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View Full Version : D&D 3.x Class The Dracocleptor (Dragon-themed Skillmonkey, PEACH)



Alabenson
2019-04-05, 09:12 PM
The Dracocleptor

Dragons tend to mean many things to many people. For some, the term simply conjures images of giant, flying, fire-breathing reptiles. Others are more interested in the primordial sorcerous power the creatures wield. For a few, however, there is no concept more inextricably linked to the notion of dragons than the massive piles of treasure they are infamous for collecting. Dracocleptors are individuals who have been inspired by this last association to embrace the power of dragons as a means to an end. Combining a lethal breath weapon with an assortment of skills more commonly associated with rogues and other thieves, dracocleptors seek to track down and build their very own hoards.

Adventures: Overwhelmingly, greed is the driving force behind nearly every adventuring dracocleptor, few activities offering comparable opportunities to acquire massive piles of wealth. Beyond this, adventuring also offers excellent opportunities to increase one's power, and more karmically-minded dracocleptors may see righting wrongs while adventuring as a way to balance the scales against their more avaricious tendencies.

Characteristics: Like rogues and other adventurers that rely on their skills, dracocleptors wield a wide assortment of skills, particularly those involved in stealth, theft and deception. While dracocleptors possess middling talents when it comes to melee combat, they make up for this with the ability to unleash a powerful breath weapon like the dragons they idolize and moreover dracocleptors are uniquely skilled at utilizing this ability against unaware adversaries. Finally, dracocleptors are able to supplement their other abilities with a small number of arcane spells.

Alignment: Unlike others who venerate dragons, dracocleptors don't necessarily share any philosophical opinions with the creatures they idolize beyond a mutual love of intrinsic wealth. As such, a dracocleptor may be of any alignment, regardless of what sort of dragon they identify with.

Religion: Not surprisingly, dracocleptors frequently venerate the draconic deities, with worship of Astilabor and Tiamat being particularly common. Other dracocleptors choose to favor more traditionally roguish deities, but few dracocleptors are especially pious.

Background: Almost all dracocleptors are self-taught to at least some degree, since few dracocleptors are willing to take on apprentices. Most dracocleptors start out as thieves-in-training before stumbling upon the magical secrets of the dracocelptors, at which point they rededicate themselves to that path. More rarely, a dracocleptor will begin their career as a student of magic before learning of the dracocleptors and refocusing their studies on mastering the dracocleptor's more mundane skills.

Races: Humans represent the majority of dracocleptors, being famously willing to exploit unconventional sources of power for their own ends. Halflngs are one of the few other common races to produce a notable number of dracocleptors, thanks to their tendency towards thievery and their appreciation of power that's independent of physical size. Among the savage races, kobolds make up an unsurprising number of dracocleptors, already venerating dragons and naturally prone to stealth.

Other Classes: Dracocleptors benefit greatly from working with other classes, preferring to have martial classes to fight in front of them, and to have more dedicated spellcasters available to support them in and out of combat.

Role: Depending on their skill selection dracocleptors can fill any number of roles in a party, such as party face or scout. Furthermore, dracocleptors are able to act as skirmishers, heavily damaging unaware opponents with their breath weapons.

GAME RULE INFORMATION
Dracocleptors have the following game statistics
Abilities: Constitution is the most valuable ability for dracocleptors, as it determines both their hit points and the power of their breath weapon. As dracocleptors typically wear light or no armor they have to rely on Dexterity more for protection, and Charisma not only powers the dracocleptor's spellcasting but a few of their special abilities as well.
Alignment: Any
Hit Die: D8
Starting Age: As a bard
Starting Gold: As barbarian

Class Skills:
Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st level: (8 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 8 + Intelligence Modifier



LevelBABFortRefWillSpecial0th 1st 2nd 3rd 4th5th



1st+0+0+2+0 Armored Mage, Breath Weapon (1d6), Draconic Affinity, Trapfinding 2 0 -- -- -- --



2nd+1+0+3+0 Ambush Breath (doubled damage) 2 1 -- -- ----



3rd+2+1+3+1 Breath Weapon (2d6), Energy Resistance 5 2 1 -- -- -- --



4th+3+1+4+1 Draconic Senses (darkvision, low-light vision) 3 1 -- -- -- --



5th+3+1+4+1 Breath Weapon (3d6) 3 2 0 -- -- --



6th+4+2+5+2 Draconic Flight, Energy Resistance 10 3 2 1 -- -- --



7th+5+2+5+2 Breath Weapon (4d8) 4 2 1 -- -- --



8th+6+2+6+2 Treasure Sense 30 ft 4 3 1 -- -- --



9th+6 +3+6 +3 Breath Weapon (5d8), Energy Resistance 15 4 3 2 0 -- --



10th+7+3+7+3 Ambush Breath (Charisma to DC), Breath Weapon Range Increases 5 3 2 1 -- --



11th+8+3+7+3 Breath Weapon (6d8) 5 4 2 1 -- --



12th+9+4+8+4 Draconic Senses (blindsense), Energy Resistance 20 5 4 3 1 -- --



13th+9+4+8+4 Breath Weapon (7d10) 5 4 3 2 0 --



14th+10+4+9+4 Improved Draconic Flight 5 5 3 2 1 --



15th+11+5+9+5 Breath Weapon (8d10), Energy Resistance 25 5 5 4 2 1 --



16th+12+5+10+5 Treasure Sense 60 ft 5 5 4 3 2 --



17th+12+5+10+5 Breath Weapon (9d10) 5 5 4 3 2 0



18th+13+6+11+6 Ambush Breath (bypass resistance), Energy Resistance 30 5 5 5 3 3 1



19th+14+6+11+6 Breath Weapon (10d12), Breath Weapon Range Increases 5 5 5 4 3 2



20th+15+6+12+6 Draconic Transformation 5 5 5 4 4 3



Weapon and Armor Proficiencies: Dracocleptors are proficient with all simple weapons, as well as the handaxe, kukri, sap and short sword. A dracocleptor is proficient with light armor, but not shields.

Spells: A dracocleptor casts arcane spells, which are drawn from the dracocleptor spell list (see below). A dracocleptor can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a dracocleptor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dracocleptor’s spell is 10 + the spell level + the dracocleptor’s Cha modifier.
A dracocleptor can cast only a certain number of spells of each spell level per day. The dracocleptor’s base daily spell allotment is given on the Table below. In addition, a dracocleptor receives bonus spells per day if he has a high Charisma score.
Upon reaching 6th level, and at every third dracocleptor level after that, a dracocleptor can choose to learn a new spell in place of one he already knows. In effect, the dracocleptor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dracocleptor spell the dracocleptor can cast. A dracocleptor may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Dracocleptor Spells Known



Level 0th 1st 2nd 3rd 4th 5th



1st 2 1 -- -- -- --



2nd 3 1 -- -- -- --



3rd 3 1 -- -- -- --



4th 3 2 -- -- -- --



5th 3 2 1 -- -- --



6th 3 2 1 -- -- --



7th 3 3 1 -- -- --



8th 4 3 2 -- -- --



9th 4 3 2 1 -- --



10th 4 4 2 1 -- --



11th 4 4 3 1 -- --



12th 5 4 3 2 -- --



13th 5 5 3 2 1 --



14th 5 5 4 2 1 --



15th 5 5 4 3 2 --



16th 5 5 4 3 2 --



17th 5 5 5 3 3 1



18th 5 5 5 4 3 2



19th 6 5 5 4 4 2



20th 6 5 5 4 4 3



Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. The unique nature of a dracocleptor’s spells, however, allows them to avoid any chance of arcane spell failure if they wear light armor. This does not extend to any other form of armor or if they carry a shield, nor does this ability apply to spells gained from other spellcasting classes.

Breath Weapon (Su): Starting at 1st level the dracocleptor gains a breath weapon corresponding to their draconic affinity (see below). Regardless of the area of effect or energy type, the breath weapon initially deals 1d6 points of damage, plus an additional die per two class levels. At 7th level and every 6 levels thereafter the damage dice of the dracocleptor's breath weapon increases, becoming a d8 at 7th, a d10 at 13th, and finally a d12 at 19th. A successful Reflex save (DC = 10 + 1/2 the dracocleptor's class level (rounded up) + the dracocleptor's Con modifier) halves the damage dealt.
Alternatively, the dracocleptor can choose to project their breath weapon as a ray with a range of 60 ft, targeting a single opponent. In this case the dracocleptor must succeed at a ranged touch attack against their opponent, however the opponent does not receive a saving throw to reduce the damage. Furthermore, when projected as a ray the dracocleptor's breath weapon deals twice the usual number of damage dice.
Initially, cone-shaped breath weapons have a range of 15 feet, while line-shaped breath weapons have a range of 30 feet. At level 10, these ranges double to 30 feet and 60 feet, and the range of the dracocleptor's ray increases to 120 feet. At 19th level these ranges double again to 60 feet and 120 feet, with the ray's range increasing to 240 feet.
Regardless of the form it takes, a dracocleptor must wait 1d4 rounds after using their breath weapon before they can use it again.

Draconic Affinity: Every dracocleptor must select a particular variety of true dragon that they share a particular connection with. This connection determines the nature of the dracocleptor's breath weapon as well as what sort of energy resistance the dracocleptor develops. Furthermore, each variety of dragon has a certain number of skills associated with. The dracocleptor receives a +2 bonus to these affiliated skills, and the dracocleptor gains the ability to always treat them as class skills. While most dracocleptors will choose to develop an affinity with a variety of dragon with they share morale or ethical viewpoints with, there is no requirement for them to do so.



Affinity Type Breath Weapon Energy Resistance Draconic Skills



Black Line of acid Acid Hide, Move Silently, Swim


Blue Line of lightning Electricity Bluff, Hide, Spellcraft


Brass Line of fire Fire Bluff, Gather Information, Survival


Bronze Line of lighting Electricity Disguise, Survival, Swim


Copper Line of acid Acid Bluff, Hide, Jump


Gold Cone of fire Fire Disguise, Heal, Swim


Green Cone of acid Acid Bluff, Hide, Move Silently


Red Cone of fire Fire Appraise, Bluff, Jump


Silver Cone of cold Cold Bluff, Disguise, Jump


White Cone of cold Cold Hide, Move Silently, Swim



Trapfinding (Ex): A dracocleptor can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

Ambush Breath (Su): At 2nd level, a dracocleptor develops the ability to wield their breath weapon more effectively against opponents who are unable to defend themselves effectively. If a creature who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor is caught in the area of effect of the dracocleptor's breath weapon then that creature takes double damage from the attack (or triple the normal breath weapon damage if targeted by the dracocleptor's breath weapon's ray form, instead of the usual doubling).
At 12th level the dracocleptor's ability to take advantage of unwary opponents improves further. If a creature who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor is caught in the area of effect of the breath weapon of a dracocleptor 12th level or higher than the DC for that creature to save against the dracocleptor's breath weapon increases by an amount equal to the dracoclepor's Cha modifier (if positive). If the area of the dracoclepor's breath weapon would also include creatures who would retain their Dexterity bonus than those creatures would save against the regular DC.
Starting at 18th level the dracocleptor's ability to punish opponents unable to defend themselves reaches its zenith. Creatures who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor of 18th level or higher who are caught in the area of effect of their breath weapon or targeted by their breath weapon's ray form are unable to apply the benefits of any energy resistance they may possess against that attack. Should they possess immunity to the type of damage dealt by the dracocleptor's breath weapon, then they instead take half of the damage they would had they not been immune.

Energy Resistance (Ex): Beginning at 3rd level, a dracocleptor gains resistance 5 against the type of energy dealt by their breath weapon. For every three additional dracocleptor levels the dracocleptor possesses this resistance increases by an additional 5 (resistance 10 at level 6, 15 at level 9, 20 at level 12, 25 at level 15, and 30 at level 18).

Draconic Senses (Ex): A dracocleptor of 4th level or higher finds that their visual acuity begins to sharpen as they gain the finely honed senses of a dragon, gaining low-light vision as well as darkvision out to 60 ft. If a dracocleptor already possess darkvision or gains it from another source, then the range of their darkvision extends by 30 ft.
At 12th level, a dracocleptor's senses improve further, granting them blindsense out to a range of 30 ft.

Draconic Flight (Ex): At 6th level a dracocleptor sprouts a massive pair of dragon-like wings, enabling them to fly at a speed equal to their normal land speed with average mobility.

Treasure Sense (Su): Starting at 8th level, a dracocleptor gains the ability to magically sense hidden valuables. By concentrating as a full-round action, the dracocleptor can discern the approximate location (generally within a 5 ft. square), and approximate value of any items with an intrinsic value of at least 100 gp within 30 ft. This ability cannot locate magical items unless said items possess an intrinsic value beyond their magical properties (so a hat of disguise would escape notice, but a magical ring would likely be detected).
At level 16 the range of this ability increases to 60 ft. and the dracocleptor can use it as a swift action. Furthermore, starting at 16th level a dracocleptor's treasure sense can also detect magic items, allowing the dracocleptor to determine the value and function of magic items within range.
This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt can block it.

Improved Draconic Flight (Ex): Starting at level 14 a dracocleptor's flight speed increases to twice their normal land speed. Furthermore, when flying the dracocleptor's overland speed is 1.5 times greater than what it would normally be, and if performing a forced march the dracocleptor checks for nonlethal damage once every 2 hours instead of every hour.

Draconic Transformation (Ex): At 20th level a dracocleptor's draconic affinity fully manifests itself, partially transforming a dracocleptor into a dragon. This comes with the following effects;
- The dracocleptor's creature type changes to dragon if it wasn't already.
- The dracocleptor gains immunity to paralysis, sleep and the energy type determined by their draconic affinity
- The dracocleptor gains damage reduction 10/magic
- Finally, the dracocleptor is treated as a sorcerer of their dracocleptor class level for the purpose of using spell completion or spell trigger magic items (such as scrolls or wands).

Dracocleptor Spell List
0: dancing lights, detect magic, ghost sound, mage hand, message, open/close, read magic

1: alarm, breath flare, camouflage, cause fear, charm person, cheat, comprehend languages, detect secret doors, disguise self, expeditious retreat, hoard gullet, hypnotism, mage armor, obscure object, obscuring mist, silent image, undetectable alignment, unseen servant, ventriloquism

2: barkskin, bear's endurance, cat's grace, detect thoughts, eagle's splendor, entice gift, fog cloud, invisibility, knock, locate object, mesmerizing glare, minor image, resist energy, scare, silence

3: arcane sight, clairaudience/clairvoyance, gaseous form, glyph of warding, haste, invisibility sphere, major image, nondetection, protection from energy, shrink item, sleet storm, suggestion, tongues

4: breath weapon substitution, detect scrying, dispelling breath, fear, freedom of movement, hallucinatory terrain, greater invisibility, locate creature, rebuking breath, voice of the dragon

5: contingent energy resistance, fabricate, mass charm person, mass suggestion, mind fog, mirage arcana, mislead, seeming, stunning breath, true seeing

nonsi
2019-04-06, 10:32 AM
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Putting personal taste aside, I'd say that this seems like a flawless execution of a class concept.
Personally, I'd give the class more spells known. I'd also give it partial resistance to sleep and paralysis somewhere at its low/mid levels (7th seems like a good choice to me).