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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Oct 2010
    Location
    Here and there.
    Gender
    Female

    Default [3.5]Dragon Slayer

    Dragon Slayer




    {table=head]Table 1: The Dragon Slayer | Invocations
    {table=head]Level|Base Attack Bonus|Fortitude|Reflex|Will|Special

    1st|+0|+0|+0|+0| Slayer's Strike, Noble Blood

    2nd|+1|+0|+0|+0| Slayer's Body

    3rd|+1|+1|+1|+1|Slayer's Strike

    4th|+2|+1|+1|+1| Devour Magic

    5th|+2|+1|+1|+1|Slayer's Strike

    6th|+3|+2|+2|+2| Slayer's Body

    7th|+3|+2|+2|+2|Slayer's Strike

    8th|+6/+1|+4|+4|+4| Dragon Rise

    9th|+6/+1|+4|+4|+4|Slayer's Strike

    10th|+7/+2|+5|+5|+5| Slayer's Body

    11th|+8/+3|+5|+5|+5|Slayer's Strike

    12th|+9/+4|+6|+6|+6| Devour Magic

    13th|+9/+4|+6|+6|+6|Slayer's Strike

    14th|+10/+5|+6|+6|+6| Slayer's Body

    15th|+11/+6/+1|+7|+7|+7|Slayer's Strike

    16th|+16/+11/+6/+1|+10|+10|+10|Dragon Rise

    17th|+17/+12/+7/+2|+10|+10|+10|Slayer's Strike

    18th|+18/+13/+8/+3|+11|+11|+11|Slayer's Body

    19th|+19/+14/+9/+4|+11|+11|+11|Slayer's Strike

    20th|+20/+15/+10/+5|+12|+12|+12| Devour Magic, Final Rising

    [/table]|{table=head]Level|Least|Lesser|Greater|Greatest
    1| 1
    2| 1
    3| 2
    4| 2
    5| 3 | 1
    6| 3 | 1
    7| 3 | 1
    8| 4 | 2
    9| 4 | 2
    10| 4 | 2 | 1
    11| 5 | 3 | 1
    12| 5 | 3 | 1
    13| 5 | 3 | 2
    14| 6 | 4 | 2
    15| 6 | 4 | 2 | 1
    16| 7 | 5 | 3 | 1
    17| 7 | 5 | 3 | 1
    18| 7 | 5 | 3 | 2
    19| 8 | 6 | 4 | 2
    20| 8 | 6 | 4 | 2
    [/table][/table]

    Hit Die:
    d8 1st-7th
    d10 8th-15th
    d12 16th+

    Skill points:
    4 + int mod (x4 at first level) 1st-7th
    6 + int mod from 8-15th
    8 + int mod from 16th+

    Class Skills:
    Bluff, Climb, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Jump, Listen, Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device

    Class Features:

    Weapons and Armor:
    The Dragon Slayer is proficient with simple and martial weapons, Light armor, and all shields but Tower.

    Noble Blood (Ex):
    You gain the Dragon Descendant bloodline as part of this class, as its part of this class you do not pay for Level Adjustment.
    This is either because of the infused power in you from your dragon master, or actual heritage. No matter the means, you gain the Dragon Descendant bloodline as well as the Dragonblood subtype.
    Only Slayer levels count for the bloodline, if you stop progressing as a Slayer neither do you progress in the bloodline. Other classes which provide the Dragon Descendant bloodline stacks with Slayer levels for determining bloodline strength in the case of multiclass. (Good luck finding another class providing a bloodline, let alone the same)

    Slayer's Strike (Su)
    The Slayer is overflowing with the power of they're draconic master. They can set themselves alight with they're element, whether it be Electricity, Fire, Cold... Even more obscure things such as Iron, Crystal, Wind and Water. The Slayer must choose when she takes her first level of this class and it can never be changed unless they multiclass with a different Slayer Magic Slayer's Strikes do not need to be the same as that obtained by the Dragon Descendant, but should be related somehow or at least not opposing. If your Descendant of a type granting Fire, it wouldn't make sense to have a Cold strike, however a Water strike may yet be possible as Cold strictly deals with chill and Fire is quite hot afterall. Switching between Fists and Roar is a free action, activating Aura is a standard action. At each Slayer's Strike level as shown on the table, you gain one extra damage dice for all of the following (You can only have one active at a time, you can't use Aura and Fist at the same time for example):
    Aura: 1 damage
    Aura, your body is enveloped in your element. those attacking you as well as the object they attacked with take 1 damage of its type (Subject to hardness and everything as usual). Starts out as 1 damage and increases by 1 every two Slayer Strike levels.
    Fist: d4 damage
    Fist, the same energy used for aura is channeled into a fist rather then spreading unfocused around you. When attacking with an unarmed attack you deal d4 damage of the chosen type, +1d per two slayer strike levels. Works through one handed weapons normally, two handed and reach weapons for 1/2 effect, and 1/4th effect on ranged weapons.
    Roar: d6 damage
    Roar, a breath weapon comparable to your master's own. you can deal d6 damage per Strike level in a 30ft cone. every three Strike levels you increase the range by 10ft Roar has a 1d4 round recharge. Ref DC=10+conmod+1/2lv for half damage.

    Slayer's Body (Ex)
    The body of the Slayer is remade in the power of they're draconic master, being much more capable.
    Every Body level, the Slayer gets +5 energy resistance to chosen element, 2 damage reduction which starts at +1, increasing every four levels to reach DR/epic at 18th , 1 point of fast healing, two natural armor, and an extra 2 hp. This manifests itself as fine scales, normally indistinguishable from skin (Spot check DC 20 to notice the fine scales when up close, little to no difference to the touch aka: it feels like skin for the most part, maybe just a bit rough when feeling them a certain way.). These scales harden and grow when exposed to large amounts of your energy type (Now an easy Spot of 5). Such as in a burning building with fire, an icy mountain top for cold, an acidic swamp for acid. Ultimately its DM's approval if an area is sufficient for this bonus: When ever the Slayer is in such an area they're above benefits double. Energy resistance stacks with that gained from the bloodline.

    Devour Magic (Su)
    The slayer can devour they're element as follows:
    starting at the first Devour level, the slayer can consume natural manifestations of her element, such as an average torches flame. the consumption provides 1 hp per torch sized manifestation, eliminates fatigue, and knocks down breath weapon recharge by one round. Consuming is a move-equivalent action. Consuming works more like commanding the element into your mouth with some cases such as Fire, Air or Electricity, but literal eating occurs in the case of things like Iron, Ice, Acid, or similar solid elements.
    At the next Devour level, the Slayer can eat magical manifestations of they're element. And can even read a move-equivalent action to counter"spell" against them, in which they eat it rather then "countering". In addition, eating magical elements provides 5 hp, eliminates exhaustion, and recharges your breath weapon.
    At the last Devour magic level, the slayer knows the connection between the elemental magic that they eat and the standardized magic within every spell. They can now eat magic in general. However, offensive spells still deal half damage and effect as well as giving only half the effect in which Devour now gives: Ten hp, eliminates unconsciousness (if your force-fed), and your Strikes deal +1 damage per die the next round (Damage boost is cumulative to a max equal to your con mod), for magical elements. And mundane elements provide the previous Devour level's Magical element benefits.
    Eaten elements are gone, an Air dragon in an air tight room for example, could suffocate everyone by eating enough of the air. This doesn't destroy permanent effects, which act just as if they were dispelled. meaning they come back later.

    Dragon Rise (Ex):
    At each Dragon Rise level the Dragon Slayer becomes further in tune with the Vitality and Ferociousness of the Dragons they live to emulate.
    Each Dragon Rise level they're BAB, Skill points, Saves and HD increase by one step, from 1/2 BAB and d8 HD to 3/4 BAB and d10 HD, and from there to Full BAB and Full HD.
    Though the BAB and Save increases boost Base Attack saving throws to what it would be as if they always had that full progression, HD, and Skill increase does not change past numbers.
    In addition, They gain extended uses of certain abilities.

    At level eight, the first Rise, They're Roar becomes usable every other round while they're Aura can now function for Con mod = rounds before needing another Standard action to re-activate it during which time you can freely use Strikes and Breaths while its active, Slayer Strike dice are grown by one step from Aura: 1 - 1d3, Fist: 1d4-1d6, Roar: 1d6-1d8 in addition they're Bloodline's breath weapon is now usable on a d6 recharge rather then d10, gain +2 uses to /day use abilities from bloodline, namely those found in the Special, from lineage.

    At sixteenth, the Roar becomes at will, Aura can always be active (On/Off as a free action) with no effect on Roar/Strike uses, Strikes change from Aura: 1d3 - 1d6, Fist: 1d6-1d8, Roar: 1d8-1d10 and the Bloodline breath weapon becomes usable on a 1d4 recharge, Gain Constitution, or Charisma modifier to (now 3/day due to 8th level Rise ) uses from bloodline, namely those found in the Special, from lineage.

    Final Rising
    At twentieth level the Dragon Slayer reaches they're climax. They gain the Dragon type, and can assume a dragon form of the same type they're dragon mentor. The form can be any, so long as its Hit Dice is within range as shown below. You can maintain this form for a number of rounds equal to your constitution modifier, and is usable once per day. You can choose form the following:
    You must choose when reaching Final Rising what form you wish to take. HD 20+10 once a day for Conmod rounds, or one HD 20+5 form twice a day, HD 20 ten times a day, HD 19 eleven times a day, 18 twelve times a day, 17 thirteen times a day and so on.
    If you go as low as 1/4th your character level you can assume the form at will and indefinitely.
    The HD of your dragonform can grow with you by +1 each character level you gain from now on, and you can always assume the form of a lesser HD dragon, though it costs a normal use.

    Dragon Magic (Sp):
    The Dragon Slayer can tap into the power of dragons to produce invocations.
    a slayer does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as Invocations that require her to focus the the vast reserves of magic within them. a slayer can use any Invocation she knows at will, with the following qualifications:

    a slayer’s Invocations are spell-like abilities; using an Invocation is therefore a standard action that provokes attacks of opportunity. An Invocation can be disrupted, just as a spell can be ruined during casting. a slayer is entitled to a Concentration check to successfully use an Invocation if she is hit by an attack while invoking, just as a spellcaster would be. a slayer can choose to use an Invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. a slayer’s Invocations are subject to spell resistance unless an Invocation’s description specifically states otherwise. a slayer’s Caster Level with her Invocations is equal to her slayer level.

    The save DC for an Invocation (if it allows a save) is 10 + equivalent spell level + the slayer’s charisma modifier. Since spell-like abilities are not actually spells, a slayer cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

    The four grades of Invocations, in order of their relative power, are Least, Lesser, Greater, and Greatest. a slayer begins with knowledge of one Least Invocation. As a slayer gains levels, she learns new Invocations, as summarized on the table. A list of available Invocations can be found following this class description.

    At any level when a slayer learns a new Invocation, she can also replace any one Invocation she already knows with another Invocation of the same or a lower grade.

    Finally, unlike other spell-like abilities, Invocations are subject to Arcane Spell Failure chance from worn armor.

    slayers can qualify for some Prestige Classes usually intended for spellcasters; slayers benefit in a specific way from Prestige Classes that have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. a slayer taking levels in such a Prestige Class does not gain any of her class abilities, but she does gain an increased Caster Level when using her Invocations. a slayer also gains new Invocations Known at these Prestige Class levels as though she had gained a level in the slayer class.is

    a slayer can qualify for Prestige Classes with spellcasting level requirements, even though she never actually learns to cast spells. To do so, she must have a Caster Level equal to twice the Spell Level required.

    Spoiler
    Show

    Thanks to Dragoon Wraith for the invocation list.
    1 Originally printed as a Warlock Invocation in Complete Arcane.
    2 Originally printed as a Warlock Invocation in Complete Mage.
    3 Originally printed as a Warlock Invocation in Dragon Magic.
    4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
    N New Invocation described below.
    Least Invocations

    All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
    Aquatic Adaptation4 - Breathe underwater; gain swim speed.
    Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
    Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
    Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
    Breath of the Night1, 4 - Create a fog cloud as the spell.
    Call of the Beast2 - Speak with animals and influence their behavior.
    Darkness1, 4 - Use Darkness as the spell.
    Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
    Earthen Grasp1 - Use Earthen Grasp as the spell.
    Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
    Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
    Endure Exposure4 - Use Endure Elements as the spell; target gains immunity to your Invocations that deal damage of one energy type.
    Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
    Magic Insight4 - Detect magical auras; identify magic items.
    Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
    Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an Immediate Action.
    OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
    Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
    Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
    See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
    Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
    StormcloudN - Use Thunderhead, as the spell.
    Wintry EmbraceN - Use Creeping Cold, as the spell, but without the need for a Focus.
    Words of Power, LeastN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.

    Lesser Invocations

    Charm1, 4 - Cause a single creature to regard you as a friend.
    Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
    The Dead Walk1 - Create undead as the Animate Dead spell.
    Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
    Elemental Orb, LesserN - Use Lesser Orb of Acid, Cold, Electricity, Fire or Sound, as the spells.
    Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
    Enthralling Voice4 - Make nearby creatures fascinated.
    Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
    Falling DreamN - Use Illusory Pit, as the spell.
    Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
    Frightful Presence4 - Make nearby creatures shaken.
    Humanoid Shape4 - Take the form of any humanoid creature.
    Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
    Voidsense1, 4 - Gain blindsense 30 feet.
    Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
    Wall of Gloom1 - Use Wall of Gloom as the spell.
    Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
    Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.

    Greater Invocations

    Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
    Caustic Mire2 - Acidic sludge slows progress, deals damage.
    Chilling Fog1 - Create Solid Fog that deals Cold damage.
    Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
    Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
    Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
    FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
    GlaciationN - Freeze target so they cannot move.
    Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
    Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
    Wall of Perilous Flame4 - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
    Windstorm1 (as Wingstorm) - Create powerful gusts of wind.
    Words of Power, GreaterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.

    Greatest Invocations

    Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
    Energy Immunity1 - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
    Flight, Greater4 (as Greater Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
    Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
    Instill Vulnerability1 - Remove resistances and immunities.
    MeteoN - Use Meteor Swarm, as the spell.
    Path of Shadow1 - Use Shadow Walk as the spell and speed up natural healing.
    Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
    Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if using Devour Magic.
    Steal Summoning2 - Take control of another caster's summoned monster Words of Power, GreatestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.




    New Least Invocations
    (Ignore all invocations that are not listed above, just use as a reference if you want an invocation marked with "N")
    Spoiler
    Show
    Body Augmentation
    Least; 2nd
    AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Elemental Animation
    Least; 2nd
    AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.

    Local Tremor
    Least; 2nd
    AAAAYou can use Local TremorRotD, as the spell.

    Lorecall
    Least; 1st
    AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.

    Magic Coating
    Least; 1st
    AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.

    Mind Augmentation
    Least; 2nd
    AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Mystic Missile
    Least; 1st
    AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.

    Omen
    Least; 2nd
    AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the invocation.

    Scorn Earth
    Least; 2nd
    AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude greater than 1 foot due to this invocation. You are also considered to be under the effects of Feather FallPHB, as the spell. Lasts 24 hours.

    Stormcloud
    Least; 2nd
    AAAAYou can use ThunderheadSC, as the spell. Casting this invocation twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).

    Transposition
    Least; 2nd
    AAAAYou can use Baleful TranspositionSC, as the spell.

    Wintry Embrace
    Least; 2nd
    AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.

    Words of Power, Least
    Least; 3rd
    AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.


    New Lesser Invocations
    Spoiler
    Show
    Defenestration
    Lesser; 4th
    AAAAYou can use Defenestrating SphereSC, as the spell.

    Lesser Elemental Orb
    Lesser; 1st
    AAAAYou can use Lesser Orb of AcidSC, Lesser Orb of ColdSC, Lesser Orb of ElectricitySC, Lesser Orb of FireSC, and Lesser Orb of SoundSC, as the spells.

    Harkon's Blade
    Lesser; 4th
    AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this invocation while a sword still exists eliminates that sword in favor of the new one. Sword lasts 24 hours.

    Make Way
    Lesser; 4th
    AAAAYou can use ForcewaveSC, as the spell.

    Words of Power, Lesser
    Lesser; 4th
    AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.


    New Greater Invocations
    Spoiler
    Show
    Calling
    Greater; 5th
    AAAAYou can use Sending, as the spell.

    Elemental Orb
    Greater; 4th
    AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.

    Falling Dream
    Greater; 6th
    AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.

    Fissure
    Greater; 5th
    AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.

    Glaciation
    Greater; 6th
    AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.

    Words of Power, Greater
    Greater; 6th
    AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.

    Voodoo Doll
    Greater; 6th
    AAAAYou can create a voodoo doll of any target within 60 feet; the doll begins in any free square adjacent to you. The doll lasts one round per level, or until the target moves more than 60 feet from the doll. The doll may have up to 8 HP per caster level, but you lose HP equal to one quarter the HP given to the doll. If the doll is killed before the effect ends, the target takes damage equal to its full HP. If the effect ends without the Doll dying, you regain one quarter of the HP it had remaining.
    AAAAThe doll is a construct, but does not have immunity to poison, necromancy effects, critical hits, nonlethal damage, or effects that require Fortitude saves, though all nonlethal damage dealt to the doll is treated as lethal damage. However, it is immune to any and all status effects, conditions, etc; only HP damage can be applied to it. It cannot be healed or repaired by any means. The doll has no actions and furthermore cannot be moved. The doll has an Armor Class of 0 (and is always treated as flat-footed), no Damage Reduction, no Spell Resistance, a Hardness of 0, and a +0 bonus to all saving throws. Any other defenses the target may have had do not apply to the doll.


    New Greatest Invocations
    Spoiler
    Show
    Brewing Storm
    Greatest; 8th
    AAAAThis invocation creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
    AAAAEach round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
    AAAANo creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.

    Master of Physics
    Greatest; 8th
    AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.

    Meteo
    Greatest; 9th
    AAAAYou can use Meteor Swarm, as the spell.

    Spellcaster's Bane
    Greatest; 7th
    AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Greater Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).

    Words of Power, Greatest
    Greatest; 9th
    AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.

    Void Magic
    Greatest; 9th
    AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.

    Last edited by Cipher Stars; 2011-08-21 at 09:57 PM.

    My Homebrew

  2. - Top - End - #2
    Ogre in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2011
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    Default Re: [3.5]Dragon Slayer

    What level is the dragon bloodline minor, intermediate, or major? Other then that, it looks good.

    Edit: Also, the Greatest Invocation, Power Word Kill/Stun/Petrify seems a little over powered. Also the dead levels at 8th and 16th level seems kinda odd. Nothing what so ever is gained at this point... maybe something can be done about this?
    Last edited by OracleofSilence; 2011-07-27 at 01:30 PM. Reason: Rereading

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    Default Re: [3.5]Dragon Slayer

    Hmm. That's the first time one of my bloodlines has been used in a class. Couple of things you should mention:

    What level of bloodline, as OracleofSilence said. I'm assuming Major.

    What happens if you multiclass into or out of this class in regards to said bloodline? A one-level dip for a full-blown Major bloodline is amazingly powerful. I'd suggest only levels in classes with the "Noble Blood" class feature progress the benefits of the bloodline to prevent this abuse.

    Other than that, looks good.
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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by Welknair View Post
    of this class in regards to said bloodline? A one-level dip for a full-blown Major bloodline is amazingly powerful. I'd suggest only levels in classes with the "Noble Blood" class feature progress the benefits of the bloodline to prevent this abuse.
    Maybe the class could simply have a monk like thing. They stop gaining benefits if they multiclass?

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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by OracleofSilence View Post
    What level is the dragon bloodline minor, intermediate, or major? Other then that, it looks good.

    Edit: Also, the Greatest Invocation, Power Word Kill/Stun/Petrify seems a little over powered. Also the dead levels at 8th and 16th level seems kinda odd. Nothing what so ever is gained at this point... maybe something can be done about this?
    They're not really dead, they still gain Bloodline traits:
    At eight, they gain Energy resistance from they're bloodline which stacks with Body, at sixteen, they gain Frightful Presence. which are potent enough for me to allow dead levels there.

    Quote Originally Posted by Welknair View Post
    Hmm. That's the first time one of my bloodlines has been used in a class. Couple of things you should mention:

    What level of bloodline, as OracleofSilence said. I'm assuming Major.

    What happens if you multiclass into or out of this class in regards to said bloodline? A one-level dip for a full-blown Major bloodline is amazingly powerful. I'd suggest only levels in classes with the "Noble Blood" class feature progress the benefits of the bloodline to prevent this abuse.

    Other than that, looks good.

    Yes, the bloodline is Major, they gain bloodline traits as they progresses each level. pretty much just as if they were class features.

    Yea, I already thought "Well... I guess Slayer levels would only count for it" Then read the rest and I suddenly don't feel so original xD

    Anyway, fixing what was mentioned.

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    Default Re: [3.5]Dragon Slayer

    did I miss what tier this gut is supposed to be? this is a POWERFUL class.

    at 6th level ---
    +3d6 to every hit with a one handed melee weapon (and I'd be using two)
    10 energy resistance
    4 damage reduction
    2 fast healing
    4 extra hp (not much but still)
    3 invocations
    and devour magic, which allows some characters to gain hp essentially for free if they have time

    and it has d10 hits and full attack bonus.

    oh, and the major dragonblood progression,
    which gives them a breath weapon (4d6)
    a bonus to strength,
    and a spell like ability

    not saying you did it wrong, just pointing out this is a powerful class that can do a lot of damage and can take a ton of damage

    suggestion on devour magic ability:
    keep mundane fire sources lower than magical. It just feels wrong to me to get that kind of bonus from a torch
    Last edited by erictheredd; 2011-07-27 at 04:39 PM.

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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by Cipherthe3vil View Post
    Aura: d4
    Aura, your body is enveloped in your element. those attacking you as well as the object they attacked with take d4 damage of its type (Subject to hardness and everything as usual). Starts out as 1d4 and increases by 1d each Slayer Strike level.
    So, at level 20 when they hit you they suffer 20d4 energy damage?
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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by Aurenthal View Post
    So, at level 20 when they hit you they suffer 20d4 energy damage?
    just 10d4 when the field is turned on. 25 points of energy damage. I believe standard resistance is 30 (and at 20th level everyone will have it, I expect). still, if they hit you twice....

    I think the Dragon strike is a little overpowered, but I don't know what its designed to compete with

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    Default Re: [3.5]Dragon Slayer

    I personally like the Dragon Strike ability. Gives you a few options instead of just breathing like a dragon. (A warrior should be able to use his draconic powers to fight like a warrior if he wants to)

    In fact, I would go so far as to say this is my favorite class of yours, Star. It's balanced, thought out, and flavorful.

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    Default Re: [3.5]Dragon Slayer

    Yes, erictheredd, resistance can be that high, but someone with energy resistance that high will likely have resistance against only that energy type, and maybe a second one. That coupled with such a massive total of damage to items is a bit much. The point is to punish attackers for striking you, not to all together dissuade someone from ever attacking you. If someone has taken energy resistance in that one type and are immune to it that's fine. Your abilities aren't always supposed to work against everyone.

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    Default Re: [3.5]Dragon Slayer

    At mid levels I like it but I am concerned that early game it is too powerful for a full BAB class.
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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by SowZ View Post
    At mid levels I like it but I am concerned that early game it is too powerful for a full BAB class.
    Better ?

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    Default Re: [3.5]Dragon Slayer

    Hmm...jumping from 9 BAB at 13 to 14 BAB at 14? That's certainly a unique use of BAB and a twist on Full BAB balance that I haven't seen before. I like it.

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    Default Re: [3.5]Dragon Slayer

    It also skipped the last 3 in favor of a boost to 5, in a 3/4 BAB.
    But must not be that noticeable. Moved the Dragon Rise to 8. Filling a dead level and making a more noticeable change from 3 to 6/1.

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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by Cipherthe3vil View Post
    It also skipped the last 3 in favor of a boost to 5, in a 3/4 BAB.
    But must not be that noticeable. Moved the Dragon Rise to 8. Filling a dead level and making a more noticeable change from 3 to 6/1.
    You're right, I didn't notice. So 1/2 BAB til 8th, then 3/4 BAB til 14th. Very cool.

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    Default Re: [3.5]Dragon Slayer

    I changed the first Rise, its silly not to change the other. Dragon Rise is now 8 and 16. Eliminating both dead levels. (which may make some happy, yet others cringe)

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    Default Re: [3.5]Dragon Slayer

    Quote Originally Posted by Cipherthe3vil View Post
    Better ?
    Definitely interesting. Yeah, better, I think. I'd still like to see how it works in play before any final judgements. I'd say, 'looks good on paper but how will it work in practice?' but everything we do is on paper, heh.
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    Default Re: [3.5]Dragon Slayer

    I heavily modified the class to gravitate around they're Dragon Rise feature. Most things of theirs are now weaker, but grow to be even more powerful by 20th.

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