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Loek
2014-04-01, 09:58 AM
So, let me start by introducing what I've been doing (so you can decide if you want to keep reading), especially since it is quite a bit of a read.
Below is a homebrewed base class together with 4 feats and 3 prestige classes specifically for that class (one of them is epic and adaptable to other base classes).
The basic inspiration came from two sides. Thematically cool, but hard to play DnD material (soulknife, green star adapt). And an old anime series that I recently noticed again (Technoman Blade (http://en.wikipedia.org/wiki/Tekkaman_Blade)).


Below you'll find the following classes:
Disciple of the gem: A base class, combining a (boosted, non psionic) soulknife with a transformational class. The class isn't designed to be uber/super/awesome/whatever, it's designed to be decent at a lot of things. And to be almighty in cases where you don't have access to equipment. He gains a personal gem (psi-crystal like - I should note that I'm personally against the whole "the big one is with me" stuff), complete with rules for how to create/re-create it.

Magic breaker: A prestige class that focuses on the "war against magic" at the expense of just about everything else. Gains spell like abilities that are all focused on stopping magic, but loses a lot of optoins for the gemcraft enhancements (similar to the soulknife's mind blade enhancements). Eventually he basically gains a beholders central eye, but at the cost of having unreliable/annoying magic items.

Onyx-bound soul: A prestige class that replaces the last 5 levels of the disciple of the gem class. Instead of becoming a construct, you become a lich. And you gain a more flexible choice of spells to cast.

Sardiorian: A prestige class with a very annoying name (derived from Sardior (https://www.wizards.com/default.asp?x=dnd/psm/20030124a), the god of gem dragons). Basically it's an epic prestige class that does what I'd have like to see from the dragon disciple class. Turns you into a dragon instead of a half-dragon, and because the disciple class is not a spellcasting class, it doesn't ruin your casting progression.


Now what:
I think I've gotten the basic things done by now, but I'd like to hear what you guys think, would change, etc.
Below are some specific things I've been wondering:

Disciple of the gem: To many abilities? Too strong with the gemcraft weapons/protection/projection? Gem dependency, cool mechanic or to be ignored (or made cheaper/more expensive)?
Magic breaker: Perfect NPC or also enjoyable for playing?
Onyx-bound soul: Currently lacking a "thing to call his own", needs something awesomely his. Something like turning, giving his gemcraft weapon/protection to an undead (including the ability to raise that undead)... or something.
Sardiorian: To be honest I love this one, except maybe that name...
Feats: Practiced gemcrafter... split personal gem and gemcraft improvement... or keep it as one feat?


PS: the following plans are in the works to complete the class with its prestige classes (note: "in the works" means sometime, somewhere, somehow...):


• Fighter like prestige class (10 level) - bonus feats, full BaB and additional forms for the weapons. Probably with some abilities like the warmind.
• Archer prestige class (5-10 level) - lesser penalty for gemcraft projection (arrow), some special arrows like arcane archer/soulbow
• Ambush archer prestige class (5 levels) - Using your personal gem more efficiently for scouting/archer-ing. Maybe include class feature/magic item to have a number of lesser personal gems.
• Knight (technoman) prestige class (10 levels) - combining both forms of gemcraft protection. Hover/levitating, a mount (like: floating disk, or some such) and some more stuff.
• (possible) transformational prestige class for the magic breaker - Become an abberation, free abberant feats and possible regaining some SLA's that don't focus explicitly on anti-magic.



Disciple of the gem


Disciples of the gem do not only see the beauty and strength of the gems of the world. They also see that no one gem is identical to another. This combination of (perceived) worth and variety leads a gem disciple to his study (and in some cases worship) of a specific type of gem. The existence of gem dragons only serves to enhance the disciple's opinions. While becoming one with their chosen gem is not the main goal for most disciples, it is not a fate they have any problems with.

Being independent is an important goal for most disciples of the gem. But more important than that is the drive to achieve strength and perfection (mental, physical, magical, emotional or otherwise). For most disciples, this achievement is a goal in itself. They don't need to brag about it, achieving and knowing about it is enough.

Most disciples of the gem have a certain disdain towards people can't provide for themselves. While they understand the usefulness of communities and realizes not everyone can be fully self sufficient, they regard the cleric (who gains most of his ability by "begging" a higher being) and the fighter (who is lost without his weapon) as weak.

While they generally don't appreciate clerics, they are not anti-god. Sardior (the ruby dragon) and his pursuit of knowledge is often important to disciples of the gem, but other gods that promote self sufficiency, knowledge and/or strength are also acknowledge (but rarely worshipped).


Game rule information
Disciples of the gem have the following game statistics.

Abilities: Depending on the individual disciple of the gem and their (non) combat needs, different abilities are central to their performance. However, something most disciples have in common is better than average intelligence, which gives them more skill points and better gemcraft projections.
Alignment: Any
Hit Die: d8
Starting Age: Moderate


Class skills
The disciple of the gem's class skills (and the key ability in each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill points at 1st level: (6 + Int modifier) X 4
Skill points at each additional level: 6 + Int modifier



Level BAB Fort Save Ref Save Will Save Special gemcraft bonus gemcraft enhancement formation speed
1st +0 +0 +2 +2 Gem affinity, gem dependency, personal gem, gemcraft weapon (blade) standard
2nd +1 +0 +3 +3 Formation speed, weapon focus (gemcraft) move
3rd +2 +1 +3 +3 Gemcraft weapon (focused or refracted)
4th +3 +1 +4 +4 Gemcraft improvement 1 1
5th +3 +1 +4 +4 swift
6th +4 +2 +5 +5 Gemcraft protection (barrier or skin) swift/move
7th +5 +2 +5 +5 Eye for detail (spot) 2
8th +6/+1 +2 +6 +6 2 free/swift
9th +6/+1 +3 +7 +7 Gemcraft projection (arrow or spell)
10th +7/+2 +3 +7 +7 Crystaline essence, eye for detail (illusions) 3
11th +8/+3 +3 +8 +8 Greater weapon focus (gemcraft) free/free
12th +9/+4 +4 +8 +8 Advanced gemcraft weapon 3
13th +9/+4 +4 +9 +9 Eye for detail (low-light vision) 4
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +10 +10 Advanced gemcraft protection
16th +12/+7/+2 +5 +10 +10 Eye for detail (darkvision) 5 4
17th +12/+7/+2 +5 +11 +11
18th +13/+8/+3 +6 +11 +11 Advanced gemcraft projection
19th +14/+9/+4 +6 +12 +12 Eye for detail (true seeing) 6
20th +15/+10/+5 +6 +12 +12 Harmony of the gem, crystaline essence 5



Class Features
All the following are class features of the disciple of the gem

Weapon and armor proficiency: Disciples of the gem are proficient with all simple weapons, their crystalline weapons (and tools), and with light and medium armor and shields (except tower shields).


Gem affinity: When you take your first level in disciple of the gem, you must choose a specific type of gem with which you have a special connection. This choice affects your diet (see: Gem dependency below), your appearance and the appearance of your personal gem. Common types of gem affinities are a reflection of the types of gem dragons and are: amethyst, crystal, emerald, obsidian, ruby, sapphire and topaz. However, other types of gem affinities are not unheard of.


Gem dependency: Once per week you must consume a small amount of gems. This takes the place of half your dietary needs for normal food and does not cost more than your normal rations would. As long as you consume the necessary amount of gems, all time spans associated with starvation are doubled (e.g.: you only start making constitution checks after 6 days and only make such checks once every two hours).

At least, as long as you consume gems of the type with which you have affinity. If don't have access to gems of that type, you need to consume more gems to satisfy your body's need. This will translate to having to spend 1gp extra per week on rations. If you haven't consumed any gems for at least 1,5 weeks, you become permanently fatigued and will need to consume double normal rations (so 4 times your normal) to stave off starvation. The only way the disciple can get rid of the fatigue condition is to eat his weekly allotment of gems. Even after that he is still fatigued, but it is no longer permanent and he can get rid of it like he normally would (e.g.: 8 hours of sleep).

Beyond this, a disciple of the gem must also consume 50gp worth of gems per class level each time he levels up to gain access to the benefits of his new level. Double the gp worth of gems that needs to be consumed if they are not of the type of the disciples affinity.


Personal gem: Functions like "Psicrystal affinity" with the following changes. The personal gem increases in abilities for each level that it's owner gains in the disciple of the gem class and selected prestige classes that specifically advance it. Your personal gem is always of the same type as your gem affinity.

The personal gem does not gain the "share powers", the "deliver touch power" nor the "channel power" abilities.

The personal gem's mobility options (originally: self-propulsion and flight) are different from normal psicrystals as mentioned below.
The personal gem gains new personalities at every even level, for a total of 11 personalities at level 20. However each personality only gives the disciple of the gem a +1 bonus to the associated check (as opposed to the psicrystal's +3 bonus).


Gemcraft weapon (blade) (Su): As a standard action, a disciple of the gem can create a semisolid blade composed of mental energy projected from his mind though the gem in the palm of his hand.

The gemcraft weapon gains the gemcraft bonus (see the gemcraft improvement class feature below) as an enhancement bonus to both attack rolls and damage rolls.
Beyond this, this ability functions like the mind blade ability of the soulknife class.


Formation speed (Su): A disciple of them gem of at least 2nd level learns to shape his gemcraft tools more quickly.

A second level disciple can form his gemcraft weapon as a move action instead of a standard action.

A fifth level disciple can form his gemcraft weapon as a swift action.

When the disciple gains his gemcraft protection at 6th level he can form it as a swift action as well or form both his gemcraft weapon and his gemcraft protection at the same time as a move action.

A eight level disciple can form his gemcraft weapon or protection as a free action or both his protection and his gemcraft weapon as a swift action.

Finally, a disciple of at least 11 levels can form both his gemcraft protection and his weapon as a free action.


Weapon focus (gemcraft): At 2nd level the disciple of the gem gains weapon focus (gemcraft) as a bonus feat. This applies to all styles of gemcraft weapons and the later gemcraft projection (arrow). However, any follow up feats (such as weapon specialization) requires you to pick a specific style.


Gemcraft weapon (focused or refracted) (Su): A 3rd level disciple of the gem learns to more complex weapons using his gemcraft. He must choose between the focused style and the refracted style. Where the focused style is about creating (and controlling) a single gemcraft weapon, the refracted style is about splitting your gemcraft weapon into multiple tools.

The focused style allows him to shape his gemcraft weapon into the following weapons: dagger, short sword, longsword, bastard sword and greatsword. Changing the shape of your gemcraft weapon requires a full round action.

The refracted style allows him to split his gemcraft weapon into the following combinations: two short swords or a short sword and a (light or heavy) shield. The shield created by the refracted style gains the disciples gemcraft bonus as an enhancement bonus to shield AC.

Changing the shape of your gemcraft weapon requires that you dismiss them (a free action) and reform them.


Gemcraft improvement (Su): A disciple of the gem of at least 4th level starts improving his gemcraft tools.

His gemcraft bonus starts at +1 at 4th level and increases by 1 every third level after that. The effect of this bonus is described in each specific class feature.

At the same time, at 4th level, he starts gaining gemcraft enhancement, starting at +1 at 4th level and increasing by 1 for every fourth level after that. This functions much like the soulknife ability "mind blade enhancement" and functions for any weapon, shield, armor and arrow formed by the disciple of the gem.

However, when using the refracted style for his gemcraft weapon, the total allowed enhancement for both tools drops by 1. And when using the arrow style for his gemcraft projection, the total allowed enhancement is reduced by 2.


Gemcraft protection (barrier or skin) (Su): A 6th level disciple of the gem can project his mental energy through the gem on his chest to provide himself with physical protection. The disciple must choose between the barrier style and the skin style. Where the barrier style focusses on heavy defenses, the skin style is about strengthening the disciple’s natural defenses.

The barrier style is all about defense and manifests in the form of a suit of heavy armor. The disciple is considered proficient in the use of this form of heavy armor (but not other suits of heavy armor). The armor generated by the barrier style is equal to a suit of full plate armor, but with the following changes. The barrier has no weight, only half the armor check penalty (and no double penalty for swimming, though most disciples will just dismiss his barrier armor when swimming) and a maximum dex bonus of +4.
The disciple adds his gemcraft bonus to the barrier's AC.

The skin style is all about fortifying the disciple's natural defenses. The skin generated by this style does not take up a body slot, though visually it overlaps with disciple's shirt. It does not grant disciple any armor bonus, but it doesn't interfere with other armor that does. However, it does clash with magic armor, in the same way that wearing two different pieces of magical armor would. A disciple wearing his skin is considered unarmored.

The disciple adds half his gemcraft bonus (rounded down, minimum 1) to his natural armor. Even though the skin doesn't act like armor in most cases, it can still be enchanted as armor (through the gemcraft improvement class feature).


Eye for detail: As his eyes first take on the color of his gem affinity and later become gems of that type, a disciple of the gem of at least 7th level can see more details of the world around him.

At 7th level the disciple gains a +3 bonus on his spot checks.

At 10th level the disciple gains a +2 bonus on saving throws against illusions.

At 13th level the disciple gains low-light vision. If the disciple already has low-light vision, he can now see 3 times as far as a human in conditions of shadowy illumination.

At 16th level the disciple gains darkvision out to 60ft or increases the range of his darkvision by 60ft.

At 19th level the disciple gains the ability to see the world as it really is. The disciple can gain the benefit of true seeing for a number of minutes per day equal to the number of levels in the disciple of the gem class. The disciple does not need to use all of his daily minutes in one go, but can only use it in multiples of a minute. (e.g.: the disciple uses his true seeing ability for 2 rounds and deactivates it, this removes 1 minute from his daily allotment). This is a supernatural ability.


Gemcraft projection (arrow or spell) (Su): A 9th level disciple of the gem can use the combination of his mental energy and the crystals growing in his body to affect the world around him. The disciple must choose between the arrow and spell styles.

The arrow style is associated with the disciple's wrists and back of his hands. Through them gems there he can project bolts of energy. These bolts act like (magical) arrows fired from a composite longbow. In most ways this functions identically to the "Mind arrow" feature of the soulbow, except for the enhancement bonus to attack and damage, for which the disciple uses his regular gemcraft bonus and the section on adding his wisdom modifier to damage rolls (the disciple uses his intelligence instead).

The spell style is associated with the disciple’s third eye (center of the forehead). Through it he can project certain spell like abilities. Starting at level 9 these are: Mage hand (at will) and Telekinesis (3/day). The disciple's CL for these abilities is equal to his class levels in the disciple of the gem class. For the purpose of determining the range of both abilities and the maximum weight for the telekinesis ability, add the disciple of the gem's gemcraft bonus to your CL. The disciple uses his intelligence to determine DCs for his SLAs.

At the 11th level, the disciple can use his Telekinesis an additional 2 times per day, for a total of 5 uses per day. From the 14th level on the disciple can use his Telekinesis at will.

The disciple of the gem's version of Telekinesis is identical to the wizard's version, except that it lacks the maximum limit on the amount of weight that can be manipulated. It is still 25 pounds per CL, but it no longer maxes out at CL 15.


Essence of the gem: At 10th level a disciple of the gem reaches a new phase of crystallization. A significant portion of his body has been transformed into gems. While many of these gems serve specific puposes (e.g.: the gems in the palm of his hands are used to create his gemcraft weapons), some don’t have a specific purpose. One of these is now big enough to hold magic.

The disciple of the gem can enchant this gem inside his body. While this essentially uses the gem as a slot less item, only 1.5 times the normal costs for the enchantment are paid. The gem can be enchanted with properties normally associated with rings, amulets, third eyes, ioun stones, belts and anklets.

At level 20, as his body reaches the end of his transformation, the disciple gains another enchantable gem inside his body.


Greater weapon focus (gemcraft): At 11th level the disciple of the gem gains greater weapon focus (gemcraft) as a bonus feat. This applies to both gemcraft weapons and gemcraft projection (arrow). Similar to weapon focus (gemcraft), any follow up feats (such as weapon specialization) still require you to pick a specific style.


Advanced gemcraft weapon: At 12th level, as the disciple of the gem grows more proficient in the use of his chosen weapon style, he learns to use his chose style to greater effect. At the same time he also learns to use the other style. If you already had access to both styles (e.g.: through the feat "Improved gemcraft weapon") you gain the advanced forms of both styles.

Advanced focused: The disciples focus extends beyond the physical manifestation of his weapon, he can also focus his will through the weapon. The disciple gains either the "combat expertise" feat or the "power attack" feat (he doesn't need to meet the prerequisites for this feat). If he already possesses one or both of them, he can instead select any feat (for which he meets the prerequisites) from either feat tree as his bonus feat instead.

Advanced refracted: The refracted style doesn't just represent the splitting of his gemcraft weapon into two, it is also very much about splitting between the two tools. As the disciple grows more accustomed to this, he finds two weapon fighting increasingly easy. The disciple gains the "two weapon fighting" feat (he doesn't need to meet the prerequisites for this feat). If he already has this feat, he can instead gain any other feat in the two weapon fighting tree for which he meets the prerequisites.


Advanced gemcraft protection: At 15th level, as the disciple of the gem grows more proficient in the use of his chosen protection style, he gains greater benefits while using them. At the same time he also learns to use the other style. If you already had access to both styles (e.g.: through the feat "Improved gemcraft protection") you gain the advanced forms of both styles.

Advanced barrier: As the disciple becomes more comfortable with his barrier, he learns to manifest different shapes and forms of barriers and suffers less downsides to wearing it. His maximum dex bonus while wearing the barrier is now +5 (up from +3) and his armor check penalties are only one third of the penalties (rounded up) a normal (non magical) suit of armor would have. He can now choose to manifest his barrier in the form of the following types of armor: studded leather, scale mail and full plate.

Advanced skin: As both wearing and creating the skin becomes more familiar to the disciple, it offers him greater protection. The bonus to his natural armor is now equal to his gemcraft bonus.


Advanced gemcraft projection: At 18th level, as the disciple of the gem grows more proficient in the use of his chosen projection style, he learns to use it in new ways. At the same time he also learns to use the other style. If you already had access to both styles (e.g.: through the feat "Improved gemcraft projection") you gain the advanced forms of both styles.

Advanced arrow: As using the arrow style becomes an increasingly natural action to the disciple he learns how to use it to greater effect. The disciple gains the "point blank shot" feat. If he already has this feat, he can instead gain any other feat in the point blank shot tree for which he meets the prerequisites.

Advanced spell: No longer just controlling his surroundings, the disciple learns to destroy as well. He gains the following spell like abilities: Shatter (at will) and Disintegrate (3/day). The disciple adds his gemcraft bonus to his CL to calculate the range of both spell like abilities and the weight limits of the shatter ability.


Harmony of the gem: When the disciple of the gem reaches level 20, his transformation reaches its conclusion. He is now more gem than man. Pieces of gem are visible through his skin all over his body, not just in the places associated with his abilities (hand palm, back of hand, breast bone, eyes, forehead).

The disciple's type changes to construct. He also gains the living construct sub-type. However, because of the way the disciple's body works (with the gems functioning in ways quite close to natural organs/parts of his body), the following changes are made to how this sub-type functions.

Unlike normal living constructs, the disciple can still heal naturally. Since they no longer need sleep, they must mediate for 8 hours (or however long they would otherwise need to sleep) to gain the benefits of natural healing.

Also different normal living constructs, the disciple gains full benefits from spells from the healing school. Instead he only gains half the benefits from spells of the repair school.

Again different from normal living constructs, the disciple gains a certain level of resistance to critical hits (and abilities that usually check the same immunities such as sneak attacks). The disciple gains a 50% chance to negate critical hits (similar to how the fortification item property works).

The disciple does not become automatically stable when between 0 and -10 hit points. However, instead of the normal 10% chance, he has a 25% change of becoming stable (and for becoming conscious and starting to heal).

The disciple who have reached this point in their journey no longer (truly) age. While they still gain the benefits of aging, they no longer suffer the downsides and they no longer have a maximum age. If the disciple has already taken such penalties, he'll lose them slowly as his body restructures itself back to peak condition. Every 1d8 years after reaching this state, the disciple becomes one age category younger in regards to both appearances (the disciple can chose to stop regressing in this regard when sees fit) and physical ability score penalties, until he has regressed back to adulthood.

Finally, the disciple recalculates all his disciple of the gem hit dies as d10's (this will grant, on average, 1 additional hit point per class level). This represents the increased toughness of his improved construct (like) body.


Personal Gem Ability Descriptions
All personal gems have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table below. The abilities on the table are cumulative. Below are described only the new abilities when compared with a "normal" psicrystal.



Owner level Natural armour Adj. Int Adj. Personalities Special
1 +0 +0 1 Alterness, improved evasion, personality, hover, sighted, telepatic link
2 +0 +0 2
3 +1 +1 2 Controlled flight
4 +1 +1 3
5 +2 +2 3 Telepathic speech
6 +2 +2 4
7 +3 +3 4
8 +3 +3 5
9 +4 +4 5 Rapid flight
10 +4 +4 6
11 +5 +5 6 Magic resistance
12 +5 +5 7
13 +6 +6 7 Sight link
14 +6 +6 8
15 +7 +7 8 Point of origin
16 +7 +7 9
17 +8 +8 9
18 +8 +8 10
19 +9 +9 10
20 +9 +9 11




Hover: A personal gem can hover around and move with its owner in much the same way that a ioun stone can. However unlike an ioun stone it can also stick to its owner or be carried/left behind.

Controlled flight: if the owner is 3rd level or higher, the personal gem gains a flight speed of 15 (perfect).

Rapid flight: if the owner is 9th level or higher, the personal gem gains an additional flight speed of 50 (poor).

Point of origin: If the owner is 15th level or higher, he can use his gemcraft projection (arrow or spell) through his personal gem. The personal gem is treated as the originator of the ability and all ranges are calculated from its position.

Its owner is still subject to attacks of opportunities (and in fact all other effects - if applicable) as if he used the ability himself.

If either the owner and/or the personal gem has moved this round, only one arrow can be fired. If neither have moved, a full attack can be made, but with one less attack then the owner would normally make.

(re-)Gaining your personal gem: A personal gem is grown out of a non magical gem of the variety with which the disciple of the gem has affinity. This "seed" gem needs to be worth at least 10gp. The process of turning the gem into your personal gem takes 1d4 hours of concentration and meditation.

If your personal gem is destroyed and you are creating a new one, the same process creates your new personal gem, however it won't immediately be at full strength. A newly created personal gem will only have the abilities of a 1st level personal gem. The gem will grow 1 level equivalent per day until it reaches the appropriate strength for your classes levels. This growth requires you to spend 10 minutes per day working on/with your growing crystal (usually done at the start of a day).

This process can be sped up, for each additional 50gp spent on the seed gem, it will start at 1 equivalent level higher (up to the maximum level for your class levels).

A first level character is assumed to have already found/created his personal gem (in fact, for many disciples finding their personal gem is the reason (and source of information) for pursuing the disciple of the gem class).


New Feats
Improved Gemcraft Weapon [General]
You learn how to use both styles of gemcraft weapons.
Prerequisite: Gemcraft weapon (focused or refracted)
Benefit: You can now use both gemcraft weapon styles.


Improved Gemcraft Protection [General]
You learn how to use both styles of gemcraft protection.
Prerequisite: Gemcraft protection (barrier or skin)
Benefit: You can now use both gemcraft protection styles. However, you can't use both at the same time.


Improved Gemcraft Projection [General]
You learn how to use both styles of gemcraft projection.
Prerequisite: Gemcraft projection (arrow or spell)
Benefit: You can now use both gemcraft projection styles. However, using the arrow style while concentrating on one of the SLAs of the spell style will instantly end the SLA.


Practiced gemcrafter [General]
You are a more powerful gemcrafter then others of similar training.
Prerequisite: Gemcraft improvement
Benefit: Your disciple of the gem level for the purpose of your personal gem and gemcraft improvements is increased by 4. This benefit can't increase your virtual level to higher than your Hit Dice.

Loek
2014-04-01, 10:45 AM
Magic Breaker


Maybe he hates magic, or maybe he just wants to protect people from the bad side of magic. Either way, the magic breaker is a living breathing weapon against magic. Sacrificing many of his own (near) magical abilities, a disciple of the gem can instead focus his abilities towards the singular goal of stopping magic. The main downside? Magic hates them right back, making it hard if not impossible for magic breakers to benefit from magic items and spells.
Hit Die: d8

Requirements
To qualify to become a magic breaker, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 10 ranks, Concentration 10 ranks, Spellcraft 5 ranks.
Class Features: Crystalline essence, Gemcraft projection (spell)
Special: Must enchant the "crystalline essence gem" with a sliver of anti magic. This is a ritual that takes 7 days and requires that the crystalline essence is not yet enchanted. As a material component the would-be magic breaker needs a single gem, worth at least 1000gp, that has been in repeated contact with anti-magic. This could be from an anti-magic field, a dead magic area, a target for dispel training at a mage's academy or a beholder's favorite bauble.


Class Skills
The magic breaker's class skills (and the key ability in each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.



Saves
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Gemcraft, gem dependency, magic's rejection, anti-magic gemcraft enhancement, anti-magic gemcraft projection, eye for detail (magic)
2nd +1 +0 +3 +3 Spell resistance, instant counterspelling
3rd +2 +1 +3 +3
4th +3 +1 +4 +4
5th +3 +1 +4 +4 Anti-magic third eye, magic item disruption




Class Features
All the following are class features of the magic breaker prestige class.

Weapon and Armor Proficiency: Magic breakers gain no proficiency with any weapon or armor.


Gemcraft: A magic breaker's class levels stack with his disciple of the gem levels for determining his personal gem, gemcraft improvement and eye for detail abilities.


Gem dependency: Like the disciple of the gem class feature. While the magic breaker has turned away from magic, he still needs to eat and his physiology has already been altered.

However, the magic breaker requires that his gems have a certain level of anti-magic to them. To this end, the gems must have been subject to anti-magic, similar to the gem that started the magic breaker on his way (the special condition to get into the class). Alternatively the magic breaker can carry the gems with him for a number of days equal to 5 divided by his class level to infuse them with the necessary amount of anti-magic.


Magic's rejection: While a magic breaker isn't unable to use magic items or benefit from spells, being in contact with such concentrated magic isn't exactly pleasant for him. He suffers a -1 penalty to skill checks for the following skills for each condition that is met: Autohypnosis, Concentration, Listen & Spot.

The conditions are as follows:


• Wearing up to 3 magic items.
• Wearing more than 3 magic items.
• Being in a area of concentrated magic (up to the DM).
• Currently affected by a spell. This condition applies as long as the spell lasts or up to a number of rounds equal to the level of the spell, whichever is longer.

When you are suffering a penalty (due to meeting any of the above conditions), add 1 more to the penalty if the magic breaker has 4 or more magic breaker levels.


Anti-magic gemcraft enhancement: The magic breaker can no longer enhance his gemcraft weapons, protection and projection with the same enhancements as before. Instead he is limited to two categories of enhancements: Those that are close to, or mimicable by, non-magical enhancements and those that actively resist or fight magic.

Examples of the first category. For weapons: defending, keen and vorpal. For armor: Slik, invulnerable, shadow and silent moves. For shields: Bashing and arrow deflection.

Examples of the second category. For weapons: Dispelling, illusion bane, magebane and spellstrike. For armor: Magic-eating and spell resistance. For shields: Reflecting and spell resistance.

Note to self/DM: homebrew weapon enhancement that casts dispel on hit. Same for armor on being hit. Also, allow ghost touch and freedom?


Anti magic-gemcraft projection: The magic breaker loses all spell like abilities he gained from gemcraft projection and advanced gemcraft projection. Instead he gains the following spell like abilities.

At 1st level: Dispel magic (at will). As the wizard spell, but dispel checks are as follows: (1d20 + your caster level (maximum +10) + gemcraft bonus), where your caster level is equal to your disciple of the gem level plus your magic breaker level.

At 2nd level: Wall of dispel magic (1/day) and dispelling screen (1/day). As the wizard spell, but with the modified dispel check as shown above. The magic breaker gains an additional use of both spells each time he gains a new level in the magic breaker class, up to a maximum 4 times per day each at the 5th level.

At 3rd level: Greater dispel magic (at will). As the wizard spell, but dispel checks are as follows: (1d20 + your caster level (maximum +20) + gemcraft bonus), where your caster level is equal to your disciple of the gem level plus your magic breaker level.

At 4th level the magic breaker can choose to expend two uses of his wall of dispel magic or dispelling screen to cast the greater version of the spell. These greater versions use the greater dispel check as described above for greater dispel magic.

At 5th level: Remove curse (1/day). As the wizards spell.

Note: The magic breaker can use his (greater) dispel magic to counterspell even though they are spell like abilities.


Eye for detail (magic): A magic breaker has a certain level of sensitivity to magic. This translates into an ability to "see" the magic in the world around him. This ability increases in strength as the magic breaker becomes more attuned to anti-magic.

Mechanically this translates to the following abilities (with CL equal to his HD):

At 1st level, the magic breaker can use arcane sight as a SLA 3 times per day.

At 3rd level, the magic breaker can use arcane sight at will.

At 5th level, the magic breaker is permanently affected by arcane sight. This is a supernatural ability.

Note: The ability to see magic is in addition to the normal abilities granted by the eye for detail class feature.


Spell resistance: At 2nd level, as the magic breaker's body absorbs ever more anti-magic he becomes increasingly hard to target with spells. He gains spell resistance equal to 15 + double his magic breaker levels. He can't voluntarily lower his spell resistance.

Note: The magic breaker can keep on increasing his spell resistance even without taking more levels in the magic breaker prestige class (either by choice or because he completed the class). As long as the gems he consumes for gaining a level (as part of his gem dependency class feature) are infused with anti-magic (as described above), he adds +1 to his spell resistance. Making the new formula: 15 + double magic breaker class levels + other gem dependency class levels (anti-magic gems). This does not function retroactively.


Instant counterspelling: At 2nd level, the magic breaker becomes more proficient at counterspelling. His combination of an innate sensitivity to magic and at will ability to dispel magic allows him to counterspell magic even when he isn't actively prepared for it.

The magic breaker can counterspell as a free action, even if he has not readied an action to do so. He can do this up to an amount of times equal to his magic breaker levels + his Int modifier times per day. He can only do so once per round and he can't do it when he is flatfooted.


Anti-magic third eye: At 5th level, the magic breaker becomes capable of suppressing magic with a glance. Anything he "sees" through the gem on his forehead has its magic suppressed. This functions like the beholder's central eye (and its ability "anti magic cone"). With the following changes.

The magic breakers third eye produces a cone 60ft long and 30ft wide at its furthest point. The CL for the ability is equal to his disciple of the gem levels plus his magic breaker levels. When overcoming the SR of summoned creatures, add his gemcraft bonus to the check.

Any wall of (greater) dispel magic or (greater) dispelling screen, cast by the magic breaker, is unaffected by the magic breaker's own anti-magic third eye.

The magic breaker can activate or deactivate this ability as he sees fit. But, he can't use any of the gemcraft projection SLAs while it is active.


Magic item disruption: At 5th level the magic breaker becomes so infused with anti-magic that magic items become unreliable around him. At the start of each day, roll 1d10 for each magic item the magic breaker is wearing. For each failed roll that item's magic will be suppressed for the day.

Which values are considered a fail depends on the following:

The magic breaker is permanently tainted with anti-magic, so a 1 is always a fail.

If the magic breaker has used any of his class specific abilities the day before, the roll will fail on a 2 or lower.

If the magic breaker has used the anti-magic third eye the day before, the roll will fail on a 3 or lower.

Note: The DM should feel free to increase the number needed to be rolled if the magic breaker has been making "heavy" use of his anti-magic third eye (or even make a secondary roll later in the day, right after such a use).

Loek
2014-04-01, 10:57 AM
Onyx-bound soul
{intro story - to be written}
Hit Die: d8


Requirements
To qualify to become a magic breaker, a character must fulfill all the following criteria.

Feat: Craft wondrous item.
Skills: Knowledge (arcana) 18 ranks, Spellcraft 10 ranks, Use magic device 5 ranks.
Class Features: Gemcraft projection (spell), Crystalline essence.
Special: {Maybe - Maybe not}


Class Skills
The onyx-bound soul's class skills (and the key ability in each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use magic device (Cha).
Skill Points at Each Level: 4 + Int modifier.



Saves
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Gemcraft, gem dependency, onyx taint, restless body, spell gems (2nd)
2nd +1 +3 +0 +3 Spell gems (3rd)
3rd +1 +3 +1 +3 Spell gems (4th)
4th +2 +4 +1 +4 Spell gems (5th)
5th +2 +4 +1 +4 Lich-like transformation



Class Features
All the following are class features of the onyx-bound soul prestige class.

Weapon and Armor Proficiency: Onyx-bound souls gain no proficiency with any weapon or armor.


Gemcraft: A onyx-bound soul's class levels stack with his disciple of the gem levels for determining his personal gem, gemcraft improvement and eye for detail abilities.


Gem dependency: Like the disciple of the gem class feature. However, as part of this class, he switches from his original gem affinity to an affinity with onyx. This change in diet changes the appearance of his body gems. The gems maintain their original type, but at their core a slowly growing shadow can be seen. While this might mean someone can recognize what he is, it is purely a esthetic change.


Onyx taint (Ex): As the essence of onyx slowly gets incorporated in the onyx-bound soul's body, he starts gaining resistances to a number of effects. These resistances are replaced with immunities when he becomes undead later on.

At 1st level the onyx-bound soul gains a +2 bonus to saving throws against diseases, poisons and death effects.

At 2nd level the onyx-bound soul gains a +2 bonus to saving throws against sleep, paralysis and stunning.

At 3rd level the onyx-bound soul gains a 25% chance to negate critical hits. This is similar to, but stackable with, light fortification.

At 4th level the onyx-bound soul gains a +2 bonus to saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


Restless body: Due to the slowly increasing undead taint in the onyx-bound soul's body, his body won't find rest when he gets killed. 1d6 days after he is killed (minus 1 day per class level, minimum 1 day) he rises again as a mindless undead, unless he is brought back to life or buried in a hallowed cemetery (or a similar effect). The type of undead is determined by the DM, but should take into account how the onyx-bound soul died.


Spell gems: As part of the onyx-bound soul's journey towards undeath, he learns to implant spell gems into his flesh. These spell gems function as adapted eternal wands (MIC, pg. 159) worn in wand sheaths (ECS, pg. 269). They only work for the onyx-bound soul who created them and use his gemcraft level as CL, increasing as he increases in level.

Spell gems can only hold necromantic or illusion spells. They can be used a number of times a day based on the level of spell, as shown in the table below. Their cost is similarly dependant on the spell's level . This cost includes the onyx that is enchanted, which should cost at least 100gp per spell level.


Lvl Uses per day Cost
0th 5/day 250gp
1st 3/day 500gp
2nd 3/day 2500gp
3rd 2/day 5000gp
4th 2/day 10000gp
5th 1/day 15000gp



At 1st level, the onyx-bound soul can add 2 spell gems with a maximum spell level of 2.

At 2nd level he can add another spell gem, with a maximum spell level of 3.

At 3rd level he can add another spell gem, with a maximum spell level of 4.

At 4th level he can add another spell gem, with a maximum spell level of 5.

The first two spell gems are usually embedded in the onyx-bound soul's forearms, while the rest is usually implanted in/around his spine.


Lich-like transformation: At 5th level, the onyx-bound soul consumes a deathly poison infused with powdered onyx (the gems he needs to consume due to his gem dependency) which kills him. 1d8 hours later he rises as an intelligent undead, quite similar to a lich. The onyx-bound soul gains the lich template, with the following changes:

The onyx-bound soul does not gain the fear aura, nor does he gain the level adjustment of the template.

The onyx-bound soul gains +6 turn resistance instead of the lich’ +4.

The onyx-bound soul uses his personal gem as a phylactery. He can create a back-up personal gem (in the same way as he can create a new personal gem), that also functions like a phylactery, but it doesn’t gain any of the standard personal gem features unless the first personal gem is destroyed.

When his physical body is destroyed the onyx-bound soul can choose to reappear (after 1d6 days) near either of the two personal gems.

Loek
2014-04-01, 11:10 AM
Sardiorian
The sardiorian is a disciple of the gem who does not feel completed after becoming one with his gem. Instead he feels that becoming one with the gem is only the first step in becoming one with the gem dragons.

While their name is derived from the ruby dragon god of the gem dragons, worship or even knowledge of him is not required to enter or complete this class.

Adaption: The class as presented here is the most basic version of the dragon transformation class for a disciple of the gem. If you wish to have include more characters or types of dragons, see some initial ideas below the class features. Logical adaptations would be for use without the disciple of the gem class or to allow magic breakers and onyx-bound souls to enter the prestige class.
Hit Die: d12


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

Skills: Knowledge (arcana) 23 ranks, Knowledge (the planes) 15 ranks, Concentration 10 ranks, Survival 10 ranks.
Class Features: Harmony of the gem
Special: When first taking a level of sardiorian, the disciple of the gem may (one time only) choose to change his gem affinity. This option is mostly used by those disciples that don't have an affinity with a dragon related gem. Those who do, rarely change their gem affinity.


Class Skills
The sardiorian's class skills (and the key ability in each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.



Level Special
1st Gemcraft, gem dependency, draconic exemplar, draconic growth, draconic ability
2nd Breath weapon, draconic resistance
3rd Natural gemcraft
4th
5th Crystaline essence
6th Draconic armor
7th
8th Draconic special
9th
10th Draconic rebirth, eye for detail (draconic), alternate form



Class Features
All the following are class features of the sardiorian prestige class.

Weapon and Armor Proficiency: Sardiorians gain no proficiency with any weapon or armor.


Gemcraft: A sardiorian's class levels stack with his disciple of the gem levels for determining his personal gem, gemcraft improvement and (advanced) gemcraft projection abilities.


Gem dependency: Like the disciple of the gem class feature. However as the Sardiorian no longer needs to eat (due to the harmony of the gem class feature) the part relating to rations and starvation no longer applies.


Draconic exemplar: Every sardiorian has a specific type of dragon that they admire and/or strive to be. This is reflected in their gem affinity and influences several class abilities. Below are the 7 gem dragons and the effect they have on the sardiorian's class features.


Type Breath weapon Immunity Special
Amethyst Line of Force Force Spider climb
Crystal Cone of Light Cold Improved maneuverability
Emerald Cone of Sonic Sonic Improved maneuverability
Obsidian Cone of Fire Fire Improved fire damage (50%)
Ruby As Amethyst, Crystal or Obsidian Fire Extra breath weapon
Sapphire Cone of Sonic Electricity Spider climb
Topaz Cone of dehydration Cold Improved swim (+30ft)



Draconic growth: While working his way to his draconic rebirth, the sardiorian gains a number of draconic features.

At 1st level, the sardiorian's hands grow (retractable) claws. These claws deal 1d6 damage (for a medium sardiorian).

At 4th level, the sardiorian grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.

At 7th level, the sardiorian grows more comfortable with his wings and learns how to use them in a wing slam. This can be done while flying and deals 1d4 damage (for a medium sardiorian).


Draconic ability: As the sardiorian draws closer to his draconic rebirth, he starts gaining the strength and durability of his draconic exemplar. At the same time his mind changes, growing more astute and flexible. This translates to the following class abilities.

At 1st level, the sardiorian's strength increases by 2.

At 2nd level, the sardiorian's constitution increases by 2.

At 3rd level, the sardiorian's intelligence increases by 2.

At 4th level, the sardiorian's strength increases by an additional 2, making the total increase to the sardiorian's strength +4.

At 5th level, the sardiorian's constitution increases by an additional 2, making the total increase to the sardiorian's constitution +4.

At 6th level, the sardiorian's wisdom increases by 2.

At 7th level, the sardiorian's strength increases by an additional 2, making the total increase to the sardiorian's strength +6.

The change at 8th level is dependent on the sardiorian's gem type. Sapphire sardiorians gain an increase of +2 to their dexterity. While all the other sardiorian's gain an additional increase of 2 to their constitution (for a total of +6)

At 9th level, the sardiorian's charisma increases by 2.

This class feature does not stack with the ability score increases granted by the draconic rebirth class feature.


Breath Weapon: At 2nd level, the sardiorian gains a breath weapon. The type and shape depends on his draconic exemplar (for details on the breath weapon, see the dragon's description in MM2). After he uses his breath weapon, he can't use any breath weapon again for 1d6 rounds. The sardiorian's breath weapon does 2d8 damage.

The damage of the sardiorian's breath weapon increases to 4d8 at 4th level; 6d8 at 6th level and 8d8 at level 8.

When the sardiorian reaches draconic rebirth (level 10), he gains full mastery of his breath weapon. The damage increases to 10d8. He can now use his breath weapon again after 1d4 rounds (instead of 1d6) and he gains a secondary breath weapon type. This secondary breath weapon can't be the opposite of the first one. For example, a sardiorian with a fire breath weapon can't gain a cold breath weapon. If the dragon has two types of breath weapon, you must select the one you don't have yet.

The size of the breath weapon is based on the size of the sardiorian, similar to how it works for dragons (MM2, page 78).

The DC of the sardiorian's breath weapon is equal to 15 + double class levels + con modifier.


Draconic resistance: From 2nd level onwards, the sardiorian starts gaining the resistances of his draconic exemplar. For the energy type the sardiorian will (eventually) gain immunity to (see draconic exemplar), the sardiorian gains resistance 10. This resistance increases to 20 at 5th level, 30 at 8th. At the time of the sardiorian's draconic rebirth (10th level) he gains immunity to this energy type.

At the same time, the sardiorian gains some of the fire resistance that all gem dragons have. He gains fire resistance 5 at 2nd level, which increases to 10 at 5th level and 20 at 8 level. Finally at the time of his draconic rebirth (10th level) he has fire resistance 30. If the draconic exemplar's main immunity is fire, he can choose another element to gain this resistance to (with the exception of cold).


Natural gemcraft: At 3rd level, a sardiorian can apply his gemcraft improvement class feature to certain natural attacks. While he doesn't create them like his normal gemcraft weapons, he can infuse them with the same magic.

He can enhance (both with gemcraft bonus and gemcraft enhancement) his claws. When he later gains a bite attack in draconic form, he can enhance both his bite and his claw attacks. However, when he does so, the total allowed enhancement is reduced by 1.


Crystalline essence: At 5th level, the sardiorian gain another gem inside his body to enchant, as the disciple of the gem ability of the same name.


Draconic armor: At 6th level, the sardiorian's skin starts hardening, slowly becoming more hide like. He adds half his personal gem's natural armor bonus to his natural armor.


Draconic special: At 8th level, the sardiorian gains a special ability based on his dragon exemplar. The special abilities for the 7 gem dragons are mentioned above in the dragon exemplar section. Below are descriptions of the special abilities shown there.

Extra breath weapon: The ruby sardiorian gains access to another of the ruby dragon breath weapons. He can also use his breath weapon again after 1d4 rounds, instead of the normal 1d6. This changes to 1d2 rounds at 10th level (where the wait time for the other sardiorians becomes 1d4).

Improved fire damage: All fire damage done by an obsidian sardiorian (including his breath weapon) is increased by 50%.

Improved maneuverability: Crystal and emerald sardiorians increase their maneuverability while flying (both with the wings grown by the draconic growth class feature and in his dragon form after reaching level 10) by 1 step.

Improved swim: Topaz sardiorians gain a swim speed of 30. If they already possess one (from race or class features) this increases the swim speed by 30. This also increases their swim speed in their dragon form (after reaching level 10).

Spider climb: A amethyst or sapphire sardiorian can climb on stone surfaces as though using the spider climb spell. This ability is always active.


Draconic rebirth: at 10th level, the sardiorian can finally stop striving to be like a dragon, mostly because he has actually become a dragon. His type remains construct, but his physical form changes into a young adult of the type of his draconic exemplar. The sardiorian can qualify for anything that requires the (true) dragon type and/or any of the dragon related subtypes (e.g.: dragonblooded). The sardiorian gains the sub-type of his draconic exemplar (but in case of fire/cold sub-types should not be subject to the vulnerability that normally comes with it).

The sardiorian has the has the natural attacks and movement types of a young adult of his exemplar's type. In humanoid form however, he only has access to those types he had before (including those gained through the draconic growth and draconic special abilities).

A sardiorian’s physical ability scores (in dragon form) improve according to its kind. These adjustments are equal to a young adult dragon’s normal ability scores –10 or –11. These ability score increases override the physical ability score increases gained through the draconic ability class feature.

In humanoid form (see: alternate form below) the sardiorian does not gain these ability score increases, instead he still gains the increases from the draconic ability class feature.

In dragon form, the sardiorian has natural armor equal to his personal gem's bonus to natural armor (instead of half the personal gem's bonus, which he still has in humanoid form due to the draconic armor class feature).

Finally, increase all current and future Hit Dice to d12s.


Eye for detail (draconic): As he is transformed into a dragon, the sardiorian's eyes become even better than they already were. His darkvision increases by 60ft and his low level vision increases by one step (so from seeing in the dark twice as far as a human to three times. Or from three times to four times).

The sardiorian also gains blindsight up to 60ft in dragon form and 30ft in humanoid form.


Alternate form (Su): While the sardiorian's body is now that of a dragon, he is capable of transforming back into his old form.
The sardiorian can assume the form of his old humanoid body as a standard action at will. He can remain in this form until he chooses to return to his (new) natural form. At the time of transformation the sardiorian can choose how many and which of the gems in his body are visibly (he can even choose not to have any of his gems visible).


How to handle other types of gem affinities/dragons:
Of the 7 gem dragons used in the basic sardiorian class, the ruby dragon already stands out as being a bit off (pick one of the gem dragons and use their stats for the ruby sardiorian). Should it annoy you, feel free to remove it from the options open to sardiorians.

However, should you feel adventurous (or just plain stubborn) it is also possible to include more, instead of less, dragon types. Here are some basic rules on how to convert the dragon's stat to the sardiorian class.

Typically only true dragons should be considered (but if you just love, for example, the "hellfire drake" (MM2), then I'd say go for it, not sure how though - Sulfur gem affinity anyone?).

The stats for the draconic rebirth feature should generally be based on a young adult of the species. However, some exceptions may exist where those are either to powerful or too weak. Aim for an age category with the following features: Large size and roughly CR 10. (For example, for a howling dragon (draconomicon) this would point to the juvenile age category. Because young adults are huge and CR 13, while juveniles are large and CR 10).

Based on the ability scores for dragons of the age category you just selected, you can now decide on which ability score increases to grant with the draconic ability feature. Start by granting +2 to each of the mental stats (at levels 3, 6 and 9). For the physical scores, look at the ability scores of the dragon. If it has 10 or 12 in a stat, don't grant the sardiorian any increases in that particular stat. If a dragon has a 14 in a particular score (a modifier of +2), the sardiorian should not receive more than a single increase in that ability (and max 2 increases for 16, etc). The dragon's highest physical ability should be the first to increase. (For example, the young adult amethyst has the following physical ability scores: 23 12 19. So strength increases first each time, and dexterity never increases). If you have a dragon who's stats aren't high enough to account for all ability increases (for example a dragon with the following stats: 16 10 14), I'd recommend going for a mental stat instead (or a different dragon/higher age category).

If the dragon has multiple breath weapons, the sardiorian should get to choose which breath weapon will be his first and which will be his second, but he has to stick to the types available to the dragon. If the dragon has only one breath weapon, the sardiorian's first breath weapon has to be that type and the second is his own choice as normal.

Finally there is the draconic special that the sardiorian gains, based on his draconic exemplar. While it could just be up to the player/DM, try to match it to the dragon type. For example a dragon with the water breathing ability should probably get an increase to his swim speed, while one with the spider climb ability (and/or the earth sub-type) should have either increased climb speed or just have the spider climb ability. Dragon's with the air sub type could have their fly maneuverability increased one step. Shadow dragons could always be cloaked in shadow or a have a bonus to hide checks, while a planar fire dragon/lava thingy could have a burning aura around him.

Remember that the sardiorian will already have a small arsenal of immunities due to being a construct. Don't over immunize them, and don't give them abilities that do nothing for them (water breathing being useless to a being that does not breathe).

Also it's worth point out that the gem dragons have many forms of movement available to them, this might mean that other dragons will be somewhat disadvantaged compared to them.


Class adaptations
The current entry requirements are such that you'd need to be a level 20 disciple of the gem to enter the class. This can be changed (or expanded on) to include other ways of entering the class.

For example you could include the capstone ability of the onyx-bound soul class as an alternative entry requirement for an undead version of the class (possibly shadow dragon / dracolich). The magic breakers capstone ability for an anti magic version of the class (dragon with magic immunity, anti-magic breath or just the fang dragon).

Other adaptations might be so you can use it without the disciple of the gem-type classes altogether. Interesting version would be requiring dark invocations for warlocks/dragonfire adepts. Probably dropping the dependency features and focusing on metallic and chromatic dragons. Or you could have a monk based class, again the fang dragon might be interesting. In high powered campaigns you might even consider dropping the "epic" requirement from the class to boost these lower tiered classes somewhat (in case of boost, make sure it progresses those classes main features, invocations and AC/unarmed).