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Edge
2015-03-30, 12:17 PM
The Ormrbrud Heir
http://i537.photobucket.com/albums/ff334/SoullessEnigma/Ormrbrut_zpslozfmgge.png
Drake (http://corndoggy.deviantart.com/art/Drake-499196111) by corndoggy (http://corndoggy.deviantart.com/)

"Our people's blood seethes with power. I merely have the courage to claim it." Arjhanastrix, ormrbrud heir.

The dragonborn descendants of the ancient empire of Arkhosia have endured the long centuries since the fall of their empire with honour and distinguished military aptitude. But a question has always remained: what was there before Arkhosia? Whence come the dragonborn? Myths point to Io or Bahamut as their progenitor, but in the oldest Arkhosian writings to survive to the modern era one can find mention of the "ormrbrud" - which translates from the Arkhosian dialect of Draconic as "brood of the primal wyrm". This "primal wyrm", or the Ormr, is described at length in one of the surviving texts as a mountainous behemoth that shook the land with every breath it took. Dragonborn martial adepts who hear the tale recognise this entity as the metaphor that lies behind the Stone Dragon discipline. Perhaps, they begin to think, it is not such a metaphor after all. Perhaps this heritage, this power may yet be reclaimed.

So begins the journey of every ormrbrud heir. Few of them know just quite what they're in for.

HD: d12

Requirements
Race: Dragonborn (http://www.giantitp.com/forums/showsinglepost.php?p=19030902&postcount=6)
Base Attack Bonus: +6
Skills: Intimidate 9 ranks, Knowledge (arcana) 4 ranks, Knowledge (history) 9 ranks.
Feats: Calculating Fury (http://www.giantitp.com/forums/showthread.php?203858-Raging-Dragon-ToB-Martial-Discipline-Draconic-Barbarian&p=11242121) or Stone Power.
Maneuvers: Must have knowledge of three maneuvers from the Raging Dragon (http://www.giantitp.com/forums/showthread.php?203858-Raging-Dragon-ToB-Martial-Discipline-Draconic-Barbarian&p=11242121) or Stone Dragon disciplines, including at least one stance.

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [arcana] (Int), Knowledge [history] (Int), Listen (Wis), Profession (Wis) and Spot (Wis).
Skill points per level: 4 + Intelligence modifier (minimum 1).

LevelBABFortRefWillSpecial
1+1+2+0+2Raucous Bravura, Wyrmform
2+2+3+0+3Draconic Inheritance
3+3+3+1+3Fear-Stoking Roar Technique
4+4+4+1+4Draconic Inheritance
5+5+4+1+4Unapproachable Draconic Ego
6+6+5+2+5Draconic Inheritance
7+7+5+2+5Arkhosian Pureblood
8+8+6+2+6Draconic Inheritance
9+9+6+3+6Blood-Curdling Behemoth Outrage
10+10+7+3+7Draconic Inheritance
11+11+7+3+7Imperial Dragon Majesty
12+12+8+4+8Draconic Inheritance, Indomitable Ormr Scion

LevelMan. KnownMan. ReadiedStances Known
1st100
2nd000
3rd111
4th000
5th100
6th011
7th100
8th000
9th111
10th000
11th100
12th011

Class Features
All the following are class features of the ormrbrud heir.

Weapon and Armour Proficiency: The ormrbrud heir gains proficiency with all natural weapons granted by this class.

Maneuvers: At 1st, 3rd, 5th, 7th, 9th and 11th levels, the ormrbrud heir gains new maneuvers known from the Raging Dragon or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full ormrbrud heir levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, 9th levels and 12th levels, you gain additional maneuvers readied per day.

Stances: At 3rd, 6th, 9th and 12th levels, the ormrbrud heir learns a new martial stance from the Raging Dragon or Stone Dragon disciplines. They must meet the stance's prerequisites to learn it.

Raucous Bravura (Ex): The ormrbrud heir possesses the power and majesty of the ormrbrud and Arkhosia both. Who could doubt their supremacy on the battlefield? At 1st level, if the ormrbrud heir possesses the battle clarity, battle ardour, battle cunning, battle skill and/or the battle mastery class features, or later acquires them, she may derive the insight bonuses they provide from her Charisma bonus rather than her Intelligence bonus.

Wyrmform (Ex): The legacy of the ormrbrud has not been dimmed by the long centuries since the fall or Arkhosia, nor the longer aeons since the slumber of the ormrbrud. Not for those who seek it out. At 1st level, the ormrbrud heir gains the ability to adopt a Wyrmform for a number of rounds per day equal to 5 + her Charisma modifier. At each level after 1st, the number of rounds per day she can maintain the shape increases by 2. Temporary increases to Charisma, such as from an eagle's splendour spell or Wyrmform itself, do not increase the number of rounds she can maintain the shape per day. Adopting the shape is a swift action. The total number of rounds per day is renewed after resting for 8 hours, though these hours do not need to be consecutive.

Whilst in her Wyrmform, the ormrbrud heir becomes a quadrupedal Large creature, with the natural reach of a long creature of her new size (usually 5ft). She does not gain the usual ability score modifiers for increasing in size, but she does increase her racial bonuses to Strength and Constitution (if any) by 4, as well as increasing her racial bonus to Charisma by 2 and gaining a -2 racial penalty to Dexterity. The increase to*Constitution grants the barbarian 2 hit points per Hit Die, but these disappear when she leaves her Wyrmform and are not lost first like*temporary hit points.

Whilst in her Wyrmform, the ormrbrud heir's weapons and armour meld into her new form and become non-functional for the duration, though other equipment resizes itself to fit her new form. However, she does also gain a primary natural bite attack that deals 2d6 + Str modifier damage and two secondary natural claw attacks that deal 1d8 + Str modifier damage. She also gains a natural armour bonus to AC equal to 4 + her Constitution bonus (minimum 1). As a final benefit, whilst in her Wyrmform her racial breath weapon affects a 30ft cone rather than a 15ft one.

The ormrbrud heir can return to her natural shape as a free action, and upon doing so is fatigued for a number of rounds equal to 2 times the number rounds spent in her Wyrmform.

Draconic Inheritance (Ex): The blood of the ormrbrud roils with potential power. An ambitious dragonborn need only reach out and claim it. At 2nd level, and every even level thereafter, the ormrbrud heir gains an additional ability or benefit. Most only take effect whilst she is in Wyrmform, but some enhance both of her forms. Some of these abilities have prerequisites listed that must be met before the ormrbrud heir can select them.

Abandoning the Earth
Whilst in Wyrmform, you grow a pair of wings that permit you to fly at twice your land speed with poor maneuverability.

All-Consuming Hatred of Tiamat
Prerequisites: Furious Exhalation, Ravenous Legacy of Tiamat. Whilst in Wyrmform, you may now deal vile damage with your breath weapon, at your discretion.

All-Encompassing Benevolence of Bahamut
Prerequisites: Exalted Legacy of Bahamut, Furious Exhalation. Whilst in Wyrmform, you may now deal disintegrating force damage when you use your breath weapon, at your discretion.

Armour Like Tenfold Shields
You gain damage reduction 5/- whilst in Wyrmform. You may select this Draconic Inheritance multiple times. Its effects stack.

Colossal Growth
Prerequisite: ormrbrud heir level 8. Whilst in Wyrmform, you now become a quadrupedal Huge creature, with the natural reach of a long creature of your new size (usually 10ft). Your Wyrmform now increases your racial bonuses to Strength and Constitution by 8 and your racial bonus to Charisma by 4, but also now imposes a -4 racial penalty to Dexterity. The increase to Constitution now provides 4 bonus hit points per Hit Die, but they still disappear upon exiting her Wyrmform, and are still not lost first like temporary hit points are.

The damage of your bite and claw attacks are now 2d8 + Str modifier and 2d6 + Str modifier, respectively. Your natural armour bonus whilst in Wyrmform is now equal to 7 + her Constitution bonus (minimum 1). Finally, your racial breath weapon affects a 60ft cone rather than a 30ft or 15ft one.

Dominion of the Skies
Prerequisite: Abandoning the Earth. The flight you gain in Wyrmform improves. You may now fly at a speed equal to quadruple your land speed with average maneuverability. In addition, you may use Stone Dragon maneuvers even whilst not touching the ground, so long as you move no more than half your maximum movement on your turn.

Devastation Incarnate
Prerequisite: ormrbrud heir level 6. Whilst in Wyrmform, your natural weapons are treated as though they were adamantine for the purposes of overcoming damage reduction, and ignore hardness.

Draconic Potency
Prerequisites: ormrbrud heir level 4, Power Attack. Whilst in Wyrmform, your natural weapons are treated as though they were two-handed weapons for the purposes of Power Attack.

Elemental Furnace of the God-Beast
Prerequisites: ormrbrud heir level 12, Punishing Exhalation. Your racial breath weapon now deals d10s worth of damage, rather than d8s. In addition, creatures that would be immune to the damage type of your breath weapon now take full damage from it instead.

Elemental Inurement
Whilst in Wyrmform, you gain energy resistance 10 against the damage type dealt by your racial breath weapon. You may select this Draconic Inheritance multiple times. Its effects stack.

Elemental Sovereignty
Prerequisites: ormrbrud heir level 10, Elemental Inurement. You gain immunity to the damage type dealt by your racial breath weapon. You only gain immunity to the damage type you chose at level 1, not any additional damage types granted by other Draconic Inheritances.

Eternal Breath
Prerequisite: ormrbrud heir level 4. Your racial breath weapon may now be used once every 1d4 rounds rather than once per encounter.

Exalted Legacy of Bahamut
When you learn a new maneuver or stance from gaining a level in ormrbrud heir, add Golden Saint (http://www.giantitp.com/forums/showthread.php?76150-Golden-Saint-Exalted-Martial-Arts-Discipline) to the list of disciplines you may select maneuvers and stances from. You also add Diplomacy to the list of ormrbrud heir class skills.

Furious Exhalation
Prerequisite: Eternal Breath. Your racial breath weapon now deals d8s worth of damage rather than d6s.

Glorious Legacy of Io
When you learn a new maneuver or stance from gaining a level in ormrbrud heir, add White Raven to the list of disciplines you may select maneuvers and stances from. You also add Diplomacy to the list of ormrbrud heir class skills.

King of All Predators
Prerequisites: ormrbrud heir level 8. You gain darkvision with a range of 60ft, low-light vision, scent, and blindsense with a range of 60ft.

Lindworm
Whilst in Wyrmform, you gain a burrow speed equal to your land speed. You can leave behind a usable burrow or not at your option.

Mountainous Ormr Expansion
Prerequisite: ormrbrud heir level 12, Colossal Growth. Whilst in Wyrmform, you now become a quadrupedal Gargantuan creature, with the natural reach of a long creature of your new size (usually 15ft). Your Wyrmform now increases your racial bonuses to Strength and Constitution by 12 and your racial bonus to Charisma by 6, but also now imposes a -4 racial penalty to Dexterity. The increase to Constitution now provides 6 bonus hit points per Hit Die, but they still disappear upon exiting her Wyrmform, and are still not lost first like temporary hit points are.

The damage of your bite and claw attacks are now 4d6 + Str modifier and 2d8 + Str modifier, respectively. Your natural armour bonus whilst in Wyrmform is now equal to 7 + her Constitution bonus (minimum 1). Finally, your racial breath weapon affects a 60ft cone rather than a 30ft or 15ft one.

Most Honourable Legacy of Arkhosia
When you learn a new maneuver or stance from gaining a level in ormrbrud heir, add Jade Throne (http://www.giantitp.com/forums/showthread.php?160101-3-5-Jade-Throne-discipline-for-the-Kings-of-Battle-ToB-LoB-Discipline) to the list of disciplines you may select maneuvers and stances from. You also add Sense Motive to the list of ormrbrud heir class skills.

Punishing Exhalation
Prerequisites: Elemental Inurement, Furious Exhalation. Your breath weapon ignores energy resistance against the damage it deals. Creatures normally immune to the damage type of your breath weapon now instead take half damage from it.

Ravenous Legacy of Tiamat
When you learn a new maneuver or stance from gaining a level in ormrbrud heir, add Dread Crown (http://www.giantitp.com/forums/showthread.php?76218-Dread-Crown-for-Fiendish-Martial-Adepts-Discipline) to the list of disciplines you may select maneuvers and stances from.

Sinuous Corpus
Prerequisite: ormrbrud heir level 4, Tail A Thunderbolt. You have natural reach with your bite and tail slap attacks as though you were one size category larger.

Tail A Thunderbolt
You gain a secondary natural tail slap attack that deals 1d8 + 1 Str modifier damage. If your Wyrmform is Huge-sized, your tail slap instead deals 2d6 + 1 Str modifier damage. If your Wyrmform is Gargantuan-sized, your tail slap instead deals 2d8 damage + 1 Str modifier damage.

Teeth Like Swords, Claws Like Spears
The bite and claw attacks you receive in Wyrmform, as well as any natural attacks you have gained through Draconic Inheritance, increase their damage die size by one step. In addition, your natural weapons are now considered magic for the purposes of overcoming damage reduction. You may select this Draconic Inheritance multiple times. Its effects stack.

Wings Like A Hurricane
Prerequisite: Abandoning the Earth. You gain 2 secondary wing natural attacks that each deal 1d6 + Str modifier damage. If your Wyrmform is Huge-sized, your wing attacks instead deal 1d8 + Str modifier damage. If your Wyrmform is Gargantuan-sized, your wing attacks instead deal 2d6 + Str modifier damage.

Fear-Stoking Roar Technique (Ex): At 3rd level, the ormrbrud heir gains access to a unique martial strike much like those granted to martial adepts. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Raging Dragon and Stone Dragon disciplines.

Initiating this strike is a standard action. As part of initiating the maneuver, make an Intimidate check. All enemies within 60ft must make a Will save (DC equal to the result of your Intimidate check) or be dazed for one round, and shaken thereafter for one round per four initiator levels. This maneuver is a mind-affecting fear effect.

Unapproachable Draconic Ego (Ex): None may approach a scion of the Ormr if she decrees otherwise. At 5th level, the ormrbrud heir gains Large And In Charge (Draconomicon page 71) as a bonus feat, even if she does not meet the prerequisites. Additionally, she may take an additional number of attacks of opportunity each round equal to half her Charisma modifier (round down, minimum 1).

Arkhosian Pureblood (Ex): At 7th level, it is evident that the ormrbrud heir's bloodline from the Ormr is strong. The duration of her Wyrmform is now measured in minutes rather than rounds. In addition, you are no longer fatigued upon exited Wyrmform.

Blood-Curdling Behemoth Outrage (Ex): At 9th level, the ormrbrud heir gains access to a unique martial strike much like those granted to martial adepts. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Raging Dragon and Stone Dragon disciplines.

Initiating this strike is a full-round action. As part of initiating this strike, make a normal full attack, except that every natural weapon you possess may make iterative attacks based on your base attack bonus. After performing this full attack, you become exhausted for a number of rounds equal to (10 1 per four initiator levels, minimum 1). You cannot initiate this maneuver whilst exhausted.

Imperial Dragon Majesty (Ex): At 11th level, the ormrbrud heir has truly internalised the dignified pride of Arkhosia and the Ormr and mastered the means of conveying this rarefied arrogance on the battlefield in the form of a martial stance. They may take a swift action to lose the benefits of their current stance and gain the benefits of this one.

Whilst in the Imperial Dragon Majesty stance, the ormrbrud heir gains a deflection bonus to AC equal to her Charisma modifier. In addition, any time a non-touch attack roll misses her AC, but would hit her touch AC, the attacker must make a Will save (DC 10 + class level + Charisma modifier) or be dazed for 1 round per four initiator levels as they do nothing but stare at the ormrbrud heir in awe. If the ormrbrud heir attacks an enemy so dazed, the daze effect immediately ends for that creature and they become immune to becoming dazed through this stance for the rest of the encounter.

Indomitable Ormr Scion (Ex): None can now deny your direct descent from the Ormr. At 12th level, your type changes to dragon, though you retain the dragonblooded subtype. You gain darkvision out to a range of 60ft and low-light vision if you did not already possess them, as well as immunity to magic sleep effects and paralysis effects. Furthermore, the duration of your Wyrmform is now unlimited, allowing you to switch between your two forms as you desire.

Please tear this thing apart. I've have the rough idea for a long time now, but in terms of actual mechanics, I think I've created a monster.

Edge
2015-04-02, 11:59 AM
And a bump to try and get some critique on these. Whilst I love the flavour of this prestige class, and the level of power feels thematically appropriate, I'm concerned about the actual balance of it. Any thoughts would be welcome.

Lix Lorn
2015-04-02, 02:35 PM
oh hai dere

Starting at the beginning, I'm not entirely sure about the d12 hit die - they want to be in wyrmform for battle, which is giving them +2hp per die, and if they have Rage of Aeons, that's an average of 10.5hp per HD before even adding in their base constitution. I dunno if this would be too much, but it's something to consider? idk.

I'm also curious as to why its set up to enter at level seven! It's not a /problem/ as such, but level six is traditional, and level nine would make a lot of sense - as that way you'd get the capstone at twenty.

Personally, I'd make Raucous Bravura optional. I try not to 'correct' people into things that are just personal preferences, but that seems like a minor fix that might really benefit people trying to make weird builds. Not important.


She does not gain the usual ability score modifiers for increasing in size, but she does increase her racial bonuses to Strength and Constitution (if any) by 4, as well as increasing her racial bonus to Charisma by 2 and gaining a -2 racial penalty to Dexterity.
This wording reads slightly odd to me because of its inconsistency. On checking your dragonborn write up, I see what you were going for, but it'd prolly read better if you used the same wording for all of them, regardless of what base stats were there. This'd also make it more compatible if someone wanted to use the PrC without using your Dragonborn writeup, although that may or may not be a concern for you.

I'd also consider letting you carry over magic weapon enhancements to your natural weapons, but I'm not sure how to implement it. Straight up carrying them over is potentially too strong, as one magical weapon is then applied to a whole bunch of natural weapons for a single payment, but idk. Just giving them a scaling enhancement bonus might be nice.

There are twenty-five draconic imbuements here. That's as many as five fives. And that's wonderful.
OTOH you only get to take six of them. A feat to choose another one might be in order, especially given some of the nicer ones are gated.

Also, Suggestion:
Winged Mountain
Prerequisites: Stone Dragon Stance
While using wings gained from Ormbrud Heir class features, you are considered to touch the ground for Stone Dragon abilities and maneuvers.
Flight is vitally important mechanically, and pretty massive for dragon fluff. It seems like it should be an option? take it or leave it, not hugely important.

I'd also consider letting Dominion of the Skies grant you flight outside of Wyrmform - maybe the flight from the previous level?

Infinite healing is so contentious, there should probably be a note, a limitation, or an optional limitation on bahamut's breath weapon.
...also, note that the bahamut breath from Draconic Adept (iirc) is Disintegrating force damage.

Why does Tiamat grant Dread Crown, but Bahamut grants Devoted Spirit? Shouldn't he be giving Golden Saint? Devoted Spirit can be used with any alignment. I suppose this means you could get dread crown/devoted spirit and get some synergy there, so it could work fine.

Blood-Curling Behemoth Outrage is awesome, but probably needs a safety valve of some kind. Maybe have it only make a single full attack's worth of attacks against any /one/ target?

Imperial Dragon Majesty reads slightly odd to me. Touch AC is hitting but being stopped by armor - surely this should be about missing due to skill? maybe have it be 'whenever an attacker misses their AC, but would strike their AC if not for their dexterity, dodge and deflection bonuses'.
There's likely a cleaner way of writing that. And it may not be as good. Your call, of course.

Last but not least... at level 12, you have 27+Cha mod hours of Wyrmform per day. You need to have Charisma 5 or less to not get unlimited Wyrmform. You would literally have to jump through hoops to have cha that low. Just make it unlimited wyrmform by default, it's infinitely easier.

All that said, it's a pretty good class! As a final note, I've (slightly) updated my discipline (https://docs.google.com/document/d/1Sbv6EHzM_JgsH-5rCiAbqc2_1_DrBSSfeJMuOj_A8mU/edit) recently, among other things. May or may not interest you.

Enjoy, good luck, and hope this helps! And thanks! :smallsmile:

Edge
2015-04-02, 03:08 PM
Starting at the beginning, I'm not entirely sure about the d12 hit die - they want to be in wyrmform for battle, which is giving them +2hp per die, and if they have Rage of Aeons, that's an average of 10.5hp per HD before even adding in their base constitution. I dunno if this would be too much, but it's something to consider? idk.
On the one hand, I feel anything that turns you into a dragon should give you a lot of hp, and save-or-dies and save-or-sucks are Things, and downgrading to a d10 would only reduce the average hp per Hit Die by 1. I'll consider it and wait for further feedback.


I'm also curious as to why its set up to enter at level seven! It's not a /problem/ as such, but level six is traditional, and level nine would make a lot of sense - as that way you'd get the capstone at twenty.
Because six is traditional, but I wanted to delay entry slightly for a class that felt more powerful, but not too much. But, entering on level 9 for a 20 capstone grab does sound appealing. I'll think about it.


Personally, I'd make Raucous Bravura optional. I try not to 'correct' people into things that are just personal preferences, but that seems like a minor fix that might really benefit people trying to make weird builds. Not important.
It's in there to stop them being Str/Con/Int/Cha MAD. But you're right, it's a simple fix. I'll throw a "may" in there.


This wording reads slightly odd to me because of its inconsistency. On checking your dragonborn write up, I see what you were going for, but it'd prolly read better if you used the same wording for all of them, regardless of what base stats were there. This'd also make it more compatible if someone wanted to use the PrC without using your Dragonborn writeup, although that may or may not be a concern for you.
Is this referring to the "if any" after the Str and Con bonuses (due to variable ability boosts on the race)? I'm not quite sure I understand what you're getting at here.


I'd also consider letting you carry over magic weapon enhancements to your natural weapons, but I'm not sure how to implement it. Straight up carrying them over is potentially too strong, as one magical weapon is then applied to a whole bunch of natural weapons for a single payment, but idk. Just giving them a scaling enhancement bonus might be nice.
Teeth Like Swords, Claws Like Spears originally gave a stacking enhancement bonus, but then I remembered that amulets of mighty fists are a corebook thing. You can already get a +5 enhancement bonus on all your natural weapons for 150,000gp if you want. Sure, you don't get access to all the lovely weapon enhancements out there, but I feel really leery about letting you throw those on as many natural weapons as the ormrbrud heir can get.


There are twenty-five draconic imbuements here. That's as many as five fives. And that's wonderful.
OTOH you only get to take six of them. A feat to choose another one might be in order, especially given some of the nicer ones are gated.
I ended up with 25? Well, that was a happy accident!

And a feat to select another Draconic Inheritance? Sounds fair to me.


Also, Suggestion:
Winged Mountain
Prerequisites: Stone Dragon Stance
While using wings gained from Ormbrud Heir class features, you are considered to touch the ground for Stone Dragon abilities and maneuvers.
Flight is vitally important mechanically, and pretty massive for dragon fluff. It seems like it should be an option? take it or leave it, not hugely important.
Now that I know I've got exactly 25 Inheritances, I don't want to add another! :smalltongue: I might roll this benefit into Dominion of the Skies, though.


I'd also consider letting Dominion of the Skies grant you flight outside of Wyrmform - maybe the flight from the previous level?
For some weird reason, this sits weirdly with me. I kinda feel that if you want the wings, you take the dragon shape, along with everything that entails.


Infinite healing is so contentious, there should probably be a note, a limitation, or an optional limitation on bahamut's breath weapon.
...also, note that the bahamut breath from Draconic Adept (iirc) is Disintegrating force damage.
Not familiar with Draconic Adept, or I'd have gone straight to force damage. I'll switch it up.


Why does Tiamat grant Dread Crown, but Bahamut grants Devoted Spirit? Shouldn't he be giving Golden Saint? Devoted Spirit can be used with any alignment. I suppose this means you could get dread crown/devoted spirit and get some synergy there, so it could work fine.
Because I forgot about Golden Saint! Switching it in.


Blood-Curling Behemoth Outrage is awesome, but probably needs a safety valve of some kind. Maybe have it only make a single full attack's worth of attacks against any /one/ target?
Was hoping the post-use exhaustion might be enough of a limiter, but maybe not. Your suggestion is sound, but I'm not entirely sure how to word it - each natural weapon may only target a given creature once per initiation, perhaps?


Imperial Dragon Majesty reads slightly odd to me. Touch AC is hitting but being stopped by armor - surely this should be about missing due to skill? maybe have it be 'whenever an attacker misses their AC, but would strike their AC if not for their dexterity, dodge and deflection bonuses'.
There's likely a cleaner way of writing that. And it may not be as good. Your call, of course.
The intention here is "I hit the dragon! But my weapon bounced off its scales... And now it's looking at me very angrily. Help.", rather than the ormrbrud heir avoiding the attacks, they shrug it off and make their foes feel hopeless.


Last but not least... at level 12, you have 27+Cha mod hours of Wyrmform per day. You need to have Charisma 5 or less to not get unlimited Wyrmform. You would literally have to jump through hoops to have cha that low. Just make it unlimited wyrmform by default, it's infinitely easier.
That's what I get for not crunching the numbers. :smalltongue: I'll make it so.


All that said, it's a pretty good class! As a final note, I've (slightly) updated my discipline (https://docs.google.com/document/d/1Sbv6EHzM_JgsH-5rCiAbqc2_1_DrBSSfeJMuOj_A8mU/edit) recently, among other things. May or may not interest you.

Enjoy, good luck, and hope this helps! And thanks! :smallsmile:
Thank you. I see the addition of a new type of maneuver in the update, and I get leery about using homebrewed disciplines when they add new maneuver types, so I'll probably leave the link to the original.

Cardea
2015-04-03, 12:03 AM
Will read over, but again, glad to see more of your homebrew. Why not Intimidate or Balance ranks as the requirement, given Stone Dragon? And since we're both fans of TDO, why not include his Army of One discipline into this? Its based on Intimidate as well.

Edge
2015-04-03, 02:43 AM
Will read over, but again, glad to see more of your homebrew. Why not Intimidate or Balance ranks as the requirement, given Stone Dragon?
Because Balance didn't feel suitable for a giant, imperious transition-to-dragon class?:smalltongue:


And since we're both fans of TDO, why not include his Army of One discipline into this? Its based on Intimidate as well.
And one of its iconic maneuver chains is moving so fast you appear in multiple places at once. Didn't strike me as thematically appropriate is all.

Cardea
2015-04-03, 09:19 AM
Because Balance didn't feel suitable for a giant, imperious transition-to-dragon class?:smalltongue:

And one of its iconic maneuver chains is moving so fast you appear in multiple places at once. Didn't strike me as thematically appropriate is all.

But its still the class skill of Stone Dragon, sense aside. And jokingly, I'd hate to be an imperious larger than life dragon, and trip over something.

The rest of the discipline would seem to fit, however. Stances are more powerful the more creatures you are near. One boost grants extra +Hit and +Damage per successful attack, while another makes you roll twice for double damage on any attack you make. And other abilities focus on gaining benefit when you kill someone, or focus on making more full attacks. The abilities synergize extremely well with size and fear, both of which a dragon has.

Edge
2015-04-04, 05:20 AM
But its still the class skill of Stone Dragon, sense aside. And jokingly, I'd hate to be an imperious larger than life dragon, and trip over something.

And Balance is a class skill for the Tome of Battle base classes and this prestige class if this is something that concerns you, but I wouldn't want to impose it as a requirement on players who aren't concerned about it.


The rest of the discipline would seem to fit, however. Stances are more powerful the more creatures you are near. One boost grants extra +Hit and +Damage per successful attack, while another makes you roll twice for double damage on any attack you make. And other abilities focus on gaining benefit when you kill someone, or focus on making more full attacks. The abilities synergize extremely well with size and fear, both of which a dragon has.
I'm happy with the disciplines available to the class (both automatic and through Draconic Inheritance) as it stands.