cannot be denied. She gains the frightful presence ability with a radius of 30 feet and a DC equal to 10 + 1/2 character level + Charisma modifier which she can turn on and off as a free action.


Sword Heart Unified Form (Su): At 10th level, the heart and mind of the dragon becomes one. The Dragonheart merges with her weapon, resulting in a physical transformation; her eyes become that of a dragon, and her skin grows scales with the color of her dragon aspect. Once per day, as a swift action, the Dragonheart gains a sudden boost in her physical and mental state, gaining a +4 to all ability scores for a number of rounds equal to 3 + her Constitution modifier (including the bonus given by this ability). The Dragonheart also regains her spent weapon abilities as well as all her martial maneuvers, if any, at the start of this ability.

In addition, while this effect is active, she can make a 60-foot cone breath attack as a standard action with damage equal to half her character level rounded down multiplied by the damage die for your corresponding dragon aspect under the Breath Weapon column of the table The Dragon Aspect. The breath attack is of the energy type corresponding to your dragon aspect also shown in the table. The targets of this ability can make a Reflex save to half the damage with a DC equal to 10 + 1/2 character level + Constitution modifier. This ability is usable only once, and when it is used, the ability is ended.

While this ability is in effect, the Dragonheart is overwhelmed by the surge of power, and succumbs to her basic fighting instincts. She will fight focusing on offense, disregarding defense and suffers a -4 penalty to AC. The Dragonheart can end the ability any time. When the ability ends, the Dragonheart becomes fatigued until she rests for at least 6 hours, and her weapon loses all uses per day of all its abilities that have uses per day. When the ability is ended by using your breath weapon, you become exhausted instead of fatigued.



____________

The original version can be found on post #6.

GuyFawkes
2011-09-10, 07:07 AM
Another manhwa-based class, this time from the manhwa Id. The basic premise of this class is a melee warrior who gains some sort of spellcasting or spell-like abilities from the power of a dragon resting within. Comments? Suggestions? Your critiques would be very much appreciated.

Dralnu
2011-09-10, 01:25 PM
I love the fluff of the class and the abilities are very thematic and cool. However, to start things off with a constructive critique, I must bring my favorite Welknair quote:


What's the first rule of homebrewing and creating additional material? "If you can't imagine someone not wanting to use it, it's too powerful. If you can't imagine someone wanting too use it, it's not powerful enough"

The only thing a warblade loses to enter this PrC is two feats. That's not close to balanced with the massive rewards you get for entering this PrC. The big culprit here is that you give full maneuver progression. That's a no no, unless you're going to make the PrC's abilities on par with the base class abilities. I would highly recommend copying a similar ToB PrC's maneuver progression, possibly Eternal Blade.

On to pre-reqs:
I think it would be more fair to remove the +6 BAB pre-req and increase a skill requirement to 8 so all ToB classes can enter the PrC at the same time. I'm well aware that Warblade is the best ToB class and Swordsage is the worst, so I don't think homebrews should further reinforce that.

Skills:
Use Magic Device. Please no. This is a niche trickster skill that is very powerful and lets warlocks and rogues have nice things. It doesn't fit here.

Okay, moving on. Item Familiars...
These things are outright banned at so many tables. And for good reason. They're so ridiculously good and their balance point relies on the fact that you lose a lot if it gets destroyed. This is a really bad balance factor for obvious reasons. I would suggest reconsidering this ability and point you towards the Kensai (Complete Warrior) who has a far less broken ability.

As for the rest of the abilities, they seem fine at a glance but my gut says the numbers are too high. The capstone is definitely too much. +10 to all stats as a rage effect? The "drawback" is that the super buffed melee fighter must be melee fighting? Holy shiznit!

I don't know what this elemental weapon enhancement is. You should cite the source.

Final suggestion is that you should pick a dragon color when you enter the class and that should limit the energy type of your breath attack and your color change with the capstone.

In summary:
Superb fluff and thematic abilities but way, way too strong. Lower the maneuver progression. Remove the BAB requirement (think of the swordsage!). Remove UMD. Rework the Item Familiar to save the player and DM troubles. Lower the numbers on some of the other abilities. Refer to the Welknair quote.

Great class and looking forward to the polished product!

GuyFawkes
2011-09-10, 05:47 PM
The only thing a warblade loses to enter this PrC is two feats. That's not close to balanced with the massive rewards you get for entering this PrC. The big culprit here is that you give full maneuver progression. That's a no no, unless you're going to make the PrC's abilities on par with the base class abilities. I would highly recommend copying a similar ToB PrC's maneuver progression, possibly Eternal Blade.

Yes this shall be done.



I think it would be more fair to remove the +6 BAB pre-req and increase a skill requirement to 8 so all ToB classes can enter the PrC at the same time. I'm well aware that Warblade is the best ToB class and Swordsage is the worst, so I don't think homebrews should further reinforce that.

Actually I was hoping somebody would comment on this, as I had really no definite idea on how this worked. So, remove BAB and up the skill ranks. Would this be enough? Or should I need to add more requirements, such as feats perhaps?


Skills:
Use Magic Device. Please no. This is a niche trickster skill that is very powerful and lets warlocks and rogues have nice things. It doesn't fit here.

Consider it as I have never even put it there. :smallwink:


Okay, moving on. Item Familiars...
These things are outright banned at so many tables. And for good reason. They're so ridiculously good and their balance point relies on the fact that you lose a lot if it gets destroyed. This is a really bad balance factor for obvious reasons. I would suggest reconsidering this ability and point you towards the Kensai (Complete Warrior) who has a far less broken ability.

Okay, I shall look into that, or just make one myself.


As for the rest of the abilities, they seem fine at a glance but my gut says the numbers are too high. The capstone is definitely too much. +10 to all stats as a rage effect? The "drawback" is that the super buffed melee fighter must be melee fighting? Holy shiznit!

The capstone says half the PrC level so that's +5. Is this still too much? And what other numbers might be too high?


I don't know what this elemental weapon enhancement is. You should cite the source.

It is in DMGII page 254 and onwards. Actually I have already put in the all the mechanical stuff in the text so maybe I'll just remove the reference to the enhancement.


Final suggestion is that you should pick a dragon color when you enter the class and that should limit the energy type of your breath attack and your color change with the capstone.

I do not seem to recall putting in a breath type attack. Oh yeah, the Dragon's Breath is just a melee attack with sort of an area of effect. But yeah, maybe I could put some added damage into the attack based on dragon color. Thoughts? And yeah, maybe make it change the capstone as well.


In summary:
Superb fluff and thematic abilities but way, way too strong. Lower the maneuver progression. Remove the BAB requirement (think of the swordsage!). Remove UMD. Rework the Item Familiar to save the player and DM troubles. Lower the numbers on some of the other abilities. Refer to the Welknair quote.

Great class and looking forward to the polished product!

Thanks for the quite comprehensive critique! It is really much appreciated. And I'm glad you like the class concept. :smallsmile:

Dralnu
2011-09-10, 08:50 PM
Personally I'd add something about choosing a dragon lineage at the beginning of the PrC and then having your elemental, appearance change, etc reflect that dragon. It's a flavorful restriction that adds more depth IMO.

As for PrC requirements and number crunch etc. It really depends on your desired balance point. Where do you want this PrC to stand in comparison to the ToB base classes? Stronger? Weaker? Equal? That's the first step. I'm biased. I like things being roughly equal to the base class. That's not everyone's balance point though, which is fine. I know most brewers here like their melee a notch above warblades. It's up to you to decide where you want it.

Maneuver progression, pre-req's, class abilities, and everything else can be used to reach your desired power level.

Example: Master of Nine (ToB p119). For 5 levels, it has way better class abilities than the base classes, better maneuver progression than even the swordsage, and you can get maneuvers from any school. On the flipside, the entry requirements are brutal, especially that massive feat dump to get in there. I'd say it's close to balanced. In comparison to a straight unarmed swordsage who spent those dump feats on extra readied maneuver, martial study, and martial stance, you have a little better maneuver progression (18/9/5 to 17/8/4) but critically during those 5 levels you cannot swap lower level maneuvers for higher level ones. You still get better class abilities though and maneuvers from any school.

Er, TLDR: Mo9 trades amazing class abilities and maneuver progression for crazy hard entry requirements.

That's just one way. You can fiddle with HP, BAB, saves, skills, maneuver progression, class abilities, to get where you want. Most stuff can be related to power level in varying degrees.

GuyFawkes
2011-09-11, 12:50 PM
The Dragonheart


http://images.cryhavok.org/d/10942-2/Dragon+Warrior+by+Jason+Engle.jpg

"I...am human, and at the same time I am not. Whatever I am, you cannot hope to defeat." - Ignus Lepant, a human Dragonheart

In the oldest of legends, it is told that when some of the oldest of dragons are about to die, they transfer their powers and consciousness into the heart of a newborn warrior. This process seals their powers and memory until the baby matures and meets another dragon, thereby creating a resonance, awakening the dragon within.

Hit Die: d10

Requirements
To qualify to become a Dragonheart, a character must fulfill the following criteria.

Race: Any non-dragon
Base Attack Bonus: +6
Skills: Speak Language (Draconic), Knowledge (arcana) 4 ranks, Martial Lore 4 ranks
Feats: Exotic Weapon Proficiency (Sword, bastard), Weapon Focus (Sword, bastard)
Maneuvers: Ability to use 3rd level maneuvers.
Special: Must have a chance meeting with a dragon which triggers your heart’s memory.

Class Skills: Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Listen, Martial Lore, Search, Sense Motive, Spot, Spellcraft, Use Magic Device
Skill-points per Level: 4+Int modifier


Table: The Dragonheart
{table=head]Level|
Base Attack Bonus|Fort|Ref|Will|Special

1st|+1|
+2|
+0|
+2| Sentient Weapon|
+0|

2nd|+2|
+3|
+0|
+3|Dragon's Heart, Dragon's Fury|
+0

3rd|+3|
+3|
+1|
+3|Weapon Abilities|
+0

4th|+4|
+4|
+1|
+4|Spirit Contract|
+1

5th|+5|
+4|
+1|
+4|Weapon Abilities|
+1

6th|+6|
+5|
+2|
+5|Dragon's Domain|
+1

7th|+7|
+5|
+2|
+5|Weapon Abilities|
+1

8th|+8|
+6|
+2|
+6|Dragon's Presence|
+2

9th|+9|
+6|
+3|
+6|Weapon Abilities|
+2

10th|+10|
+7|
+3|
+7|Sword Heart Unified Form|
+2[/table]


Class Features


Weapon and Armor Proficiencies: The Dragonheart does not gain any proficiency with any weapon or armor.


Maneuvers/Stances: You use the same progression on maneuvers known and readied from your martial adept standard class, and you also retain the same method for readying and recovering maneuvers that you previously used. If you have levels in two or more martial adept standard classes, you must decide which progression and readying/recovering method you will use (recovery method must be from the same class as your maneuvers progression).


Sentient Weapon (Su): At first level, the Dragonheart gains a sentient weapon. This weapon is the manifestation of the dragon's soul. The weapon is in the form of a +1 bastard sword, and has the properties of a level 7 Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm), therefore gaining the following abilities: Invest Life Energy, Invest Skill Ranks, Invest Spell Slots, Sapience, Senses, and Communication, as well as Increased Sapience.

When not in use, this weapon can turn into any mundane item, such as a brooch, a bangle, a bracer, or anything the wielder imagines it to be. "Drawing" this weapon from its transformed state into a weapon and turning it back is a free action. When the Dragonheart loses her weapon, she can spend a full-round action of concentration for her weapon to reappear in her hand. This action provokes attacks of opportunity. The sword persists in an antimagicfield, however it cannot cast spells as normal and loses all supernatural abilities.


Dragon's Heart (Ex): At second level, heart of the dragon awakens, and the Dragonheart begins to regain some form of her draconic characteristics. She gains a permanent bonus to Strength and Constitution, a natural armor bonus to AC, spell resistance, and DR/magic. The bonuses for each are as shown in Table: Dragon's Heart Bonuses.

Table: Dragon's Heart Bonuses
{table=head]Lvl|Str|Con|AC|SR|DR

2nd|
1|
1|
1|
5|
2

3rd|
1|
1|
1|
5|
2

4th|
1|
1|
2|
5|
2

5th|
2|
2|
2|10|
3

6th|
2|
2|
3|10|
3

7th|
2|
2|
3|15|
3

8th|
3|
3|
4|15|
5

9th|
3|
3|
4|20|
5

10th|
4|
4|
5|20|10[/table]


Dragon's Fury (Ex): As the Dragonheart regains his memory, he tries to adapt his fighting style when she was a dragon to her current form. Starting at 2nd level, and every 2 levels after 2nd, the Dragonheart gains one technique from the following list of techniques. All Dragon Fury techniques require a standard action to initiate.

Dragon's Fury Techniques:
Dragon's Roar: By spending a maneuver of up to 8th level, the Dragonheart can perform the Dragon's Roar Technique. The Dragonheart charges up to the target swinging her sword so fast it creates a sound similar to a roaring dragon. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Will save (DC 10 + 1/2 character level + Int mod) or be shaken for 2 rounds.

Dragon's Claws: By spending a maneuver of up to 8th level, the Dragonheart can perform the Dragon's Claws Technique. The Dragonheart makes two successive attacks. Each attack deals a bonus damage equal to 1/4 the level of the maneuver spent rounded up. If both attack hits, the target suffers additional damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target suffers a bleeding wound, taking two points of damage each round for 5 rounds.

Dragon's Tail: By spending a maneuver of up to 8th level, the Dragonheart can perform the Dragon's Tail Technique. The Dragonheart swings his sword around him, hitting any enemy within 30 feet. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by the level of the maneuver spent.

Dragon Crush: By spending a maneuver of up to 8th level, the Dragonheart can perform the Dragon's Crush Technique. The Dragonheart charges up to the target and leaps up to the air, bringing down his sword upon his target for a crushing blow. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be stunned for 2 rounds.

Dragon's Breath: By spending a maneuver of up to 9th level, the Dragonheart can perform the Dragon's Roar Technique. The Dragonheart moves so fast that in a blink of an eye, he is able to make an attack against each enemy within a 30 feet cone. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by the level of the maneuver spent. In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be blown away.
Prerequisite: Must know 4 Dragon's Fury Techniques.


Weapon Abilities (Su): As the Dragonheart regains some of his powers, this is reflected in the growth of his weapon. At 3rd level, and every two levels after, the Dragonheart's weapon gains a +1 enhancement bonus, capping at a total of +5 at 9th level (counting the +1 at level 1). In addition, pick two special abilities from the Item Familiar Special Abilities List (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm) at 3rd and every two levels after. You must fulfill all prerequisites for each ability, with the following exceptions: disregard all costs required; for Special Purpose and Dedicated Powers, the only Special Purpose required is for the weapon to protect its master at all cost.


Spirit Contract (Su): At 4th level, the Dragonheart gains the ability to form a contract with the the embodiment of the elements, the elementals. Once per day, as a standard action, you can summon an elemental as the air/earth/fire/water elemental power weapon enhancement.

At 4th level, you form a contract with one type of elemental which you can call forth to assist you, and you form contracts with one additional type at 6th, 8th, and 10th level. The kind of elemental summoned starts at Large elemental at 4th level, then becomes Huge, Greater, and Elder Elemental at 6th, 8th, and 10th level respectively, with the duration of the summoning depending on the kind of elemental summoned. The table below summarizes the kind and duration of the ability.

Table: Spirit Contract
{table=head]Level|
Elemental|Maximum Time

4th|Large|11 rounds
6th|Huge|13 rounds
8th|Greater|15 rounds
10th|Elder|17 rounds[/table]



Dragon's Domain (Su): A Dragonheart of 6th level is finally able to return to where she belongs: the skies. She gains flight speed equal to twice her land speed with average maneuverability. This improves to triple her land speed and good maneuverability at 10th level.

Dragon's Presence (Su): At 8th level, the Dragonheart's draconic powers cannot be denied. She gains the frightful presence ability with a radius of 30 feet and a DC equal to 10 + 1/2 character level + Cha mod which she can turn on and off as a free action.

Sword Heart Unified Form (Su): At 10th level, the heart and soul of the dragon becomes one. The Dragonheart and her weapon become one, resulting in a physical transformation; her eyes turn gold, her hair turns silver. Once per day, as a swift action, the Dragonheart gains a temporary bonus to all his ability scores equal to half his Dragonheart level for a number of rounds equal to 3 + her Constitution modifier (including the bonus given by this ability). The Dragonheart also gains the abilities of her weapon. The number of uses per day of the abilities are refreshed at the start of this ability, as well as all her martial maneuvers.

While this ability is in effect, the Dragonheart is overwhelmed by the surge of power, and succumbs to her basic fighting instincts. She will refuse to retreat from battle no matter what the odds. She will always fight to the death and is always on the front line of battle, not at all afraid to get hit. If they are not on the front lines of battle (in game terms, directly threatening and being threatened by an enemy or being the latest target of an attack by at least half the enemies, rounded up, in a combat), she takes a -4 penalty to all rolls and AC. The ability can be ended prematurely, however. When the ability ends, the Dragonheart becomes fatigued, and her weapon loses all uses per day of all its abilities that have uses per day.

GuyFawkes
2011-09-12, 12:21 PM
Finished my tweaking of the class, with the following changes:


Modified the entry requirements.
Changed the hit die from d10 to d12
Added the Dragon Aspect ability
Overhauled the Sentient Weapon and Weapon Ability abilities
Finished adding the Weapon Abilities
Tweaked the Dragon's Fury techniques' damage output.
Lowered some of the Dragon's Heart's bonuses, added energy immunity/vulnerability.
Finished the capstone.
Adjusted some ability descriptions to suit the flavor and enhance the cohesion of concept.


Critiques, comments would be very much appreciated.

Silverscale
2011-09-13, 11:07 AM
With the Spirit Contract can you summon any type of elemental air/water/fire/etc or is it based on your Aspect type?

GuyFawkes
2011-09-13, 11:24 AM
You get to choose one elemental type at 4th. Then every 2 levels after 4th you can choose another type that you can summon. So by level 10 you can now choose one of the 4 elemental types to summon for the day.