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    Dec 2012

    Default Re: Base Class Challenge Chat Thread IV: All Your Base [Class] Are Belong to Us

    Fighting Soul: For the purpose of taking feats, the Draconic Channeler may add his D.C. level to his Fighter level (if he has one).

    Does this feature require at least 1 level of fighter to grant fighter-only feats? That's not entirely clear.
    Smooth Movement (Ex): The DC moves smoothly, despite the armor he is wearing. While wearing armor he is proficient with, he takes no penalty to movement speed based on the armor itself.

    Handy, I like that.
    Dragon on the Mind (Su): You literally have an ancient, powerful dragon in your head. It doesn't like getting bothered by outside influences. You get a bonus equal to your Draconic Channeler level for Will saves againstagainst mind-affecting spells, psionic abilities, and the like.

    Will bonus, standard fare. Do fix the underlined typo.
    Channeling (Su): The Dragon Soul Channeler uses a dragon's spirit to amplify himself, his weapons, his armor, and his attacks. He can only channel a certain amount of his Dragon's power at once. This is represented by his Channel Pool, as a certain number of dragon power points (DPP). However, he can only channel a certain amount of DPP into a single object/attack. This is represented by his Max Channel. So a Level 2 DC could channel 1 DPP into his sword (Weapon Burst) and 1 into himself (Body Channeling), but he could not channel both his DPP into his sword simultaneously.

    The act of channeling points into an ability is a Free Action that can be taken at the beginning of the D.C.'s turn.

    Additionally, after using DPP, the dragon soul needs time to 'recharge', as it were. It takes 5 rounds for a DPP to recharge. Multiple DPP can recharge simultaneously.

    So a 'cooldown slot' settup? I like it, a bit tricky on the bookkeeping though.
    Weapon Burst (Su): You channel the spirit of the Dragon into your weapon, making it stronger. For each DPP channeled into this ability, 1 weapon you are holding gets a +1 enhancement bonus. After 3 rounds, the Weapon Burst fades and the DPP are used up. You cannot a Weapon Burst on a Natural Weapon, or any weapon which already has an enhancement bonus.

    This won't be used for long, though you probably know that. Or know better, we'll see. A more general '+1 to-hit and damage', untyped, might be better.
    Body Channeling (Su): You channel your dragon into your body, making yourself much stronger than you normally are. For each DPP, you get a +2 circumstance bonus to a single physical attribute. You also get a +1 racial bonus to Natural Armor and Spell Resistance per DPP. After 3 rounds, the DPP are used up and the bonuses fade.

    Choice of bonuses are a little odd, nothing wrong with that though
    Punch Breath (Su): Your dragon uses your arm as a medium to channel its breath weapon. The breath weapon deals 2d8 damage of the appropriate damage type per DPP. The breath takes the shape of a cone with radius equal to 15*(1+DPP used).

    The DC is 10 + 1/2 DC level + Con mod + DPP used. All DPP are used up immediately.

    A little strong at the low levels, perhaps higher. I expected a punch-afterburn effect, but that's ok.
    Speed Boost (Su): The Dragon empowers your body, giving you a short burst of speed. Your land and flying speed (if you have one) increase by 30 feet for each DPP invested. The bonus fades after 2 rounds.

    Dragon Skin (Ex): Due to continuous channeling of the Dragon, your skin gains properties slightly similar to Dragon scales. You permanently get a +1 bonus to Natural Armor and Spell Resistance. You also get DR 1/-. These bonuses increase by 1 every 4 levels, to a total of +5 to NA and SR and DR 5/- at level 20.

    Dracowings (Su): At 5th level, the Draconic Channeler gains the ability to channel their inner Dragon into the back of their armor, creating wings. This ability can only be used if the Channeler is actually wearing clothes or armor on their upper back. The user gets a Fly speed of 30 feet with Perfect maneuverability. Activating this ability requires 1 DPP, and the wings stay for 5 rounds.

    Might be a little early for Perfect maneuverability from the get-go. You should rule that they can refresh the wings as they fade, so you don't drop, which I guess is your intent.
    Bonus Feat (Ex): You may take a Fighter Bonus Feat, as long as you meet the prerequisites.

    Dracogenius (Ex): You often converse with the dragon that resides within you, and thus by level 9 have learned some of its knowledge. You get a bonus to all Skill checks based off mental stats equal to 1/3 your D.C. level, rounded down.

    Including Potery, for example? Or Listen? What you'd best like is probably Knowledge checks.
    Efficient Channeling (Ex): You are much stronger now then you were in the beginning, and it shows. The DPP you spend now recharge in 4 rounds, rather than 5.

    Better Boosting: You are now much better at using a Weapon Burst. You now can add additional nuances too your blade(s). The weapon(s) you use Weapon Burst gain additional properties depending on the amount of DPP you used:
    • 1 DPP - Your weapon, upon a successful hit, does an extra 1d6 damage of the energy type of your dragon.
    • 2 DPPs - Double the threat range of the weapon. This bonus never stacks with any other bonus.
    • 3 DPPs - When making a full attack with the weapon, you can make another attack at your full BAB
    • 4 DPPs - The weapon does an extra 1d6 damage of the appropriate type, and you can make another attack at full BAB
    • 5 DPPs - The weapon's threat range is doubled, and you can make another attack at full BAB.

    Note that these bonuses do not stack with one another; if you spend 3 DPP, you don't get the bonus from 1 and 2 DPPs additionally

    By this time, the player has long since been using a regular magic weapon, I'm afraid, or keeping a mundane sidearm just for the bursts, and this is gonna be the rule here. It's not bad, but is it intended?
    Badder Breath: Your breath delivers a harmful condition upon those that it hits. If an opponent fails a save against your Punch Breath, roll the die shown on the table below. If they roll a 1, they get afflicted with the corresponding condition.

    Nauseated is an encouter-closer. You've placed it at a d4. Along with Sickened. that's not right
    Banging Body: Your better at improving your body, and now while using Body Channeling, you gain Draconic features, too. Your Unarmed Strikes (if you have them), become 2d6 Claw attacks. You also gain a 1d8 Tail attack. This lasts for the duration of your Body Channeling.

    Not too sure this is gonna see use. You alreay have your Normal and Burst weapons, not much use for natural attacks on top, unless you've built quite oddly.
    Super Speed: While speeding along, you cut the wind. You cut it into a little tunnel of wind. While using Speed Boost, any enemy you threaten while moving takes 2d6 Piercing damage.

    Threaten from the square you move into, or out of? Choice of damage is odd.
    Genius Channel (Su): You channel the genius of the Dragon inside of you. You get a +2 Circumstance bonus to Intelligence, and a +2 bonus to any mental ability-based checks per DPP you channel into this ability. The effects of this ability end after 2 rounds.
    Finally, I'm not sure what exactly the dragons have to do here, unless perhaps make me think I recognise a reference. EDIT: The 'stated' dragons, not the flavor, the flavor is here.

    So, that's that. I'll answer questions tomorrow.
    Last edited by Xhosant; 2014-08-20 at 07:46 AM.
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*