{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Auras Known|
Invocations Known
1st|
+0
|
+2
|
+0
|
+2
|
Wyrmling Auras, Least Invocations, Totem Dragon, Draconic Scales
|
3
|
1
|
2nd|
+1
|
+3
|
+0
|
+3
|
Draconic Weapons (Claws), Breath Weapon 1d6
|
3
|
1
|
3rd|
+2
|
+3
|
+0
|
+3
||
4
|
2
|
4th|
+3
|
+4
|
+1
|
+4
|
Draconic Weapons (Bite)
|
4
|
2
|
5th|
+3
|
+4
|
+1
|
+4
|
Dragon Wings
|
5
|
2
|
6th|
+4
|
+5
|
+2
|
+5
|
Mature Auras, Lesser Invocations, Imbue Draconic Weapon, Touch of Vitality
|
5
|
3
|
7th|
+5
|
+5
|
+2
|
+5
|
Aura Range Increase
|
6
|
3
|
8th|
+6/+1
|
+6
|
+2
|
+6
|
Draconic Weapons (Tail)
|
6
|
4
|
9th|
+6/+1
|
+6
|
+3
|
+6
|
Breath Weapon Range increase
|
7
|
4
|
10th|
+7/+2
|
+7
|
+3
|
+7
|
Draconic Wings (Improved)
|
7
|
4
|
11th|
+8/+3
|
+7
|
+3
|
+7
|
Wyrm Auras, Greater Invocations, Greater Touch of Vitality
|
8
|
5
|
12th|
+9/+4
|
+8
|
+4
|
+8
|
Improved Draconic Weapon
|
8
|
5
|
13th|
+9/+4
|
+8
|
+4
|
+8
|
Aura Range Increase
|
9
|
6
|
14th|
+10/+5
|
+9
|
+4
|
+9
|
Frightful Presence, Commune with Dragon Totem
|
9
|
6
|
15th|
+11/+6/+1
|
+9
|
+5
|
+9
|
Draconic Wings (Superior)
|
9
|
6
|
16th|
+12/+7/+2
|
+10
|
+5
|
+10
|
Breath Weapon Range Increase, Great Wyrm Aura, Dark Invocations
|
9
|
7
|
17th|
+12/+7/+2
|
+10
|
+5
|
+10
|
Totem Dragon Skill Bonus
|
9
|
7
|
18th|
+13/+8/+3
|
+11
|
+6
|
+11
|
Aura Range Increase
|
9
|
8
|
19th|
+14/+9/+4
|
+11
|
+6
|
+11
|
Dragon Apotheosis
|
9
|
8
|
20th|
+15/+10/+5
|
+12
|
+6
|
+12
|
Draconic Wings (Perfect)
|
9
|
8
[/table]
-Skill Points: (4+Int modifier per level, x4 at first level): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Decipher Script, Gather Information, Heal, Intimidate, Jump, Knowledge (any; individually), Search, Spellcraft, Survival, Use Magic Device, along with any added from Totem Dragon
Class Abilities:
-Bonus Languages:
A Wyrmfire Disciple's bonus language options include Draconic.
-Auras:
You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. You may activate, suppress or switch between auras as a swift action, and you can only project one aura at a time. Your aura affects all allied creature within 30 feet of you, with line of effect to you. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. At 6th, 11th, and 16th level, the power of all the wyrmfire disciple's draconic auras increases considerably, growing from Wyrmling to Great Wyrm. The wyrmfire disciple’s aura can only affect her and as many targets as her charisma modifier (she may decide who is affected or not by her aura as a free action). As a 1st-level Wyrmfire Disciple, you know how to project three auras chosen from the list below. At every odd-numbered level after that, you learn one additional draconic aura of your choice, until all 9 auras are known at 13th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.
The range of the aura increases from the standard 30ft starting at 7th level doubling the range to 60ft, 90ft at 13th level, and finally 120ft at 18th level. In addition to your base aura bonus gained through levels, you also gain your Cha mod equal to your Wyrmfire Disciple level as a bonus to your Aura. A 5th lvl Wyrmfire Disciple with a Cha score of 17 would have a Aura bonus of +5 [+2 from levels, +3 from Cha]. See the next post for the list of each Aura, and grades.
-Invocations:
A Wyrmfire Disciple has a repertoire of attacks, defenses, and other abilities known as draconic energy that suffuses his soul. A Wyrmfire Disciple can use any invocation he knows at will.
A Wyrmfire Disciple's invocations are spell-like abilities: using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Wyrmfire Disciple can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Wyrmfire Disciple is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Wyrmfire Disciple's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Wyrmfire Disciple's Cha modifier. Since spell like abilities are not spells, a Wyrmfire Disciple cannot benefit from the Spell Focus feat or from draconic feats that let him convert or spend an arcane spell slot to produce some other effect. He can however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level Wyrmfire Disciple begins with knowledge of one least invocation, gaining access to more invocations and higher grades as he attains levels. At any level when a Wyrmfire Disciple learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
Finally, just like warlocks (Complete Arcane) and dragonfire adepts (Dragon Magic), Wyrmfire Disciples can qualify for some prestige classes usually intended for spellcasters. See the next post for the list of each invocation, and grades.
Wyrmfire Disciples are granted bonus invocations known by their charisma score.
{table=head]
Table:2 Bonus Invocations
{table=head]
Score
|
Least
|
Lesser
|
Greater
|
Dark
01-13
|
-
|
-
|
-
|
-
14-15
|
1
|
-
|
-
|
-
16-17
|
1
|
-
|
-
|
-
18-19
|
1
|
1
|
-
|
-
20-21
|
1
|
1
|
1
|
-
22-23
|
2
|
1
|
1
|
-
24-25
|
2
|
1
|
1
|
-
26-27
|
2
|
2
|
1
|
-
28-29
|
2
|
2
|
2
|
1
30-31
|
3
|
2
|
2
|
1
32-33
|
3
|
2
|
2
|
1
34-35
|
3
|
3
|
2
|
1
36-37
|
4
|
3
|
3
|
2
38-39
|
4
|
3
|
3
|
2
40-41
|
4
|
3
|
3
|
2
42-43
|
4
|
4
|
3
|
2
44-45
|
4
|
4
|
4
|
3
[/table] [/table]
-Totem Dragon:
Your dedication to dragonkind leads you to emulate True Dragons in all aspects, physically and mentally. You must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You gain class skills determined by your totem dragon and a +2 bonus to skills designated as class skills for your totem dragon, which improves to a +4 bonus at 17th level [see the table on page 13 of Player's Handbook II].
Not only that, but you also gain additional benefits pending on the source of power, either the spirit of long-dead dragons, a draconic deity, or even a mighty dragon patron that you choose along with the type of dragon totem. Additionally to any other benefits, you gain the dragonblood [Races of Dragon] subtype
- Non-Evil Dragon: You gain the Dragonfriend feat [Draconomicon] as a bonus feat. You must be no more then one step further in alignment then your totems alignment.
- Evil Dragon: You gain the Dragonthrall feat [Draconomicon] as a bonus feat. You must be no more then one step further in alignment then your totems alignment.
- Dragon Deity: You gain the special ability of one domain granted by the chosen dragon deity, but you do not gain access to the spells granted by the domain. You must be no more then one step further in alignment then your patron deity’s alignment.
- Draconic Spirits: You gain power from the spirits of long-dead dragons and may call on their insight. You gain Alertness as a bonus feat and may use your Wisdom bonus instead of your Charisma bonus for your dragon abilities.
{table=head]
Dragon|
Skills|
Alignment
Black Dragon|Hide, Move Silently, Swim|NE, CE, CN
Blue Dragon|Bluff, Hide, Spellcraft|NE, LE, LN
Brass Dragon|Bluff, Gather Information, Survival|NG, CG, CN
Bronze Dragon|Disguise, Survival, Swim|NG, LG, LN
Copper Dragon|Bluff, Hide, Jump|NG, CG, CN
Gold Dragon|Disguise, Heal, Swim|NG, LG, LN
Green Dragon|Bluff, Hide, Move Silently|NE, LE, LN
Red Dragon|Appraise, Bluff, Jump|NE, CE, CN
Silver Dragon|Bluff, Disguise, Jump|NG, LG, LN
White Dragon|Hide, Move Silently, Swim|NE, CE, CN
[/table]
-Draconic Scales (Ex):
At 1st level your skin toughens and grows faint scales, which grow thicker and more pronounced over time in the color similar to their totem dragon. You gain the extraordinary ability to grow a thick, scaly hide of scales that protects you like armor. The draconic scales resemble the scales of your totem dragon in color, shape, and look.
Your scaled hide grants you a bonus to your Armor Class equal to 4+1/2 your class level (starting at +4 at 1st level, +5 at 2nd, +6 at 4th, etc). This bonus doesn't stack with any feat, racial trait, or other special ability that would grant you a bonus to Armor Class. Your scales require 8 hours to grow, but this process can take place at night while you are sleeping.
In addition, as you attain higher levels, your scales grants you increasing resistance to acid, cold, electricity, and fire. You gain resistance 5 at 5th level, resistance 10 at 10th level, etc.
Your scales at first hamper any modes of movement, and whether you can use class features or other special abilities like Arcane Spell Failure much like a suit of Studded Leather Armor [Conferring the penalties like they are wearing a suit of Studded Leather Armor]. As you gain levels however, you learn how to cast your invocations without being hampered. At every 2 levels of this class [starting at lvl 2] you can ignore 5% of your Arcane Spell Chance Failure. Ex: At lvl 2 you have 10% chance, by lvl 4 you have 5% chance, and finally at lvl 6 you have 0%.
Your scales aren't treated as armor for the purpose of being affected by spells or other abilities. You can't grant it an enchantment bonus with magic vestment, nor can you imbue it with special properties, as you could a normal suit of armor. Magic enhancements like Brilliant Energy still bypass these scales like they are manufactured armor.
You can't take off your scales, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in your sloughing off a pile of scales that crumble to dust if handled.
Starting at 5th level, you can also take some time to meditate to further toughen your scales with magical enchantments of +1/5 class levels. Like the Imbue Draconic Weapon ability you can choose the enchantments to assign up to if not all of your enchantment bonus.
Enchantment List still under construction/deciding on whether to add the enchantment feature at all.
-Draconic Weapons (Ex):
At 2nd level, you begin showing signs of your connection to the mighty race of Dragons that differentiates you from the standard of your race. The muscles in your hands grow stronger, and thick, sharp talons grow at the tips of your fingers, giving you a pair of natural Claw attacks which deal damage according to your size (1d3 damage for a Small-sized creature, 1d4 damage for a Medium-sized creature, and so on).
At 4th level, your teeth grow longer and sharper, giving you a bite attack according to your size (1d4 damage for a Small-sized creature, 1d6 damage for a Medium-sized creature, and so on). This natural weapon becomes primary for you, while all others can be made as secondary attacks at a -5 penalty (or -2 if you have the Multiattack feat).
At 8th level, you grow a muscular tail which can be used to make a tail slap attack, dealing damage appropriate for your size (1d4 for small, 1d6 for medium, etc).
At 12th level, your natural weapons improve by one die step, bringing them in line with the damage of true dragons.(Ex: Medium-sized creature goes from 1d4 claw, 1d6 bite, and 1d6 tail to 1d6 claw, 1d8 bite, and 1d8 tail.)
If your race already has one or all of these natural weapons, use the better value for damage between the two sources. This also includes if you have additional weapons that isn’t included in this class feature. (ie: Minotaur’s Gore attack)
Your natural weapons improve as magic weapons at a rate equaling 1/4 your total wyrmfire disciple levels (+1 at level 4, +2 at level 8, etc.).
These natural weapons can qualify you for Monsterous Feats such as Multiattack, Improved Natural Weapon, etc.
-Breath Weapon (Su):
At 2nd level you have gained the most feared weapon in the Dragon's arsenal, its breath weapon, usable as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 10ft/Wyrmfire Disciple level cone or a 20ft/Wyrmfire Disciple level line. Your breath weapon starts to deal a number of dice worth of damage equal to 1d6 and increases by 1d6 every 2 Wyrmfire Disciple class level. (Max of 10d6 at 19th level)
You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other Wyrmfire Disciples.)
Enemies may attempt to halve the damage from this breath weapon by making a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier). Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. If you gain another breath weapon from another source, that breath weapon is still usable during the recharge time. Your breath weapon's damage type relates to your totem dragon by default (see the table on page 13 of Player's Handbook II).
At 5th level you may choose another totem dragons energy [except for the opposing element of your base breath] as an alternative energy type to use for your breath weapon. Lastly at 15th level you gain a third totem energy following the same rules as your second breath weapon. Because of your dedication to your totem dragon, you can’t change the element damage to the opposing element. [fire-cold, acid-electricity]
You may temporarily change this energy to that of a different totem as a move action, lasting for one minute or until you change it again, after which time your breath weapon reverts to the default, or till you take another move action to change it again.
-Dragon Wings (Ex):
At 5th level, you can take a standard action to materialize/dismiss a pair of wings that resemble those of your totem dragon, gaining a fly speed equal to your base land speed (average maneuverability). Your wings aid your jumps, giving you a +10 racial bonus on Jump checks.
You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but you then become fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying.
When you reach 10th level, you have enough stamina and prowess to fly for longer periods. You can fly at your base land speed +10 (good maneuverability), and flying requires no more exertion than walking or running.
When you reach 15th level, your flight improves again, allowing you to fly at a speed equal to twice your base land speed, and while carrying a medium or heavy load (including heavy armor).
Upon reaching 19th level, flying is as natural to you as walking. Your maneuverability while flying improves to perfect.
Your wings allow you to make a dive attack. A dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.
If you already have or gain wings or a flight speed, take whichever is better (Speed, Maneuverability, Weight load, etc)
-Imbue Draconic Weapon:
At 6th level, a wyrmfire disciple gains the ability to enhance his draconic weapon of choice. He can add any of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a wyrmfire disciple can add to his weapon improves to +2, +3, and +4, respectively. A wyrmfire disciple can choose any combination of weapon special abilities that does not exceed the total allowed by the wyrmfire disciple's level. For example, an level 18 wyrmfire disciple is capable of several combination between his four different weapons. He could have +1 weapon ability on each, +2 weapon abilities on two, +1 on 2 and +2 on one, or any combination that totals his maximum enchantment.
The weapon ability or abilities remain the same every time he uses his natural weapons (unless he decides to reassign its abilities; see below). The ability or abilities apply to any of the natural weapons he can choose between. (ex: By lvl 8 a wyrmfire has 4 weapons to choose between).
A wyrmfire can reassign the ability or abilities he has added to his natural weapons. To do so, he must first spend 1 hour in concentration. After that period, the natural weapons are imbued with the new ability or abilities selected by the wyrmfire disciple. For example, a 10th-level wyrmfire disciple might have initially chosen to imbue each of his claws with the flaming property, a +1 weapon property for each equaling his +2. However, on learning that he and his party may face a enemy vulnerable to acid the next day, he could take 1 hour to change his elemental energies from flaming to make his claws deal acid damage from the corrosive weapon property, both +1 properties as well.
Enchantment List still under construction/deciding on whether to add this feature at all.
Weapon abilities
{table=head]
Ability|
Enhancement
Corrosive MiC|
+1|
Flaming DMG|
+1|
Frost DMG|
+1|
Shock DMG|
+1|
Thundering DMG|
+1|
Anarchic DMG|
+2|
Axiomatic DMG|
+2|
Holy DMG|
+2|
Unholy DMG|
+2|
Transmuting MiC|
+2|
Terran MiC|
+2|
Ignan MiC|
+2|
Auran MiC|
+2|
Aquan MiC|
+2|
[/table]
-Touch of Vitality:
At 6th level, the Wyrmfire Disciple is able to instill vitality with his very touch. Each day he has a number of charges equal to his charisma mod + half of his class level rounded down. He may touch a creature and expend any number of charges, for each charge spent he heals 1d6 hit points. If he expends 3 or more charges he may cure 2 additional hit points per die.
At 11th level, the Wyrmfire Disciple may convert his Touch of Vitality into various effects.
- 2 charges: May cure touched creature of any of the following status: fatigued, exhausted, sickened, nauseated, dazed, and stunned
- 3 charges: Duplicate the effect of lesser restoration with a caster level to his Wyrmfire Disciple level.
- 4 charges: Duplicate the effect of revivifySC with a caster level equal to his Wyrmfire Disciple level.
- 5 charges: Duplicate the effect of heal with a caster level equal to his Wyrmfire Disciple level.
- 8 charges: Duplicate the effect of raise dead with a caster level equal to his Wyrmfire Disciple level.
For example, if you wanted to heal 120 points of damage and remove the blinded and exhausted conditions from a target, you could expend 5 charges to duplicate a heal spell.
-Commune with Totem Dragon (Sp):
At 12th level, you gain the ability to communicate directly with great dragons beyond the grave or his source of power. This is the equivalent of casting a Commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.
-Frightful Presence (Ex):
Starting at 14th level, your draconic form alone is enough to strike terror into the hearts of the weak. Whenever you attack or charge (including a dive), all opponents with fewer levels or HD than your Wyrmfire Disciple levels that are within 30 feet are subject to this effect. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your Wyrmfire Disciple class levels + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, affected creatures become shaken for a number of rounds equal to 1d6 + your Cha modifier (minimum 1 round). If the creature has 4 or fewer HD, it instead is panicked for the same amount of time. This ability does not stack on subsequent rounds, but affected creatures are subject to a new Will save after you attack or charge them following the end of this effect. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.
By 17th level a Wyrmfire Disciple is a respected or feared figure among dragonkind. Dragons are no longer immune to the Wyrmfire Disciple’s Frightful Presence, following the same guidelines with the exception that you are treated as having twice your normal HD or levels. Dragons that would be affected by your Frightful Presence that fails their saving throw will not willingly attack the Wyrmfire Disciple and if forced, they are counted as shaken for the encounter.
-Dragon Apotheosis:
Upon reaching 19th level, your transformation into the powerful creatures you are devoted to is complete. You lose the Dragonblood subtype and your creature type changes to Dragon; for all intents and purposes, you are considered a True Dragon and your original race at the same time which allows you to take dragon only feats, and PrC’s. The creature type change grants Darkvision out to 60ft (add to preexisting if it already has Darkvision), low-light vision and immunity to magic sleep effects and paralysis effects.
The Wyrmfire Disciple does not use the dragon aging categories, instead retaining the standard aging category for characters. However the Wyrmfire Disciple no longer takes ability score penalties for aging, though he still gains the ability score benefits, cannot be magically aged, and his maximum age is increased in a similar manner to a Dragonwrought Kobold [See page 39 of Races of the Dragon, or below]. The Wyrmfire Disciple still dies from old age.
If your Totem is Chromatic, increase the Maximum age by 5x the average for your race, and if Totem is Metallic, increase the Maximum age by 10x the average for your race.
In addition, the Wyrmfire Disciple gains SR equal to 10+class level, an inherent +4 bonus to Str, Con, and Cha, and gains an additional Damage Reduction dependent on his Totem Dragon. If his totem dragon is metallic, he gains DR 20/Evil, whereas if his totem is chromatic, he gains DR 20/Good.