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View Full Version : [3.5] The Wyrmlord: a dragon (shaman) by any other name



T.G. Oskar
2011-11-29, 07:51 PM
WYRMS AND DRAKES, WYRMLINGS OF ALL COLORS! COME ONE, COME ALL, FROM HATCHLING BREAKING ITS EGG, TO GREAT WYRM FACING ITS TWILIGHT*!!

*: that is, the end of its life, not the one with the "sparkling vampires", mind you...

As promised, I deliver yet another pompous, raucous retooling of a class, and this time, I'll break the mold.

If you've seen the Project Heretica thread, there's an appendix which details the procedure I usually take when retooling: in an essence, make classes, not builds. The class should work in the mechanical sense, but the fluff belongs exclusively to the player: whether you want the Paladin to be a beacon of shining light, a wrathful arm of the divine, a dour undead hunter...those options should be available, one way or another.

This time, what I'll do is different. Essentially, I'll be making a build, but this build is pretty unusual in that it fulfills one of the other ways to make a class. Nonetheless, it's gonna be a "build".

Now; will this be good for the class? In a way, but before, I need to explain:
The class I'll be presenting here is a retooling of the Dragon Shaman, one of the four new classes on Player's Handbook II that was meant to serve various purposes, but mostly offer non-traditional four-man party builds: the Beguiler would be the face/skillmonkey of the group, the Knight would tank but also do some minor crowd control, the Duskblade would be a blaster gish, and the Dragon Shaman...well...

That's the slight problem. Mechanically, the Dragon Shaman was meant to be a class that introduced draconic auras and would serve as the party "buffer", which with Touch of Vitality and the Vigor aura would cement its position as a leader. Yet, the Dragon Shaman would also get a breath weapon much like a dragon, and eventually immunities and the power of flight.

In the end, though, it was mechanically weak. However, the key point wasn't its mechanical weakness, but what exactly does the DS represents? The Dragonfire Adept was, essentially, the nail in the coffin for the Dragon Shaman: a class that made a pact with dragons for power, gaining far better abilities than the Dragon Shaman would ever have. A much better, much faster breath weapon, a variety of useful invocations, breath shapes that allowed them to change their main combat weapon in a flash, and more damage than Eldritch Blast would ever get in a lifetime, with a better range to boot! This interfered a bit in the archetype of the Dragon Shaman, which was...someone worshipping the dragons in admiration of their power. Which got...auras? Essentially, the Dragonfire Adept made a better fluff connection with the class abilities than the Dragon Shaman did with their own.

Thus, it would be hard to give the Dragon Shaman its own niche, but the solution came pretty quick. Remember the Dragon Disciple? It's one of the very first PrCs, allowing the character to "unlock" its draconic heritage in order to become a half-dragon. Now, giving the dragon shaman spells instead of auras and granting them draconic traits would be the easiest way to handle it, but unfortunately the Dragonfire Adept does that slightly better, and it would be mostly cheating. So, the challenge was to make the class slightly independent from spellcasting, but give it a flavor of its own. And thus: why not make the class a 20-level attempt to make any individual into a dragon?

The Wyrmlord exists as a "template class", which is a way to make a character start as one thing and end in another. In case you're wondering, the Dread Necromancer is the official example of a "template class": you get spellcasting, you slowly become undead, and by 20th level you become a lich if you're capable of doing so (being a humanoid, for example). Likewise, the main purpose of the Wyrmlord is to, within 20 levels, make you something akin to a dragon, with all that implies, but not abandoning the stuff it already has. Basically, you become a Wyrmlord because you desire draconic power so much, you wish you were a dragon.

Thus, without further ado, I present to you...

THE WYRMLORD
http://i237.photobucket.com/albums/ff312/Osky-kun/Dragonmaster20Outcast-1.jpg
Dragonmaster Outcast card art. Original by Raymond Swanbird. Released for Worldwake expansion for the Magic: the Gathering CCG

"It is not me commanding His majesty...nor I a pawn of His desires. We are brethren. You have wronged me for the last time...you see, my family is of the tight and unforgiving kind." - Erethria Darastrix-tibur-Munthrek Wyrmcaller, human wyrmlord

MAKING A WYRMLORD (and what has, and hasn't, changed from the Dragon Shaman)
Abilities: A wyrmlord prizes ability scores similar to those of dragons, to an extent. Charisma powers many of the class abilities such as the auras, their touch of vitality and their ability to duplicate magic power. Strength is important to take advantage of the natural weapons of the character, as well as the virtual increment in size. Constitution not only grants a large amount of hit points and Fortitude saves, but also deals with the Difficulty Class of the wyrmlord's breath weapon.
Races: Any race that feels kinship with dragons and seeks their power make great wyrmlords. Humans gravitate naturally towards the class, as well as dragonborn and spellscales (see Races of the Dragon for more information).
Amongst savage humanoids, classes that prize physical power without sacrificing force of personality make good wyrmlords. Particularly, hobgoblins make fearsome wyrmlords, and deadly leaders of hordes in combat. Oddly enough, kobolds that seek to emulate their dragon "kindred" follow the path, even though their small size and frailty make them unusual: kobold wyrmlords tend to be quite charismatic and rely on hit and run tactics, favoring breath strafing over physical combat, but eventually become every bit as powerful as larger creatures.
Alignment: based on totem dragon (see below). A dragon shaman may not be of an alignment more than two steps away from its chosen totem dragon.
Starting Gold: as Sorcerer
Starting Age: as Druid

Class Skills
The wyrmlord's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Wis), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha). See the Totem Dragon class feature for more information.

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

The skill list was expanded quite a bit, adding various seemingly oddball skills such as Diplomacy and Escape Artist, while also adding essential skills such as Knowledge (arcana) (to know more about dragons), Knowledge (religion) (to know the nuances of the draconic faiths and those few dragons that aspire to godhood), Listen and Spot (which ARE skills given to dragons, not to mention useful for a scout) and Sense Motive (because a high Charisma, low Wisdom character is just ASKING to be bluffed).

The biggest addition, though, is Use Magic Device. As you can see, since the idea is to provide NO access to arcane magic, UMD becomes an excellent way to replicate magic power. Having high Charisma helps a lot, and many of the class features assist on the use of magic items meant to replicate the power of various dragons.

Hit Die: d10


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save

Special
Minor Aura
Major Aura
Draconic Aura


1st
+0

+2

+0

+2
Aura (minor and major), breath weapon 1d6, totem dragon
2
1
0


2nd
+1

+3

+0

+3
Dragontouched, natural weapons (claw)
2
1
0


3rd
+2

+3

+1

+3
Breath weapon 2d6, draconic resolve (sleep)
2
1
0


4th
+3

+4

+1

+4
Draconic adaptation, draconic strength, natural armor +1
3
1
0


5th
+3

+4

+1

+4
Aura (draconic), breath weapon 3d6, natural weapon (bite)
3
2
1


6th
+4

+5

+2

+5
Draconic resolve (frightful presence), draconic wings (glide)
3
2
1


7th
+5

+5

+2

+5
Breath weapon 4d6, draconic magic affinity (arcane spells), natural armor +2
4
2
1


8th
+6/+1

+6

+2

+6
Natural weapons (wings), touch of vitality (heal wounds)
4
2
1


9th
+6/+1

+6

+3

+6
Breath weapon 5d6, draconic resolve (paralysis), energy immunity
4
3
1


10th
+7/+2

+7

+3

+7
Breath weapon (alternate or improvement), natural armor +3
5
3
2


11th
+8/+3

+7

+3

+7
Breath weapon 6d6 or 6d8 (increase size), draconic magic affinity (domain spells), natural weapons (tail)
5
3
2


12th
+9/+4

+8

+4

+8
Draconic adaptation (share with allies), draconic wings (flight)
5
3
2


13th
+9/+4

+8

+4

+8
Breath weapon 7d6 or 7d8, natural armor +4
6
4
2


14th
+10/+5

+9

+4

+9
Natural weapons (crushing pin), spell resistance, touch of vitality (remove conditions)
6
4
2


15th
+11/+6/+1

+9

+5

+9
Breath weapon 8d6 or 8d8, draconic resolve (extended immunities)
6
4
3


16th
+12/+7/+2

+10

+5

+10
Draconic magic affinity (effective caster level), natural armor +5
7
4
3


17th
+12/+7/+2

+10

+5

+10
Breath weapon 9d6 or 9d8, natural weapons (tail smash)
7
5
3


18th
+13/+8/+3

+11

+6

+11
Draconic polymorph 1/day, draconic wings (good maneuverability)
7
5
3


19th
+14/+9/+4

+11

+6

+11
Breath weapon 10d6 or 10d8, natural armor +6
8
5
3


20th
+15/+10/+5

+12

+6

+12
Breath weapon (improvement, increase size), draconic apotheosis, natural weapons (pounce)
8
6
4



Well ladies and gents, as you can see, it is a mammoth of a class.

For starters: d10!? One of the nicer stuff of the original dragon shaman is that it almost has the HP of a dragon, only one die step shy of the coveted d12. Being that this class isn't a melee combatant (though it has a LOT of natural weapons to show off), and it relies on Constitution pretty well, you can get lots of HP that way. However, if you want the d12...

Another thing is the medium BAB. As you know, most of the time when you make a full attack with all of your natural weapons, you use the highest BAB and then a -5 for all of the others, with a reduced penalty for Multiattack. Given the damage of all natural weapons, it's quite probable you'll need little BAB to hit, and with a decent Strength and bonuses to hit (from your auras, of course), that definitely means you'll have a pretty high attack bonus nonetheless. It's also part of the original Dragon Shaman. But, if you insist on making it full BAB...

The rest of the chassis should be familiar, as it shares the "commander" chassis of the Retooled Marshal, only with their Greater Auras replaced by the exclusive Draconic Auras. Note, of course, that they get Minor and Major Auras as well, but these auras are not copied verbatim in its entirety from the Marshal auras; there WILL be some differences around. Good Fort and Will with poor Reflex definitely suits the dragon feel.

There's one small disclaimer I must make as well. If you see parts that are extremely similar to another remake of Dragon Shaman, they are entirely coincidental. I found one that was extremely similar to this reinterpretation, but with some subtle differences, while attempting to find the art for the thread. All of this is basing the abilities of the class on what a dragon would get as it gains age categories, so it's pretty much a given that there will be some similarities.

Class Features
All of the following are class features of the wyrmlord.
Weapon and Armor Proficiency: A wyrmlord is proficient with all simple weapons, with light and medium armor, and with all shields (except tower shields).

Pretty standard; before you get your natural weapons, you'll be probably using a stout mace and some armor. Later on, you can keep the armor and ditch the weapon. Oh, and shields are also welcome too, in case you find that you want to get some protection while allowing your fangs, wings and tail to do the smack-down.

Bonus Language: A wyrmlord's bonus language options always include Draconic.

Pretty obvious. The real question should be: why not make Draconic an automatic language? The answer is, of course, because you'll probably have the chance for a bonus language, and Draconic fits. Plus, not ALL wizards know Draconic, and not ALL the Clerics know the alignment-planar languages. Still, if you want automatic knowledge of Draconic...

Auras (Ex or Su): The wyrmlord exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The wyrmlord may project one minor aura, one major aura and, starting at 5th level, one draconic aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the wyrmlord uses a free action to dismiss it or activates another aura of the same kind (major or minor). A wyrmlord can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the wyrmlord takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A wyrmlord sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a wyrmlord's aura affects all allies within 60 feet (including himself) who can hear him. An ally must have an Intelligence score of 3 or higher and be able to understand the wyrmlord's language to gain the bonus. A wyrmlord's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A wyrmlord begins play knowing two minor auras and one major aura of his choice. As his wyrmlord level increases, he gains access to new auras, as indicated on the table above.

All bonuses granted by a wyrmlord's auras are either morale or circumstance bonuses that do not stack with each other.

If you've seen the explanation on the Marshal, it should be pretty self-explanatory.

The big difference to mark here is that nearly all auras are extraordinary (the one difference is draconic auras, which are supernatural, but that's because you're dealing with Energy Shield and Vigor). That means they work on an Antimagic Field, they work when supernatural abilities are suppressed, and they help the party immensely when spells can't. Yes, even Energy Shield and Vigor. This also helps whenever you want to make (or enter into) PrCs that advance auras, as little as they may be (the only ones are Mythic Exemplar, Legacy Champion and Uncanny Trickster, and the first really makes Bahamut cry).

Totem Dragon: The wyrmlord draws power from the true dragons which bless him as their champion, and the influence of the dragon bears strong weight upon him. Many of the abilities of the wyrmlord reflect that of the dragon he follows, such as his elemental affinity.

At 1st level, a wyrmlord must choose a totem dragon upon those indicated below. The wyrmlord must choose a dragon whose alignment is within one step of his. Once chosen, the wyrmlord's totem dragon determines a set of class skills alongside those he already has, the element of his breath weapon, his draconic affinity and other abilities. The list below indicates the true dragons presented in the Monster Manual; other true dragons may be chosen and adapted with the DM's permission; the list also indicates the acceptable alignment range and the list of class skills granted by the wyrmlord's totem dragon.

Black: A wyrmlord with a black totem dragon must be of chaotic neutral, chaotic evil or neutral evil alignment. A black wyrmlord gains Hide, Move Silently and Swim as class skills.

Blue: A wyrmlord with a blue totem dragon must be of lawful neutral, lawful evil or neutral evil alignment. A blue wyrmlord gains Bluff, Hide and Spellcraft as class skills.

Brass: A wyrmlord with a brass totem dragon must be of chaotic good, chaotic neutral or neutral good alignment. A brass wyrmlord gains Bluff, Gather Information and Survival as class skills.

Bronze: A wyrmlord with a bronze totem dragon must be of lawful good, lawful neutral or neutral good alignment. A bronze wyrmlord gains Disguise, Survival and Swim as class skills.

Copper: A wyrmlord with a copper totem dragon must be of chaotic good, chaotic neutral or neutral good alignment. A copper wyrmlord gains Bluff, Hide and Jump as class skills.

Gold: A wyrmlord with a gold totem dragon must be of lawful good, lawful neutral or neutral good alignment. A gold wyrmlord gains Disguise, Heal and Swim as class skills.

Green: A wyrmlord with a green totem dragon must be of lawful neutral, lawful evil or neutral evill alignment. A green wyrmlord gains Bluff, Hide and Move Silently as class skills.

Red: A wyrmlord with a red totem dragon must be of chaotic neutral, chaotic evil or neutral evil alignment. A red wyrmlord gains Appraise, Bluff and Jump as class skills.

Silver: A wyrmlord with a silver totem dragon must be of lawful good, lawful neutral or neutral goodl alignment. A silver wyrmlord gains Bluff, Disguise and Jump as class skills.

White: A wyrmlord with a white totem dragon must be of chaotic neutral, chaotic evil or neutral evil alignment. A white wyrmlord gains Hide, Move Silently and Swim as class skills.

You gain access to all chromatic and metallic dragons from the Monster Manual, as usual, but there's a little surprise for you on the next post.

Breath Weapon (Su): At 1st level, the wyrmlord gains a breath weapon corresponding to his totem dragon. The breath weapon deals 1d6 points of damage, the energy type determined by the totem dragon, and of an area equal to a 30 ft. cone or a 60 ft. line (the area is also determined by the totem dragon). A successful Reflex save halves the damage dealt ; the save DC is equal to 10 + 1/2 the wyrmlord's level + the wyrmlord's Constitution modifier. Much like a true dragon, a wyrmlord must wait 1d4 rounds before it can use its breath weapon again. A wyrmlord is immune to its own breath weapon, as well as any other breath weapon of the same energy type as that of his totem dragon. At 3rd level, and every two levels afterwards, the damage of the breath weapon increases by an extra 1d6 (2d6 at 3rd level, 3d6 at 5th level, and so forth).

The following is a list of breath weapon based on the wyrmlord's totem dragon:

Black: Line of acid
Blue: Line of electricity
Brass: Line of fire
Bronze: Line of electricity
Copper: Line of acid
Gold: Cone of fire
Green: Cone of acid
Red: Cone of fire
Silver: Cone of cold
White: Cone of cold

At 10th level, the wyrmlord's breath weapon improves based on its totem dragon. A wyrmlord that has a chromatic true dragon as its totem dragon (black, blue, green, red or white) increase the die size of their weapon from a d6 to a d8 (thus, a wyrmlord that has a chromatic true dragon as its totem dragon deals 5d8 points of damage with its breath weapon). A wyrmlord that has a metallic true dragon as its totem dragon (brass, bronze, copper, gold or silver) gains a new breath weapon based on their choice of totem dragon. The breath weapon's size and DC are based on the original breath weapon. A wyrmlord may not use a breath weapon if the other is recharging:

Brass: Cone of sleep (Will save or fall asleep for 1d6 rounds plus 1 round for every three class levels)
Bronze: Cone of repulsion gas (Will save or become compelled to move away from dragon for 1d6 rounds plus 1 round for every three class levels; mind-affecting compulsion effect)
Copper: Cone of slow (Fortitude save or slowed for 1d6 round plus 1 round for every three class levels)
Gold: Cone of weakening (Fortitude save or take 1 point of Strength damage for every three class levels)
Silver: Cone of paralysis (Fortitude save or paralyzed for 1d6 rounds plus 1 round for every three class levels)

At 11th level and again at 20th level, the wyrmlord's breath weapon increases in size. Cone-shaped breath weapons increase by 15 feet each time, while line-based breath weapons increase by 30 feet. At 20th level, the breath weapon damage increases by one die size (from d6 to d8, or from d8 to d10).

Breath weapons have received a pretty nice uplift. While at first that may not be the case, you do get a breath weapon at 1st level, and the size is twice as long as that of the original. It has a recharge time (so you can use metabreath feats!), and it scales faster than the original, just as fast as the one from the Dragonfire Adept.

Where it changes, of course, is after 10th level. Wyrmlords following chromatic dragons get a boost to their breath dice sizes (from a d6 to a d8), which makes the breath even more dangerous (essentially a 1 point increase in every breath, which can be magnified). Wyrmlords that follow metallic dragons might get a bit of the shaft because they get another breath weapon, but with a shared recharge time; the Dragonfire Adept by that moment gets the breath weapon of their choice. Dragons, of course (true dragons for that matter) get the same thing, so it's not like they really get shafted. Then, they get a size increase that's significative: a 45 ft. cone or a 90 ft. line, which is more (and one level earlier) than the original dragon shaman.

At 20th level, of course, you get the last increase, which is exactly as what the original dragon shaman got, but you get yet another size increase. This one applies to both, so the metallic wyrmlord gets its due (late but sure), while the chromatic wyrmlord gets a super breath weapon (10d10 is nothing to chafe at, mister!).

...Well, perhaps not THAT much, but hey; the reason why dragons deal exuberant amounts of damage with their breath weapons is because they're packed with almost twice your Hit Dice.

Dragontouched: A wyrmlord gains the Dragontouched feat (see Races of the Dragon or Dragon Magic) as a bonus feat.

A free bonus feat, and one that's pretty expected, given that you're essentially becoming a dragon. So it makes you realize, after all, you had a bit of dragon blood in you.

Now, one thing I want to clear, of course, is how the draconic auras stack with the Dragontouched feat. As you'll see later, wyrmlords progress their auras faster, so the benefit of Dragontouched may be lost, but it helps you if you mostly dabble into the class. If you decide to get a draconic aura before you could actually get them (i.e. at 1st level or 3rd level through the Draconic Aura feat), you abide by the dragontouched progression until that level. Then, you can take advantage of the faster progression via class levels.

Natural Weapons (Ex): At 2nd level, a wyrmlord's fervor for his totem dragon alters his composition, slowly developing a set of natural weapons much as a true dragon possesses. As he grows more and more powerful, his body slowly develops appropriate appendages and increases the lethality of the other weapons. At 2nd level, a wyrmlord gains access to a pair of claws that deal 1d4 points of damage. The wyrmlord may choose to attack with both as a full attack action, or use one of the claws as a secondary attack alongside a melee attack.

At 5th level, the wyrmlord gains a bite attack that deals 1d8 points of damage. His claws deal 1d6 points of damage instead of 1d4. The wyrmlord may use his bite and claw attacks as part of a full round action, and may elect to make his bite or his claws his primary natural weapons each time he attacks.

At 8th level, the wyrmlord gains a pair of wing attacks which he may use while flying (but not while gliding) as secondary natural attacks, each dealing 1d6 points of damage. His bite damage increases to 2d6 and his claw damage increases to 1d8.

At 11th level, the wyrmlord gains a tail slam attack that deals 1d8 points of bludgeoning damage and is treated as a secondary attack. His wing damage increases to 1d8 points as well.

At 14th level, whenever the wyrmlord succeeds on a grapple check to pin his opponent, he may constrict said opponent for 2d8 points of damage each round he maintains the pin. This is in addition to any attacks done by the wyrmlord as part of the grapple. His tail slam damage increases by 2d6, his bite damage increases to 2d8 and his claw attacks increase to 2d6.

At 17th level, the wyrmlord may make a tail sweep as a standard action. This attack hits automatically and deals 2d6 points of damage plus 1-1/2 times the wyrmlord's Strength modifier and grants a free trip attempt against all opponents within a half-circle with radius of 10 feet from the wyrmlord; opponents within the area may make a Reflex save to take half damage from the attack (save DC equal to the wyrmlord's breath weapon DC) and evade the trip. If the wyrmlord's trip attempt fails against any opponent, the latter may not elect to trip the wyrmlord back. As well, his tail slam damage increases to 2d6 points of damage.

At 20th level, whenever the wyrmlord charges, he may elect to attack with his claw, bite, tail slam and wing natural attacks at the end of the charge. He may also choose to attack with all of his iterative attacks plus one natural attack of his choice (except for a tail sweep) as a secondary natural attack. As well, his wing damage increases to 2d6.

If a wyrmlord chooses the Improved Natural Attack feat for any of his natural weapons, the natural weapon damage increases based on the table for dragon natural attacks on the Monster Manual, page 69. All natural attacks are done at the same reach as the wyrmlord's (thus, if the wyrmlord is of Medium size, all his natural weapons except his tail sweep have a 5 ft. reach). For creatures with increased reach with natural weapons or of larger size, the tail sweep range is equal to 1-1/2 times the wyrmlord's reach, reduced to the nearest 5 ft. increment (thus, a wyrmlord with a reach of 10 feet would have a tail sweep of 15 feet, a wyrmlord with a reach of 15 feet would have a tail sweep of 20 feet, while a wyrmlord with a reach of 20 feet would have a tail sweep reach of 30 feet).

If you notice very, very carefully, the wyrmlord basically gets ALL of the dragon's natural attacks, including crush (via crushing pin) and tail sweep, and by 20th level you deal damage as a dragon somewhere between Huge and Gargantuan.

Certainly, pounce comes hilariously late, but do note that you get pounce, whereas actual dragons don't. With how ridiculously easy it is to get pounce (and one that works with weapons), you could easily skip that last level (with wing damage as that of a Huge dragon). Range, of course, is the killer here: unless you physically increase in size, your natural weapons will require you to be within striking distance for them to work, which works as an advantage to larger creatures. Ways to increase your reach with natural weapons makes this a pretty nasty combination. It also makes you a fine target for Necklace of Natural Attacks, though you may need a really expensive one (the one that works for all four natural weapons).

Draconic Resolve (Ex): Beginning at 3rd level, the wyrmlord's body becomes immune to many of the things dragons are immune to. At first, this immunity is limited in scope, but as the wyrmlord progresses, his allies acquire the same benefit. The wyrmlord at this level gains immunity to sleep.

At 6th level, the wyrmlord becomes immune to the frightful presence of dragons, as well as any special ability that causes fear status in the same way as frightful presence. This does not imply the wyrmlord is immune to fear effects; it only becomes immune to a specific form of fear. At 9th level, the wyrmlord becomes immune to paralysis. At 15th level, all allies within range of the wyrmlord's aura gain the same immunities as the wyrmlord does, for as long as they remain within the range of the aura.

The way this feature has changed may make it bad at the beginning, but useful at the very end. As you see, whereas the original granted all immunities at a very early level (4th), this one spreads them between levels (3rd, 6th and 9th). All are acquired at moments in which they may be fought against, so the loss is quite minimal.

15th level, however, redeems this ability by making the immunities a passive buff. Sleep by that level is a thing of the past and fear is not something you might worry about (what with all the immunities to it lying around), but paralysis is a latent peril at every level, and one that is potentially lethal. Becoming immune to it just by taking advantage of another ability is pretty spectacular.

Draconic Adaptation (Ex or Sp): At 4th level, the wyrmlord takes an aspect of the totem dragon he chose to follow. Some adaptations are extraordinary abilities that are always active, while others are spell-like abilities that the wyrmlord can activate at will. Spell like abilities have a caster level equal to the wyrmlord's class level and a save DC (if any) of 10 + 1/2 the wyrmlord's class level + the wyrmlord's Charisma modifier.

Black, Bronze, Gold, Green--Water Breathing (Ex). The wyrmlord gains the ability to breathe underwater. If his breath weapon deals fire damage, he may use his breath weapon underwater (it instead becomes a breath of superheated steam). If the wyrmlord has the ability to cast spells or use abilities that are restricted underwater, he also gains free access to them. A wyrmlord does not gain a swim speed through this ability.

Blue--Create/Destroy Water (Sp). A blue wyrmlord may choose to, instead of create water, destroy large sources of water (a blue wyrmlord may not use this ability to cause damage to creatures composed of water, such as water elementals). Any liquid within the area of the spell becomes ruined, and any potion, magic item that holds water, or liquid item must succeed on a Will save or become spoiled.

Brass--Endure Elements (Sp). A brass wyrmlord that uses this ability on others (see below) also grants them immunity to his own breath weapon, as well as the breath weapon of any creature whose energy type resembles that of his totem dragon.

Copper--Spider Climb (Sp).

Red--Lavawalk (Ex) A red wyrmlord gains the ability to walk on top of lava if he so desires.

Silver--Feather Fall (Sp).

White-- Icewalking (Ex) The wyrmlord may walk across icy surfaces without reducing its speed or make Balance checks.

At 12th level, the wyrmlord may choose, as a swift action, to share the effect of his draconic adaptation's extraordinary or spell-like abilities with any or all allies within the range of its aura. In the case of spell-like abilities, the wyrmlord must make the decision when activating the ability. The benefit lasts until the wyrmlord spends a free action to rescind from the effect or (if the effect has a limited duration) the effect ends, whichever comes first. As well, the wyrmlord gains a secondary draconic adaptation, which he may not share with his allies.

Black, Bronze, Gold, Green--swim speed equal to its base land speed.

Blue, Brass, White--burrow speed equal to its base land speed.

Copper--Stone Shape (Sp).

Red--Locate Object (Sp).

Silver--Cloudwalking (Ex). A silver wyrmlord may tread on clouds or fog as if on solid ground. The ability works continuously but it may be resumed or dispelled at will.

Draconic Adaptation is the same as the dragon shaman's one, which grants minor abilities at will which are eventually shared. The main change is that they get a second tier of draconic adaptation, which applies only to themselves and usually grants one or two new things. Copper dragons are the winners here because they get two SLAs at-will, and judicious use of Stone Shape can be pretty potent on its own. Brass dragons get essentially Endure Exposure at will, so they don't have to worry about allies being on the area of breath weapons, which meshes well with their cone of sleep breath weapon (though, sadly, it's not Slow Breath).

Draconic Strength (Ex): At 4th level, the wyrmlord gains a surge of phenomenal strength as if he were a much larger creature. This improves his physical qualities and allows the wyrmlord to fight creatures of larger size on equal treading, but without the penalties of small size. The wyrmlord is treated as one size category larger than he is for purposes of opposed disarm, grapple or trip checks; furthermore, he is treated as if his base attack bonus was equal to his class level (or his actual base attack bonus, whichever is higher) for purposes of opposed grapple checks. The wyrmlord's weight limits are calculated as if the wyrmlord was a quadruped (if already a quadruped, the weight limits are doubled). Wyrmlords make Strength checks (but not attack rolls or damage rolls) with a +4 bonus.

The last sentence is not redundant: wyrmlords make Strength checks based on their improved size and get a +4 bonus on top of that. Since it only applies to Strength checks (and specifically opts attack and damage rolls out), that means you can get an impressive effective Strength without causing much trouble (unless you're going for lockdown builds or you really want to do crushing pin and most enemies are your size, unprotected by FoM and lacking any serious protection against Trip and Grapple).

Natural Armor (Ex): At 4th level, the wyrmlord's skin thickens, and develops faint scales that start to resemble that of his totem dragon. As he grows in power, the scales become slightly more noticeable. This grants the wyrmlord a +1 natural armor bonus to AC; if the creature already has a natural bonus, increase the amount by 1 instead. At 7th level, and every three levels afterwards, this improvement in natural armor increases by 1.

The rate of increase of the natural armor ability has been dutifully accelerated. You get a +6 before 20th level, which can be increased with Barkskin for a serious boost to AC. Or, you can use Scintillating Scales and get a serious deflection bonus to AC, which is even better.

Draconic Wings (Ex): At 6th level, the wyrmlord grows a pair of wings that resemble those of his totem dragon. These wings are real, and thus may interfere with the use of armor. A wyrmlord may choose to retract and expand his wings as a move action. If the wyrmlord already had racial wings, he may choose whether these draconic wings replace his own, but he nonetheless gains the same benefits.

The wyrmlord gains a +10 racial bonus on all Jump checks, and is treated as if making a running jump when using the skill. As well, the wyrmlord negates all damage from a fall of any height while his wings are unfurled, and may move 20 feet horizontally for every 5 feet of descent. A wyrmlord's total movement while gliding is equal to twice his base land speed. If the wyrmlord already has the ability to glide, he instead gains the ability to fly with average maneuverability; if the wyrmlord already has the ability to fly, he gains no further benefit.

At 12th level, the wyrmlord gains the ability to fly with his wings. He gains a fly speed of 60 feet with average maneuverability. A wyrmlord with the ability to fly improves his maneuverability to good instead. At 18th level, the wyrmlord gains the ability to fly with good maneuverability, and wyrmlords with an innate flight ability gain perfect maneuverability instead.

Getting the wings at 19th level was a horrible idea, much like with Favored Soul, because you have about 3 or more forms of flight with little effort. Hence, taking a page from the Dragonborn, they get wings that allow gliding, and ALSO allow for damage (at later levels), so they're slightly more complex than those of the Dragonborn.

You may find that wearing armor interferes with flight, so make sure you can make adjustments to that medium armor you're probably wearing. Between the natural armor, medium armor proficiency and shields, you can get a pretty high AC score with little effort.

Draconic Magic Affinity (Sp): At 7th level, a wyrmlord gains a unique attunement with items that hold magical power as part of his attunement with his totem dragon. Whenever he uses a wand, a scroll or a staff that holds an arcane spell that could be cast by a sorcerer with the Use Magic Device skill, he adds half his class level to the roll. He gains a further +2 bonus if the spell gains an increase in caster level for being cast as a sorcerer, a dragon (only applies to the wyrmlord's totem dragon), or a dragonblooded character. At 11th level, this attunement applies also to the following domains, based on the choice of totem dragon:

Black: Chaos, Evil and Water
Blue: Air, Evil and Law
Brass: Chaos and Knowledge
Bronze: Animal, Law and Water
Copper: Chaos, Earth and Trickery
Gold: Law, Luck and Good.
Green: Chaos, Plant and Water
Red: Chaos, Evil and Fire
Silver: Air, Good, Law and Sun
White: Cold* or Water

*: See Spell Compendium for more details.

At 16th level, this magical affinity improves, allowing the wyrmlord to use certain magic items without the need of Use Magic Device checks. The wyrmlord is treated as a sorcerer of his class level when activating scrolls, staffs or wands with arcane spells (or arcane versions of spells), as well as spells in the domains mentioned above.

Since the wyrmlords lack spells to work with, and they'll probably have enough UMD to emulate that part of the dragon, this is the closest thing a wyrmlord will get to spellcasting, barring multiclassing. Since you essentially add one-and-a-half times your level to the UMD check (if you get full ranks for it), that means you'll eventually activate most items by taking 1.

The odd point is the addition of domains. As you know, many of the dragons have access to their own domains, particularly the Red and Gold dragons, cast as arcane spells as a sorcerer would. Aside from the Cold domain, most of the domains presented are on the Player's Handbook, so it's no big deal. If I were to add spells to the Wyrmlord, either the domains go out, or the class becomes a tad TOO powerful; in this way, you can take advantage of magic items, perhaps get a bit covetous with them?

Touch of Vitality (Su): At 8th level, a wyrmlord with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch as a standard action. Once per encounter, the wyrmlord may heal an amount of damage equal to 5 plus twice his class level times his Charisma modifier (minimum of 1). He can choose to divide his healing among multiple recipients, and he doesnít have to use it all at once. Using this ability in this way requires a successful melee touch attack that does not provoke attacks of opportunity. The pool of healing energy recharges at the beginning of each combat encounter, but may be spread outside of battle. This ability has no effect on undead. This ability is treated as lay on hands for the purpose of class features that advance the latter ability, as well as feats and spells that improve it.

At 14th level, the wyrmlord may choose to spend some of the healing bestowed by his touch of vitality to remove other harmful conditions affecting the target. The wyrmlord may remove a condition (or more than one) and heal damage with the same touch, so as long as he spends the required number of points:

For every 2 points expended, the wyrmlord may remove the dazed, fatigued, or sickened condition from one individual.

For every 5 points expended, the wyrmlord may cure 1 point of ability damage or remove the exhausted, nauseated, poisoned or stunned condition from an individual.

For every 10 points expended, the wyrmlord may restore 1 point of ability drain or remove the blinded, deafened or diseased condition from one individual.

For every 20 points expended, the wyrmlord may remove 1 negative level or remove the petrified condition.

Exactly why I kept Touch of Vitality may seem like a mystery, but it's no big deal, really. It evokes the concept of the "divine touch" or, most specifically, "royal touch", tying it to the religious feel and intended purpose of the class.

The main difference, however, is how the current Touch works. As with lay on hands and wholeness of body, Touch of Vitality has a pool of healing points; the retooled versions of the Paladin and the Monk add the ability to recharge the pool at the beginning of each combat encounter, which is as close as infinite healing, with a serious burst-heal property. Essentially, based on the points you expend, you can have anything from, say, 300 uses of Cure Minor Wounds to a recharging Heal spell that scales better.

Energy Immunity (Ex): At 9th level, the wyrmlord gains immunity to the energy type of his breath weapon. This applies to all attacks of the same energy type, not just breath weapons.

Rather obvious, actually: once you learn to manipulate a form of energy, a time will come where you get so used to it, you become resistant to that effect.

For other types of dragons, the benefit applies as a bonus to saves related to that ability, which with your huge Fort and very good Will saves you can essentially get immunity to that ability. So that's four immunities in a single class, but two of them are extremely useful.

Spell Resistance (Ex): At 14th level, the wyrmlord gains spell resistance equal to 10 plus his class level.

Any more obvious? You're turning into a dragon, and most (if not all) dragons have Spell Resistance, so you get spell resistance as well. The level is a bit late, but you get it right around the same time a dragon with equivalent HD gets its own.

Draconic Polymorph (Sp): At 18th level, a wyrmlord gains the ability to transform into the likeness of his totem dragon once per day. Treat this as the polymorph spell cast by a sorcerer of the wyrmlord's class level, except as follows: the wyrmlord transforms into a wyrm of the same type as his totem dragon. His physical stats become similar to those of the target dragon, but he retains his own mental scores. He does not gain any of the supernatural or spell-like abilities of the target dragon, and he loses all extraordinary and supernatural abilities from race; he retains all extraordinary, supernatural and spell-like abilities gained through class levels (but his flight maneuverability decreases to poor) as well as spell-like abilities gained by means of race. He gains the size, reach, natural weapons and natural armor bonus of the target dragon and temporarily loses the natural weapons and natural armor bonus gained by means of the class. He also gains the low-light vision, darkvision and blindsense special abilities of the dragon.

This ability could easily be the capstone ability of the class, but it's instead one of the high-level abilities. The ability to turn into a dragon (and not just ANY dragon, but a wyrm, which is one short of Great Wyrm) is pretty powerful, although spellcasters can basically pull this off more times than usual. Thus, it only works once per day, but when you DO use it, it can end a battle rather easily. Remember that, since you keep all extraordinary class abilities, when making a grapple or similar ability, you count as Colossal (because most, if not all, wyrms are Gargantuan), and you get to keep the auras, the boon with UMD and the breath weapon as well. Nothing can be more frightening than a dragon, and this is as close as you'll get to play one in a normal campaign.

Draconic Apotheosis (Ex): At 20th level, a wyrmlord becomes a physical manifestation of his totem dragon wherever he goes. His type changes to dragon, and he is treated as both a true dragon and as a creature of his former race for all purposes. The wyrmlord no longer ages as a creature of his former race and gains no bonuses or penalties from older age; he progresses in age as if a true dragon (treat the wyrmlord's as a dragon whose age is equal to his current age minus the wyrmlord's race adulthood age). The wyrmlord also gains damage reduction equal to 5 + half his class level bypassed only by epic weapons and blindsense up to 30 feet.

The capstone, obviously, turns you into a dragon. Perhaps not a dragon in body, but the closest thing to one. DR 15/epic is nothing to chage at, but one thing DOES beat it all.

Notice that you're treated as a true dragon for purposes of feats and magic items? A kobold can pull that off 19 levels ago with some shenanigans (a Dragonwrought of venerable age), but this one allows you to an extent take advantage of dragon-exclusive abilities, and even spells from magic items. With the judicious use of Draconic Polymorph, you can easily claim to be a dragon in disguise, and people WILL get fooled by it. If you get your hands on a scroll of Shapechange, you might as well abuse it, no?

T.G. Oskar
2011-11-29, 07:54 PM
THE WYRMLORD'S AURAS

The following is a collection of all auras a wyrmlord may learn as he progresses in levels. As mentioned above, all auras have a maximum range of 60 feet, and all auras (unless mentioned below) are extraordinary abilities. A wyrmlord can have one minor aura, one major aura, and one draconic aura active at the same time, as well as any other auras he may get by means of multiclassing, feats or otherwise (having the Double Draconic Aura feat from Dragon Magic allows him to apply two draconic auras at once, but not two minor or two major auras). Auras, unless otherwise indicated, are either morale bonuses or circumstance bonuses.

Minor Aura: A minor aura lets allies add the wyrmlord's Charisma modifier (if any) to certain rolls, to a maximum of 1 point per class level (thus, a 1st level wyrmlord with 18 Charisma adds only 1 point, while a 10th level wyrmlord with 24 Charisma adds 7 points)

Accurate Strike: Circumstance bonus on rolls made to confirm critical hits.
Beast's Might: Morale bonus on disarm, trip, bull rush, and sunder attempts.
Draconic Insight: Circumstance bonus on Decipher Script, all Knowledge checks and Spellcraft checks.
Draconic Power: Morale bonus on rolls to overcome spell resistance (and power resistance).
Draconic Senses: Circumstance bonus on Listen, Search, and Spot checks.
Draconic Swiftness: Circumstance bonus to Climb, Jump and Swim checks.
Dragon's Charge: Morale bonus on attack rolls and damage rolls when charging.
Enduring Physique: Morale bonus on saves to resist daze, nausea, sickness or stun.
Maiming Strike: Morale bonus on damage rolls on a successful critical hit.
Masterís Presence: Circumstance bonus on Bluff, Diplomacy, and Intimidate checks
Overland March: Morale bonus on Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, Fortitude saves made to resist fatigue or exhaustion, and Swim checks made to resist nonlethal damage.
Resist Bluntness: The wyrmlordís allies gain damage reduction equal to the amount of bonus the aura provides against bludgeoning attacks. For example, if the wyrmlord is 10th level and has a Charisma of 24, everyone affected gains DR 7/slashing or piercing
Resist Piercing: The wyrmlordís allies gain damage reduction equal to the amount of bonus the aura provides against piercing attacks. For example, if the wyrmlord is 10th level and has a Charisma of 24, everyone affected gains DR 7/slashing or bludgeoning
Resist Slashing: The wyrmlordís allies gain damage reduction equal to the amount of bonus the aura provides against slashing attacks. For example, if the wyrmlord is 10th level and has a Charisma of 24, everyone affected gains DR 7/bludgeoning or piercing
Toughened Hides: The wyrmlord and his allies gain hit points equal to the amount of bonus the aura provides. These hit points are treated as if gained from an increased Constitution score, and are not lost first as temporary hit points are.

Major Aura: A major aura lets allies add the half the wyrmlord's class level to certain rolls:

Draconic Agility: Circumstance bonus on initiative checks, Reflex saving throws, Dexterity ability checks and Dexterity-based skill checks.
Draconic Resolve: Morale bonus on saves to resist fear, paralysis and sleep; morale bonus on saves to resist frightful presence, breath weapon and tail sweep attacks.
Draconic Stamina: Morale bonus on Fortitude saves, Constitution ability checks and Constitution-based skill checks.
Draconic Strength: Morale bonus on damage rolls, Strength ability checks and Strength-based skill checks. A characterís maximum loads also increase as if the wyrmlord and his allies had an increase in the Strength score equal to the bonus provided by the aura.
Draconic Wisdom: Circumstance bonus on Will saves, Wisdom ability checks and Wisdom-based skill checks.
Draconic Toughness: Damage reduction, bypassed by magic weapons.
Dragonbane: Morale bonus on attack rolls and damage rolls against creatures of the dragon type or the dragonblood subtype.
Dragonspell Ward: Circumstance bonus on saving throws against the spells and spell-like abilities of creatures of the dragon type or the dragonblood subtype.
Energy Focus: Bonus on saving throw DCs regarding a certain type of energy. This type of energy must be the same as that of the wyrmlord's totem dragon's breath weapon.
Master's Loyalty: Morale bonus on saves versus spells from the enchantment school, fear, and mind-affecting spells and effects.

Draconic Aura: Starting at 5th level, a wyrmlord may project a greater aura along his minor and major auras. A draconic aura lets allies add a +2 to certain rolls. At 8th level, and every 3 class levels afterwards, the bonus increases by 1. All draconic auras are supernatural abilities.

Deceive Item: Competence bonus on Use Magic Device checks. This ability does not grant a character the ability to make Use Magic Device checks untrained.
Draconic Magic: Circumstance bonus to caster level when casting arcane spells (also applies to draconic invocations).
Draconic Fleetness: Increase in land, swim and fly speeds equal to 5 times the bonus. This does not grant a swim or fly speed if the creature has none.
Draconic Spell Resistance: Enhancement bonus to spell resistance equal to the wyrmlord's aura bonus. This only applies to allies with spell resistance.
Draconic Vigor: Fast healing 1 for each point of the wyrmlord's aura bonus.
Energy Potency: Bonus to damage equal to the spell level times the aura bonus when using a spell or special attack of an energy type equal to the wyrmlord's totem dragon's breath weapon. This also applies to the wyrmlord's breath weapon's damage, as if the breath weapon had a spell level equal to one-fourth the wyrmlord's class level.
Energy Resistance: Energy resistance equal to 5 times the wyrmlord's aura bonus for the same energy type as the wyrmlord's totem dragon's breath weapon.
Energy Shield: Any creature striking the wyrmlord or any of his allies with a natural attack or melee weapon receives 2 points of damage for every point of his aura bonus. The energy type is that of the wyrmlord's totem dragon's breath weapon.

As you may have noticed, the auras of the wyrmlord are essentially shared with the auras of the retooled Marshal, with their minor and major auras being pretty much carbon copies of each other. There are a few differences (for example, the aura that grants bonuses against stuff the Wyrmlord is immune to), but for the most part the auras are name changes.

Draconic auras, on the other hand, are pretty much unique. Aside from Deceive Magic, all draconic auras are tailored to the needs of the wyrmlord. You'll notice an old fave, Vigor, has now been pumped to brutal utility, what with having fast healing 7 at all times, but there are many other auras you may want to have around. For example, Energy Shield, while somewhat weak at first, can deliver roughly 14 points of damage per hit at 20th level, which brutally punishes those creatures that deal lots of attacks unless you follow a dragon that has an easily resisted type of energy. Energy potency, on the other hand, will make wyrmlords and blasters BFFs because of the huge increase in damage. 10 points at first is nice, but when the blaster using a 9th level spell can harness around 63 points of damage in addition to what it currently has, you know the blaster has its job done easier. That it also boosts your breath weapon power (which scales beautifully) is a definite bonus.

Some things I have to clear, however: as you'll see now, some dragons have unusual forms of energy types. Always assume that the energy type of the dragon is the one presented in its immunity; if not, the dragons are treated as being resilient to raw arcane energy and auras change as follows: Energy Focus and Energy Potency only apply to spells that deal hit point damage without an energy type or descriptor; Energy Resistance applies to one of the main four energy types (acid, cold, electricity, fire) chosen when the aura is active, and Energy Shield deals raw arcane energy damage which is not resisted.

WYRMLORDS AND OTHER DRAGONS
The ten choices offered above for the class indicate only the dragons that appear in the Monster Manual. Other supplements, such as the Draconomicon, hold other types of true dragons with abilities beyond the norm, usually sacrificing some of the dragon's magical prowess but holding unique breath weapons or special qualities. The following is a list of dragons, divided by the book they appear; gem dragons are treated separately with the alternate class feature shown below:

Draconomicon: The following is a list of all planar dragons:
{TABLE=head]Totem Dragon|Acceptable Alignment|Class Skills|Breath Weapon Type|Draconic Adaptation|Draconic Magic Affinity|Immunity
Battle|CG, LG, N, NG|Diplomacy, Intimidate, Perform|Cone of sonic (1d4), cone of fear (Will save or shaken for 4d6 rounds)|Guidance, aid|Courage*, Protection, War|Sonic
Chaos|CE, CG, CN|Bluff, Intimidate, |Cone of energy (chosen at random), cone of confusion (Will save or confused for 1d6 rounds +1 round/3 levels)|Detect law, |Chaos, Limbo*|Compulsion (+4 bonus to saves)
Ethereal|CN, LN, N, NE, NG|Escape Artist, Hide, Move Silently|Cone of force (1d4)|See invisibility, strike ethereal creatures|Illusion*, Trickery|Ethereal (+4 bonus to saves against force spells)
Fang|CE, CG, CN, N|Intimidate, Jump, Survival|None (bite deals 1d2 Con damage + 1 point/3 levels on failed Fort save at level 10th)|Sound imitation, detect magic|Protection, War|Ability damage (+4 bonus to saves)
Howling|CE, CN|Intimidate, Listen, Survival|Cone of sonic (1d4), cone of maddening wails (Fort save or take 1 point of Wis damage +1 point/3 levels)|Shatter, +10 to fly speed|Chaos, Madness*, Windstorm*|Sonic
Oceanus|CG, LG, N, NG|Diplomacy, Intimidate, Swim|Line of lightning, cone of tranquility gas (Will save or dazed for 1d6 rounds +1 round/3 levels)|Water breathing, swim speed|Good, Ocean*|Electricity
Pyroclastic|LE, NE|Hide, Listen, Move Silently|Line of fire and sonic (1/2 fire damage, 1/2 sonic damage), line of disintegration (Fort save or disintegrated)|Lavawalk, produce flame|Destruction, Fire|Fire and sonic
Radiant|LG, LN, NG|Diplomacy, Knowledge (nobility and royalty), Spot|Line of force (1d4) or cone of blinding light (Fort save or blinded for 1d6 rounds +1 round/3 levels)|Daylight, dispel darkness (as dispel magic, but on darkness effects)|Celestia*, Glory*|[Light] descriptor spells
Rust|LE, LN|Search|Line of acid, cone of rust (destroys non-magical metals, magical metals gain Reflex saves)|Burrow speed, rusting grasp|Destruction, Metal*|Acid
Shadow|CE, CN, NE|Escape Artist, Hide, Move Silently|Cone of energy drain (1 negative level, 2 negative levels at 10th)|Darkness, hide in plain sight (as shadowdancer class feature)|None (may use scrolls, staffs, wands with mysteries)|Energy drain (+4 bonus to saves)
Styx|CE, LE, NE|Swim|Line of acid, cone of stupefying gas (Fort save or take 1 point of Intelligence damage +1 point/3 levels)|Water breathing, swim speed|Evil, Pestilence*, Ocean*|Acid
Tarterian|NE, CE|Escape Artist, Intimidate,|Line of force, cone of will-sapping gas (Will save or crushing despair effect for 1d6 rounds +1 round/3 levels)|+10 to land speed, freedom of movement|Force*, Liberation*, Tyranny*|Charm & compulsion (+4 bonus to saves)[/TABLE]

Oriental Adventures: The following is a list of lung dragons.
{TABLE=head]Totem Dragon|Acceptable Alignment|Class Skills|Breath Weapon Type|Draconic Adaptation|Draconic Magic Affinity|Immunity
Chiang lung (River)|LE, LG, LN|Knowledge (history), Perform, Swim|Cone of water (non-lethal damage, half damage on DC 20 Swim check)|Water breathing, swim speed|Mysticism, Nobility*, Water|
Li lung (Earth)|CN, LN, N, NE, NG|Balance, Hide, Move Silently|Roar (creatures within 60 feet deafened, concentrate as standard action, free action at 10th level)|Stability (as dwarf, stacks with stability racial feature), burrow speed|Earth, Retribution*, Wealth*|Sonic, deafness (+4 to saving throws)
Lung wang (Sea)|CN, LN, N, NE, NG|Hide, Swim|Cone of steam (fire damage)|Water breathing, swim speed|Ocean*, Protection, Scalykind*|Fire
Pan lung (Coiled)|LE, LG, LN|Diplomacy, Swim|Water fire (creatures striking with melee or natural weapons take 1d6 points of damage, canceled by weapons that deal fire damage, only while touching water or submerged, 3d6 points of damage at 10th level.)|Water breathing, swim speed|Community, Family, Protection|
Shen lung (Spirit)|LE, LG, LN|Diplomacy, Knowledge (nobility and royalty), Perform|Water fire (creatures striking with melee or natural weapons take 1d6 points of damage, canceled by weapons that deal fire damage, only while touching water or submerged, 3d6 points of damage at 10th level.)|Water breathing, swim speed|Luck, Nobility*, Scalykind|Electricity
Tien lung (Celestial)|LE, LG, LN|Diplomacy, Knowledge (nobility and royalty), Perform|Cone of fire|Water breathing, pyrotechnics|Domination, Fire, Nobility|Fire
Tun mi lung (Typhoon)|CE, LE, NE|Bluff, Intimidate, Swim|Line of wind (as gust of wind spell)|Water breathing, swim speed|Storm*, Tyranny*. Windstorm*|Electricity[/TABLE]
Note: Yu lung dragons are not included in the list. A wyrmlord that follows a yu lung must instead choose to follow any other lung dragon.

Other dragons: the following include dragons on other sourcebooks, such as Monsters of Faerun or Sandstorm
{TABLE=head]Totem Dragon|Acceptable Alignment|Class Skills|Breath Weapon Type|Draconic Adaptation|Draconic Magic Affinity|Immunity
Brown|CE, LE, NE|Knowledge (geography), Search, Survival|Line of acid|Create water, burrow speed|Air, Earth, SandSand|Acid
Deep|CE, CN, NE|Disguise, Search, Survival|Cone of acid (bypasses acid immunity at 10th level)|Detect magic, burrow speed|Charm*, Evil, Trickery|Charm (+4 bonus to saves)
Sand|CE, CN|Hide, Sense Motive, Survival|Cone of flay wind (1d4 points of damage, does not work against objects with hardness 5 or higher, 1d3 on creatures with heavy clothing, 1d6 at 10th level)|Tremorsense 30 ft., burrow speed|SandSand, ThirstSand, Windstorm|Fire
Song|CG, CN|Disguise, Jump, Perform (sing)|Cone of electricity|Feather fall, tongues|Healing, Travel, Trickery|Electricity[/TABLE]
Sand: Available on the Sandstorm supplement

As you can notice, here are pretty much all the other true dragons as presented on the Draconic Heritage table in Races of the Dragon. You'll notice some of the spots are incomplete, because the data isn't as clear enough in many of the cases: all totem dragons should have three skills that they grant their wyrmlords, and up to three domains (unless one domain counts as two, such as the Planar Domains). Some assistance could be required.

Planar dragons are pretty fun to work with, if only because they represent part of what I wanted to work with the wyrmlord. While they still have draconic magic affinity, they lack proper spellcasting ability altogether, something which would have caused a lot of troubles in terms of how to work spellcasting into the class and still allow those dragons to appear. Gem dragons are a second reason why, but they are dealt with psionics instead, so an ACF could suffice. On the other hand, they provide a breadth of options that are unavailable in most dragons.

You'll notice, particularly with the planar dragons, that many of the abilities are pretty decent. Force breath weapons, actual at-will good spells (well, Aid at will is pretty hilarious IMO), and odd resistances make for a wider variety of options, plus you get access to spells of domains that aren't in the Player's Handbook, which is a plus.

Lung dragons, the oriental-flavored dragons from Oriental Adventures also have support. Unlike planar dragons, these are really tough to work with, since they don't behave like actual dragons at all; water fire, for example, is an annoying ability that will see very little use, unless you're in a campaign that has many water areas or you can create pools of water at will.

If for some reason I missed a dragon (which is quite possible), don't hesitate to mention it. Also, keep coming with the ideas. Options for, say, Xorvintaal aren't available since Xorvintaal is a template added to those who play the "dragon games", and not actual dragons at all.

ALTERNATE CLASS FEATURE: Lord of Gems
The chromatic and metallic dragons are not the only kinds of dragons there are. Of the many types of dragons. gem dragons are unique because of their attunement to arts other than magic. Wyrmlords that follow gem dragons likewise awaken the powers of their mind, at the cost of their skill at magic.
Level: 1st
Replaces: Totem dragon and all class features that depend on it; draconic magic adaptation.
Benefit: When choosing a totem dragon, you may elect instead one of the gem dragons. You do not gain Use Magic Device, instead gaining access to the Use Psionic Device skill. You also gain Wild Talent as a bonus feat, or if you have a power point reserve, your power points increase by 1. The class abilities offered by the totem gem dragons appear as follows:

Amethyst: A wyrmlord with an amethyst totem dragon must be of chaotic neutral, lawful neutral, neutral, neutral evil or neutral good alignment. An amethyst wyrmlord gains Diplomacy, Hide and Move Silently as class skills. An amethyst wyrmlord's breath weapon is a line of concussive force dealing 1d4 points of damage per two class levels (at level 10th it increases to 1d6 points instead). An amethyst wyrmlord gains waterwalking and a burrow speed from its draconic adaptation. At level 9th, an amethyst wyrmlord becomes immune to spells, spell-like abilities, psionic powers and psi-like abiliites that deal force damage, but not against other force effects (such as a wall of force).

Crystal: A wyrmlord with a crystal totem dragon must be of chaotic evil, chaotic neutral, chaotic good or neutral alignment. A crystal wyrmlord gains Diplomacy, Gather Information and Jump as class skills. A crystal wyrmlord's breath weapon is a cone of brilliant light that deals 1d6 points of damage per two class levels (at level 10th it also blinds for 1d4 rounds plus 1 round per three class levels on a failed Reflex save). A crystal wyrmlord gains icewalking and a swim speed from its draconic adaptation. At level 9th, a crystal wyrmlord becomes immune to cold damage.

Emerald: A wyrmlord with an an emerald totem dragon must be of lawful evil, lawful good, lawful neutral or neutral alignment. An emerald wyrmlord gains Hide, Knowledge (local) and Swim as class skills. An emerald wyrmlord's breath weapon is a cone of sonic energy dealing 1d4 points of damage per two class levels (at level 10th it also deafens enemies for 1d4 rounds plus 1 round per three class levels on a failed Fortitude save). An emerald wyrmlord gains waterbreathing and legend lore from its draconic adaptation At level 9th, an amethyst wyrmlord becomes immune to sonic damage.

Sapphire: A wyrmlord with a sapphire totem dragon must be of lawful evil, lawful good, lawful neutralsap or neutral alignment. A sapphire wyrmlord gains Gather Information, Knowledge (dungeoneering) and Knowledge (history) as class skills. A sapphire wyrmlord's breath weapon is a cone of sonic energy that deals 1d4 points of damage per two class levels (at level 10th it also causes the enemy to panic for 1d4 rounds plus 1 round per three class levels on a failed Will save). A crystal wyrmlord gains spider climb and the skate psi-like ability from its draconic adaptation. At level 9th, a crystal wyrmlord becomes immune to sonic damage.

Topaz: A wyrmlord with a topaz totem dragon must be of chaotic evil, chaotic neutral, chaotic good or neutral alignment. A topaz wyrmlord gains Hide, Survival and Swim as class skills. A topaz wyrmlord's breath weapon is a cone of dehydration that deals 1d6 points of damage per two class levels (at level 10th it deals 1d8 points of damage). A topaz wyrmlord gains water breathing and a swim speed from its draconic adaptation. At level 9th, a topaz wyrmlord becomes immune to cold damage.

When reaching 7th level, a wyrmlord with a totem gem dragon gains a bonus on Use Psionic Device checks when using dorjes, power stones or psicrowns from the psion power list equal to half his class level. At 11th level, he adds this bonus to powers exclusive to a single discipline as indicated on the list below. At 16th level, the wyrmlord is treated as having a manifester level equal to that of a psion of his class level for the purpose of using dorjes, power stones and psicrowns with powers on the psion power list or exclusive to one discipline:

Amethyst: Psychokinesis
Crystal: Telepathy
Emerald: Clairsentience
Sapphire: Psychoportation
Topaz: Psychometabolism

The finishing touch is the way wyrmlords work with gem dragons. This provides psionic support to wyrmlords, while steering them clear from actual psionic powers. This is one of the few good moments where Wild Talent actually makes sense, which opens the wyrmlord to all psionic feats and a wider selection of builds than before. It also provides quite the support to neutral characters.

As usual: questions? Comments (aside from those that got around)? Oh by Io and the dragon gods, why did you forgot to add magic and instead went with the insipid auras and ToV!? Or, what other marvelous idea have you in that head of yours? Remember, praise is good, but critique is much, much better.

By the way, I managed to post this all before November ended. Upset stomachs be darned. (No, it wasn't because of the turkey; in fact, this was one Thanksgiving dinner I pretty much had to skip. But, I will have my revenge on Christmas, where I face the other opponent of holidays: pork. Excuses to those who don't accept that on their diets; it's a cultural thing).

togapika
2011-11-29, 11:46 PM
Must...meet....prerequisites...for...Hidecarved Dragon PRC...
Unnnnggghh....

Teiidae
2011-11-30, 02:58 AM
Finally,the Dragon Shaman(wyrmlord) has been given love. Thanks So much Oskar, i must say great job...keep up the great work

Elfstone
2011-11-30, 09:09 PM
Very very nice. I like it, its much better than the original.
But I still feel like this class has room to grow, so much more potential. Something unique(the magic affinity was a nice touch) that you feel fits the "Dragon" stereotype. More than just expanding on what the base class had. The name is already different, so I don't think you need be constrained by the WotC base class.

While a lot of its main "aura" type abilities are copied from the Marshal(which works for the Marshal), I think this class needs less auras, and those that remain, become more condensed. Only two tiers, and more powerful auras in general. I feel to get away from the Marshal aspect the Aura's should be more meaningful and flavorful. I feel that a tier system, like how some MMO's use, would be useful in this class. Some sort of option list that would improve fighting ability, latent dragon magic, or a breath weapon/AoE ability. An option to improve in one way, or branch out to other tiers. Before I go to far down the "This is how your class should be" I will stop, as Im really just trying to offer an opinion and get those juices stirring.

Also, if you want to play up the template side, a fear aura should definitely be added. Scale it how you will, It should be there.

Hmm. Hope this helps?

Igneel
2011-12-01, 01:54 PM
Absolutely loving this fix for the Dragon Shaman [Wyrmlord]. I think that the class doesn't get enough love and fixes to clean up the mess Wotc made with a potentially awesome class.

Looking over it I am strangely entertained that my own [albeit not as nicely done] homebrew class share certain aspects such as the scaling grades of flight, various natural weapons, and different aura systems. I hope you don't mind, but I might take some pages from your book and jot them down as possible ways to better clean up the mess I call my Wyrmfire Disciple, such as the Cha to Aura bonus text, and maybe some of the Natural weapon descriptions.
Can't see much to comment on now, but will try to come back to it later.

T.G. Oskar
2011-12-01, 05:03 PM
Very very nice. I like it, its much better than the original.
But I still feel like this class has room to grow, so much more potential. Something unique(the magic affinity was a nice touch) that you feel fits the "Dragon" stereotype. More than just expanding on what the base class had. The name is already different, so I don't think you need be constrained by the WotC base class.

While a lot of its main "aura" type abilities are copied from the Marshal(which works for the Marshal), I think this class needs less auras, and those that remain, become more condensed. Only two tiers, and more powerful auras in general. I feel to get away from the Marshal aspect the Aura's should be more meaningful and flavorful. I feel that a tier system, like how some MMO's use, would be useful in this class. Some sort of option list that would improve fighting ability, latent dragon magic, or a breath weapon/AoE ability. An option to improve in one way, or branch out to other tiers. Before I go to far down the "This is how your class should be" I will stop, as Im really just trying to offer an opinion and get those juices stirring.

I'd normally agree with you on terms of how the class can improve, but I feel that a "template class" chassis will have a bit more of restraint in growth than a class offering different archetypes. As it stands, aside from ability scores, it grants you pretty much everything a dragon offers, aside from spellcasting. The auras and their way of handling UMD are pretty unique, but the class as it stands is pretty loaded with stuff.

That said, there ARE a few semi-dead levels around, which follow a nice mathematical progression. From level 13 onwards, every odd level has only progressions to existing abilities, so something resembling the rogue special abilities could easily work. Thing is, having strained pretty much everything from the dragon aside from spellcasting ability, I'm at a loss on what else I can add. There ARE a few things I might work (such as the ability to turn into a humanoid, for example, bonus feats, and maybe draconic "augmentations"), but they have to be decent enough for that level.

Regarding auras, I find they're fine as-is, since while there is a lot of redundancy there (namely the damage reductions) and makes it pretty similar to the (retooled) Marshal, it works pretty well. The Wyrmlord has three different kinds of auras at once, whereas with a limitation of two kinds of auras you'd have probably stronger auras, but a difficulty on which to choose and some reduction in its power. The Marshal and the Wyrmlord are already different because of their focus: the Marshal is meant to cover all commander archetypes (horde leader, strategist, charismatic leader) whereas the Wyrmlord is meant to cover a single, yet wide, archetype (the idea of emulating a dragon in order to become one). Quite frankly, Touch of Vitality is really the only hold-over from the original class, since the rest does has some degree of difference (including draconic adaptation).


Also, if you want to play up the template side, a fear aura should definitely be added. Scale it how you will, It should be there.

Hmm. Hope this helps?

Yeah...it's kinda odd I missed Frightful Presence. Considering how easy it is to get (you can get it with a feat...), it could easily be a minor or major aura. In fact, it's an excellent major aura because of how that type of aura progresses.

As I mentioned, every bit of critique helps, so as long as it can be debated. You exposed concerns about the ability of the class to grow, and I'm always open to those kinds of ideas thrown around. So yes, it helps a lot, particularly if it entices me to figure out how to cover certain mishaps the class might have.


Absolutely loving this fix for the Dragon Shaman [Wyrmlord]. I think that the class doesn't get enough love and fixes to clean up the mess Wotc made with a potentially awesome class.

Looking over it I am strangely entertained that my own [albeit not as nicely done] homebrew class share certain aspects such as the scaling grades of flight, various natural weapons, and different aura systems. I hope you don't mind, but I might take some pages from your book and jot them down as possible ways to better clean up the mess I call my Wyrmfire Disciple, such as the Cha to Aura bonus text, and maybe some of the Natural weapon descriptions.
Can't see much to comment on now, but will try to come back to it later.

Sure, just as long as you place some credit. Even I'm not immune to that (with all the references to the core and 1st party content, given that the class is a retool of another). Recall that you're mixing Dragonfire Adept, so you should consider having some of the Draconic Adaptation SLAs turned into Invocations (since most of the Draconic Adaptations are at-will SLAs), and the way the class handles UMD can help quite a bit (such as the quip of adding +2 to UMD checks if the spell requires you to be a dragon, plus counting as a dragon for purposes of spells).

bobthe6th
2011-12-01, 10:17 PM
instead of a flat shapeshift, might make it a varient of the druids shapeshift abilaty. then the natural attacks can apply when you shift forms.

this would allow for actual size increases and the natt. attacks to scale right. then at higher levels the Wyrmlord can actually be a dragon, but with just boosts to his existing abilities. give him a size as a dragon of his 2x his HD and he would really start to match dragons...

also, you might refluff the auras as the presance of the wyrmlord. he is copying dragons, so he should be able to boost others by just being there and being a DRAGON. would leave the restrictions of the status affects though.

Igneel
2011-12-01, 11:27 PM
Sure, just as long as you place some credit. Even I'm not immune to that (with all the references to the core and 1st party content, given that the class is a retool of another). Recall that you're mixing Dragonfire Adept, so you should consider having some of the Draconic Adaptation SLAs turned into Invocations (since most of the Draconic Adaptations are at-will SLAs), and the way the class handles UMD can help quite a bit (such as the quip of adding +2 to UMD checks if the spell requires you to be a dragon, plus counting as a dragon for purposes of spells).

Of course, of course. Its just that its my first and I'm always looking for better ways to try to 'balance' it out.

Also, on other dragon totems, I once was debating about that as well and compiled a bit of a list of dragons most people don't think about. Its not complete (some of it got deleted or forgotten) but feel free to take a look.

-Alternate Metallic-
*Mercury [Dragon Mag]
*Steel [Dragon Mag]

-Alternate Chromatic-
*Brown [Dragon Mag]
*Yellow [Dragon Compendium]
*Orange [Dragon Compendium]
*Purple [Dragon Compendium]
*Rainbow [Dragon Mag?]

-Alternate Gem-
*Obsidian [Forgot Source]
*Amber [Forgot Source]

-Alternate Planar-
*Adamantine [Dragon 321]
*Arboreal [Dragon 321]
*Axial [Dragon 321]
*Beast [Dragon 321]
*Concordant [Dragon 321]
*Astral [Dragon 344]
*Chole [Dragon 344]
*Elysian [Dragon 344]
*Gloom [Dragon 344]

-Ferrous Dragons- [Dragon 356]
*Chromium
*Cobalt
*Iron
*Nickel
*Tungsten

-Epic Dragons-
*Force
*Prismatic
*Time [Dragon 359]

-Non/'False' dragons-
*Ankheg
*Behir
*Frost Worm
*Pyro/Cryohydra
*Hullathoin [Fiend Folio, undead but strongly hinted at possibly being a dragon of some sort]

-Dragon Type-
*Dragon Turtles
*Fog Drakes [Dragons of Kyrnn]
*Velroc [Dragon Magic, Hijacks spells and throws them back at casters]
*Faerie [Draconomicon]
*Abyssal Drake [Draconomicon]
*Storm Drake [Draconomicon]
*Sea Drake [Fiend Folio]
*Sunwyrm [Fiend Folio]
*Hellfire Wyrm [Monster Manual II]
*Felldrakes [Monster Manual II]
*Linnorms [Monster Manual II]
*Ambush Drake [Monster Manual III]
*Ssvaklor [Monster Manual III]
*Dragon Eel [Monster Manual III]
*Rage Drake [Monster Manual III]
*Ibrandlin [Monsters of Faerun]
*Gorynych [Lost Empires of Faerun]
*Mist Dragon [Forgot Source, Dragons of Kyrnn?]
*Maztican/Rain Dragon [Forgot Source]

-Undead Dragons-
*Dracolich
*Ghostly Dragon
*Vampiric Dragon

NineThePuma
2011-12-07, 09:07 AM
Some of the gem dragons (crystal and emerald) have typos near the end of their descriptions in the Lord of Gems section. The copy pasta is under cooked.

Also; there is a sixth Gem Dragon, the Obsidian, from Mind's eye. I'm Not in a position to grab you a link right now, but I'll grab one for you later.

NineThePuma
2011-12-07, 09:10 AM
Some of the gem dragons (crystal and emerald) have typos near the end of their descriptions in the Lord of Gems section. The copy pasta is under cooked.

Also; there is a sixth Gem Dragon, the Obsidian, from Mind's eye. I'm Not in a position to grab you a link right now, but I'll grab one for you later.

Another typo is in the section on natural weapons; the tail sweep starts as 1d8, increases by 2d6, then decreases to 2d6.

zegram 33
2011-12-07, 01:07 PM
for the water fire dragons from oriental adventures... what about giving them create water as their first draconic adaptation, then maybe give an increase to the amount of water that can be made for the second level of it (as well as the swim speed or whatever)


also, maybe a few more semi offensive aura's might be cool, like aura's of fear, aura's of slow, etc etc


looks like a very fun class though!

bobthe6th
2011-12-11, 05:04 PM
minor typo, under dragon touched it refers to the dragon shaman getting the dragontouched feat...

NineThePuma
2011-12-11, 05:13 PM
*refers

*dragon shaman

bobthe6th
2011-12-11, 06:50 PM
of dear, I apparently misspelled two words. I guess my point is rendered invalid. thank you kind sir for pointing out my egregious error, in future I will attempt to keep my writing clean of such vulgar failures.

NineThePuma
2011-12-11, 06:59 PM
:smallsigh:

Sarcasm is unnecessary.

Tiniere
2012-04-08, 02:24 AM
Hullo!

After having played your retooled Healer in a short level 5-7 adventure and enjoying myself most magnificently. I have decided to try out this Dragon Shaman Redux, I suppose it counts as a sort of play test and I will likely be playing in a 3.PF setting. If any big problems or wonderful stories come out of it I'll make sure to post in case you're still interested in fine tuning. I always enjoy these classes though, so thank you again for the work you've done on them!

T.G. Oskar
2012-04-08, 11:08 PM
Hullo!

After having played your retooled Healer in a short level 5-7 adventure and enjoying myself most magnificently. I have decided to try out this Dragon Shaman Redux, I suppose it counts as a sort of play test and I will likely be playing in a 3.PF setting. If any big problems or wonderful stories come out of it I'll make sure to post in case you're still interested in fine tuning. I always enjoy these classes though, so thank you again for the work you've done on them!

Thanks for the heads-up! Though, I feel most thankful that people decide to playtest it. I'd like for it to be used on a 3.5 setting, since it's made with those rules in mind, but the changes should not be that glaring. The biggest problem I can see is the Totem Dragon granted skills, particularly Hide + Move Silently (which would be Stealth) and Jump (absorbed into Acrobatics). At the very least, you'd need to add Fly and Perception as class skills (instead of Spot and Listen), remove Climb and add Acrobatics only if their Totem Dragon adds them Jump), and perhaps another change I'm missing. I hope you enjoy it, tho, and hopefully it won't overcome a Pathfinder game (as I tend to write towards a power level higher than base 3.5). As always, feedback is most appreciated.

bobthe6th
2012-04-08, 11:50 PM
the typo under dragon touched persists... kinda glaring...

Cieyrin
2012-04-09, 03:46 PM
Finally got around reading to reading this retool and it looks pretty decent. There are minor typos and lost things (like the Breath Weapon description never actually saying how it advances, just the notes and examples implying such, not to mention the table) but it looks like a Dragon Shaman I'd actually play, unlike the original's weird sense of balance.

Should you get back to adding new dragon types, I'd love to see Steel (which appears in Dragons of Faerun after its appearance in Dragon with the Ecology article) and Purple (Dragon Compendium). Because, seriously, how can anybody resist Dragon Breath Light Saber? :smallbiggrin:

T.G. Oskar
2012-04-12, 03:48 AM
the typo under dragon touched persists... kinda glaring...


Finally got around reading to reading this retool and it looks pretty decent. There are minor typos and lost things (like the Breath Weapon description never actually saying how it advances, just the notes and examples implying such, not to mention the table) but it looks like a Dragon Shaman I'd actually play, unlike the original's weird sense of balance.

Alright, it should be pretty clear. Sorry for the lateness, but I was making sure the new lappy didn't all of a sudden need a vacation. I mean, it's brand new, but the last one didn't last more than a year and a half, so...


Should you get back to adding new dragon types, I'd love to see Steel (which appears in Dragons of Faerun after its appearance in Dragon with the Ecology article) and Purple (Dragon Compendium). Because, seriously, how can anybody resist Dragon Breath Light Saber? :smallbiggrin:

I might consider Steel, if only because it's an official source. Purple, on the other hand, is iffy, so it may be a loose consideration. In any case, Radiance is essentially "SHOOP DA WOOP, IMA CHARGING MAH LAZORS!!!"...

Tiniere
2012-04-12, 08:29 AM
Whilst putting together my character, my DM and I noticed that the Ferrous dragons are not included here. I was curious if this was intentional or just that the dragon list is so massive that one cannot possibly hope to remember them all. I leaned towards the latter in my hypothesis.

Anyway I should be starting the Wyrmlord at level 3 this weekend and the campaign is supposed to be pretty long so I'll post important developments as they come.

T.G. Oskar
2012-04-12, 04:36 PM
Whilst putting together my character, my DM and I noticed that the Ferrous dragons are not included here. I was curious if this was intentional or just that the dragon list is so massive that one cannot possibly hope to remember them all. I leaned towards the latter in my hypothesis.

It's probably the latter, though to be fair, this is the first time I hear of "ferrous" dragons. Though, to be fair, that might just refer to the Iron, Steel, Magnetic and Wootz Dragons, because for metallic dragons there's the rest. Aside from the Steel Dragon Cieyrin pointed for me, these dragons are new.

I presume they may be an invention from Pathfinder, or potential homebrew, because most of the dragons I checked should appear on the "master" list in Races of the Dragon, which contains most of the official dragons in 3.5.

Which reminds me: the Playground has a thread dedicated to create new dragons, which would be a fine cross-brew expansion...

Tiniere
2012-04-12, 06:55 PM
From what I've seen they were part of an older dragon magazine article, 356 I believe. It describes them as a lawful branch of metallic dragons under a particular draconic god. Nickel, tungsten, cobalt, Iron and a few others are outlined in the article. I found their flavour to be pretty interesting, though I think it might be from 3.0?

Anyway it was more of a curioddity than a complaint, thought it might pique your own curious interest. (I originally found them because I was curious as to where the Iron Dragon from 4e came from, and my DM came across the magazine by chance.)

Also, you once mentioned turning frightful presence into a major aura, how could one go about doing that?

Cieyrin
2012-04-13, 10:51 AM
From what I've seen they were part of an older dragon magazine article, 356 I believe. It describes them as a lawful branch of metallic dragons under a particular draconic god. Nickel, tungsten, cobalt, Iron and a few others are outlined in the article. I found their flavour to be pretty interesting, though I think it might be from 3.0?

Anyway it was more of a curioddity than a complaint, thought it might pique your own curious interest. (I originally found them because I was curious as to where the Iron Dragon from 4e came from, and my DM came across the magazine by chance.)

Also, you once mentioned turning frightful presence into a major aura, how could one go about doing that?

Considering Dragon ended in physical distribution at 359, I really doubt Dragone #356 is 3.0. :smallwink:

I do recall the article you speak of, I just don't remember what magazine it was in.

Igneel
2012-04-13, 12:52 PM
Also, on other dragon totems, I once was debating about that as well and compiled a bit of a list of dragons most people don't think about. Its not complete (some of it got deleted or forgotten) but feel free to take a look.

-Alternate Metallic-
*Mercury [Dragon Mag] Edit: [Dragons of Faerun]
*Steel [Dragon Mag] Edit: [Dragons of Faerun]

-Alternate Chromatic-
*Brown [Dragon Mag] Edit: [Monsters of Faerun]
*Yellow [Dragon Magazine Compendium]
*Orange [Dragon Magazine Compendium]
*Purple [Dragon Magazine Compendium]
*Rainbow [Dragon Mag?] Edit: [Creature Catalog (http://creaturecatalog.enworld.org/converted/view_d.php?DragonID=14)]

-Alternate Gem-
*Obsidian [Forgot Source] Edit: [Psionic Bestiary (http://www.wizards.com/default.asp?x=dnd/psb/20030124b)]
*Amber [Forgot Source] Edit: Creature Catalog (http://creaturecatalog.enworld.org/converted/view_d.php?DragonID=6)

-Alternate Planar-
*Adamantine [Dragon 321]
*Arboreal [Dragon 321]
*Axial [Dragon 321]
*Beast [Dragon 321]
*Concordant [Dragon 321]
*Astral [Dragon 344]
*Chole [Dragon 344]
*Elysian [Dragon 344]
*Gloom [Dragon 344]

-Ferrous Dragons- [Dragon 356]
*Chromium
*Cobalt
*Iron
*Nickel
*Tungsten

-Epic Dragons-
*Force
*Prismatic
*Time [Dragon 359]

-Non/'False' dragons-
*Ankheg
*Behir
*Frost Worm
*Pyro/Cryohydra
*Hullathoin [Fiend Folio, undead but strongly hinted at possibly being a dragon of some sort]

-Dragon Type-
*Dragon Turtles
*Fog Drakes [Dragons of Kyrnn]
*Velroc [Dragon Magic]
*Faerie [Draconomicon]
*Abyssal Drake [Draconomicon]
*Storm Drake [Draconomicon]
*Sea Drake [Fiend Folio]
*Sunwyrm [Fiend Folio]
*Hellfire Wyrm [Monster Manual II]
*Felldrakes [Monster Manual II]
*Linnorms [Monster Manual II]
*Ambush Drake [Monster Manual III]
*Ssvaklor [Monster Manual III]
*Dragon Eel [Monster Manual III]
*Rage Drake [Monster Manual III]
*Ibrandlin [Monsters of Faerun]
*Gorynych [Lost Empires of Faerun]
*Mist Dragon [Forgot Source, Dragons of Kyrnn?] Edit: [Monster Mayhem (http://wizards.com/default.asp?x=dnd/mm/20031226a), Dragons of Faerun]
*Maztican/Rain Dragon [Forgot Source] Edit: [Creature Catalog (http://creaturecatalog.enworld.org/converted/view_d.php?DragonID=10)]

-Undead Dragons-
*Dracolich [Draconomicon]
*Ghostly Dragon [Draconomicon]
*Vampiric Dragon [Draconomicon]

Just going to point out that I did post this earlier, but it seems that it was incomplete as I lost some of my data back when I posted it. Now that I have had the time to recollect my data, here is the edited version in the quote.

Hope it helps,
-Igneel

Edit: Also, will be using the class for a lvl 15 game of good pcs vs bad pcs with me on the good. Hopefully it won't die too early that I can give my results.

jedipilot24
2012-05-13, 12:53 PM
I think you forgot the Steel Dragon. Otherwise, good work.