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    Default Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class


    Wyrmfire Disciple


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    -Abilities: Constitution helps with adding more health since the Wyrmfire Disciple can go into melee and with increasing its Breath Weapon saving throw. Charisma is useful for the few Invocation saving throws, Frightful Presence, Aura bonuses and additional use of their healing powers. Strength aids with their melee battle skills using their natural weapons or manufactured weapons.
    -Alignment: Within 1 step of their choice of Totem dragons.
    -Weapon & Armor Proficiencies: Proficient in the use of Simple and Natural Weapons (such as the Claws, Bite, and Tail attacks they gain through class levels), and no armor and shields. Armor causes Arcane Spell Chance Failure, unless specially crafted, which is why they prefer to rely on their Scales over manufactured armor.
    -Hit Dice: d10

    Spoiler
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    {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 discipleís 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 deityís 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 isnít included in this class feature. (ie: Minotaurís 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 canít 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 canít 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 Discipleís 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 PrCís. 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.
    Last edited by Igneel; 2011-08-14 at 02:26 AM.
    Avvie by the awesome Ceika

    "Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter."

    -Doomraga's Revenge by T.A. Barron

    Extended Homebrew Signature
    ====
    Playing
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    Nations (drack), AussirKepesk, White Dragon Vampire
    Clash of Titans (varies), Ornmolikgix, Silver Dragon of Epicness

  2. - Top - End - #2
    Barbarian in the Playground
     
    Igneel's Avatar

    Join Date
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    In a cave w/piles of gold
    Gender
    Male

    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Wyrmfire Disciple Auras:
    Spoiler
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    ~Wyrmling~
    Starting at 1st level each aura grants a base of +1, and grants the following effects for the different auras you can choose from;
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    • *Courage: The aura of courage allows the wyrmfire disciple and her allies to reroll any failed saving throw against fear effects; she must keep the second result even if its result is lower.
    • *Resistance: The aura of resistance grants the Wyrmfire disciple and her allies energy resistance based on the wyrmfire disciple's totem energy The wyrmfire disciple and affected allies gain energy resistance equal to 1 + 1/2 the wyrmfire discipleís class level (rounded up) to his totem energy.
    • *Power: The aura of power grants the wyrmfire disciple and her allies the ability to deal an additional 1d6 (totem energy) damage on all melee attacks, along with an additional +1 base attack bonus. If the wyrmfire disciple has multiple Totem Energies, she must select one of them after she declared switching to the aura.
    • *Senses: The aura of sense grants the wyrmfire disciple and her allies a +2 bonus on Listen, Search, Spot, and initiative checks, along with blindsense out to 10 feet.
    • *Toughness: The aura of toughness grants the Wyrmfire disciple and her allies damage reduction bypassed by magic weapons equal to 1/2 the wyrmfire disciple's class level (rounded up).
    • *Vigor: The aura grants the wyrmfire disciple and her allies fast healing when under half hit points equal to 1 + 1/2 the wyrmfire disciple's class level (rounded up).
    • *Swiftness: This aura grants a nameless bonus on Climb, Jump and Swim checks equal to base aura bonus x2 [+2]. It also increases all speeds [climb, fly, swim, etc] by base aura bonus x10ft [10ft]. This aura doesnít grant you a speed if you donít already have one.
    • *Energy: This aura grants a +2 bonus on the save DC for your totem energy effects. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the totem energy type used within the auras field of effect.
    • *Energy Shield: This aura grants the wyrmfire disciple and your allies a thin coat of your totem dragonís energy covering them like a suit of armor. Any time a creature strikes you or an ally with a natural attack or a nonreach melee weapon is dealt 1d6 + 1/2 the wyrmfire discipleís class level (rounded up) points of energy damage. The energy type is that of your totem dragonís damage-dealing breath weapon.


    ~Mature~
    At 6th level, the wyrmfire discipleís known auras increase in potency. The effects below replace the effects of its previous version.
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    • *Courage: The aura of courage grants the wyrmfire disciple and her alliesí immunity to fear effects.
    • *Resistance: The aura of resistance grants the Wyrmfire disciple and her alliesí energy resistance based on the wyrmfire disciple's totem energy the wyrmfire disciple and affected allies gain energy resistance equal to 3 * 1/2 wyrmfire disciple level (rounded up).
    • *Power: The aura of power grants the wyrmfire disciple and her allies the ability to deal an additional 2d6 (totem energy) damage on all melee attacks, along with an additional +2 base attack bonus. If the wyrmfire disciple has multiple Totem Energies, she must select one of them after she declared switching to the aura.
    • *Senses: The aura of sense grants the wyrmfire disciple and her allies a +4 bonus on Listen, Search, Spot, and initiative checks, along with blindsense out to 20 feet.
    • *Toughness: The aura grants the Wyrmfire disciple and her allies damage reduction bypassed by magic weapons equal to 4 + 1/2 the wyrmfire disciple level (rounded up).
    • *Vigor: The aura grants the wyrmfire disciple and her allies fast healing when under 3/4 hit points equal to 2 + 1/2 the wyrmfire disciple's level (rounded down).
    • *Swiftness: This aura grants a nameless +4 bonus on Climb, Jump and Swim checks. It also increases all speeds [climb, fly, swim, etc] by 20ft. This aura doesnít grant you a speed if you donít already have one.
    • *Energy: This aura grants a +4 bonus on the save DC for your base totem energy effects, and +2 to your secondary energy. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the totem energy type used within the auras field of effect.
    • *Energy Shield: This aura grants the wyrmfire disciple and your allies a thin coat of your totem dragonís energy covering them like a suit of armor. Any time a creature strikes you or an ally with a natural attack or a nonreach melee weapon is dealt 2d6 + 1/2 the wyrmfire discipleís class level (rounded up) points of energy damage. The energy type is that of your totem dragonís damage-dealing breath weapon. If the wyrmfire disciple has more then one energy type you have to choose which energy is active when using this aura.


    ~Wyrm~
    At 11th level, the wyrmfire discipleís known auras increase in potency. The effects below replace the effects of its previous version.
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    • *Courage: The aura of courage grants the wyrmfire disciple and her allies immunity to fear-effects and may reroll any failed will saves, she must keep the second result even if it lower.
    • *Resistance: The aura of resistance grant the Wyrmfire disciple and her allies immunity to her totem energy and energy resistance to her second energy equal to 3 * 1/2 wyrmfire disciple level (rounded up).
    • *Power: The aura of power grants the wyrmfire disciple and her allies the ability to deal an additional 3d6 (breath weapon energy) damage on all melee attacks, along with an additional +3 base attack bonus. If the wyrmfire disciple has multiple Totem Energies, she must select one of them after she declared switching to the aura.
    • *Senses: The aura of sense grants the wyrmfire disciple and her allies a +6 bonus on Listen, Search, Spot, and initiative checks, along with blindsight out of 30 feet.
    • *Toughness: The aura of toughness grants the Wyrmfire disciple and her allies damage reduction bypassed by magic and adamantine weapons equal to 5 + 1/2 the wyrmfire disciple level (rounded up).
    • *Vigor: The aura of vigor grants the wyrmfire disciple and her allies fast healing equal to 3 + 1/2 the wyrmfire disciple level (rounded down).
    • *Swiftness: This aura grants a nameless +6 bonus on Climb, Jump and Swim checks. It also increases all speeds [climb, fly, swim, etc] by 30ft. This aura doesnít grant you a speed if you donít already have one.
    • *Energy: This aura grants a +6 bonus on the save DC for your base totem energy effects, and +4 to your secondary energy. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the totem energy type.
    • *Energy Shield: This aura grants the wyrmfire disciple and your allies a thin coat of your totem dragonís energy covering him like a suit of armor. Any time a creature strikes you or an ally with a natural attack or a nonreach melee weapon is dealt 3d6 + 1/2 the wyrmfire discipleís class level (rounded up) points of energy damage. The energy type is that of your totem dragonís damage-dealing breath weapon. If the wyrmfire disciple has more then one energy type you have to choose which energy is active when using this aura.


    ~Great Wyrm~
    At 16th level, the wyrmfire discipleís auras increase in potency. The effects below replace the effects of its previous version.

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    • *Courage: The aura of courage grants the wyrmfire disciple and her alliesí immunity to mind-affecting effects and they may reroll any failed will saves, she must keep the second result even if itís lower.
    • *Resistance: The aura of resistance grant the Wyrmfire disciple and her allies energy absorption to her totem energy, energy immunity to her second energy, and finally energy resistance to her third energy equal to 3 * 1/2 wyrmfire disciple level (rounded up)
    • *Power: The aura of power grants the wyrmfire disciple and her allies the ability to deal an additional 5d6 (totem energy) damage on all melee attacks, along with a +5 base attack bonus. If the wyrmfire disciple has multiple Totem Energies, she must select one of them after she declared switching to the aura.
    • *Senses: The aura of sense grants the wyrmfire disciple and her allies a +8 bonus on Listen, Search, Spot, and initiative checks, along with blindsight out of 60 feet.
    • *Toughness: The aura of toughness grants the Wyrmfire disciple and her allies damage reduction that cannot be bypassed equal to 6 + 1/2 the wyrmfire disciple level (rounded up).
    • *Vigor: The aura grant the wyrmfire disciple and her allies fast healing points equal to 4+ 1/2 the wyrmfire disciple level (rounded down) and immunity to critical hits, ability damage and ability drain.
    • *Swiftness: This aura grants a nameless +8 bonus on Climb, Jump and Swim checks, making it so you can take 10 even when being distracted. It also increases all speeds [climb, fly, swim, etc] by 40ft. This aura doesnít grant you a speed if you donít already have one. You can also cast an effect similar to a Mass Fly spell caster level equal to class level, except the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.
    • *Energy: This aura grants a +6 bonus on the save DC for your base totem energy effects, +4 to your secondary energy, and +2 to your third energy. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the totem energy type.
    • *Energy Shield: This aura grants the wyrmfire disciple and your allies a thin coat of your totem dragonís energy covering him like a suit of armor. Any time a creature strikes you or an ally with a natural attack or a nonreach melee weapon is dealt 4d6 + 1/2 the wyrmfire discipleís class level (rounded up) points of energy damage. The energy type is that of your totem dragonís damage-dealing breath weapon. If the wyrmfire disciple has more then one energy type you have to choose which energy is active when using this aura. Alternatively you can choose to have one half of the damage be one type of energy, and the other half another of the energies you can choose from. For example 2d6 could be Acid, the other 2d6 Fire, and half of the wyrmfire discipleís class level split between the two.



    Invocation List
    1 Originally printed as a Warlock Invocation in Complete Arcane.
    2 Originally printed as a Warlock Invocation in Complete Mage.
    3 Originally printed as a Warlock Invocation in Dragon Magic.
    4 Originally printed as a Warlock Invocation in Cityscape.
    5 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
    N New Invocation described below.
    R Re-Flavored/Rewritten Invocation originally printed as either a Warlock or Dragonfire Adept Invocation

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    ~Least~
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    • Aquatic Adaptation 5 - Water breathing, swim speed=land speed, able to cast spells and breath weapon
    • Beguiling Influence 1 - +6 Bluff/Diplomacy/Intimidate
    • Breath of the Night 5 - Fog Cloud spell
    • Darkness 1 - Darkness spell
    • Deafening Roar 5 - Cone of sound deafens enemies
    • Draconic Knowledge 5 - +6 Knowledge (all)
    • Magic Insight 5 - Detect Magic spell, cancel while touching for a Identify
    • Scalding Gust 5 - Gust of Wind + fire damage equal to level
    • Endure Exposure 5 - Endure Elements spell + Immunity to the Wyrmfire Discipleís breath weapon
    • See the Unseen 1 - See Invisibility spell + Gain Darkvision
    • All Seeing Draconic Eyes R (as All-Seeing Eyes)- Comprehend Language spell on written things +6 Search/Spot
    • Call of the Beast 3 - Wild Empathy + Speak to Animals
    • Cocoon of Elemental Energies R (as Cocoon of Refugee)- Entangle in elemental energy (dependent on totem dragon) for 1/round equal to level or until they escape
    • Scaled One's Own Luck R (as Dark Oneís Own Luck)- Cha Mod to one Save for 24 hours, only one application can be active.
    • Entropic Warding 1 - 20% miss chance from ranged attacks, untrackable
    • Leaps and Bounds 1 - +6 Balance/Jump/Tumble
    • Miasmic Cloud 1 - Create cloud that grants concealment, and fatigues those inside
    • Serpents Tongue 3 - Gain Scent, and bonus vs poison
    • Spiderwalk 1 - Spider Climb spell



    ~Lesser~
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    • Charm 1 - Duplicates Charm Monster/Person spell
    • Energy Resistance 5 - Gain resistance 10 to a single energy type for each target(can cast on allies)
    • Enthralling Voice 5 - Enthrall nearby enemies
    • Humanoid Shape 5 - Change Shape into Humanoid Shape
    • Voidsense 5 - Gain Blindsense 30ft
    • Voracious Dispelling 5 - Dispel Magic spell, dealing damage to creatures whose effects are dispelled.
    • Walk Unseen 1 - Invisibility spell, self only
    • Flee through Flames N - Firestride Exhalation spell with breath weapon; Breath a breath weapon in cone and teleport anywhere inside radius.
    • Relentless Dispelling 2 - Dispel two turns in row
    • Dragon shape, Pseudo N - Transform into a Pseudodragon
    • Thievesí Bane 4 - Hold Portal, + if Knocked or Dispel Magic deals damage
    • Weighty Utterance 3 - You speak a word of the Draconic language, causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 2 rounds if succed the save, and 4 rounds if failed.



    ~Greater~
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    • Baleful Geas R - You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature's Hit Dice must be no more than your class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target's Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours. You can only have a maximum of 1 creature under the effects of this invocation at a time, a second casting frees the first target from your control. Unlike the spell this duplicates, it can be cast as a Standard Action. This invocation otherwise functions as the geas/quest spell (PH 234).
    • Chilling Fog 5 - Solid Fog + 2d6 cold damage
    • Devour Magic R - Greater Dispel Magic with Touch, or natural attacks
    • Draconic Toughness 5 - Gain Temporary Health Points equal to level
    • Terrifying Roar 5 - Fear spell
    • Wingstorm 5 - Your wings create a storm of winds around you, pushing away and knocking down nearby creatures. All creatures within 20 feet of you are pushed away until they are at least 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet).
    • Mire of the Black Dragon R - Make area swamp-like deal acid damage, and increase fire damage
    • Chilling Tentacles 1 - Evardís black tentacles spell + cold damage
    • Draconic Whispers R - Suggestion spell, target Will saves to figure out if they originally thought of activity
    • Wall of Perilous Flame 1 - Wall of Fire spell, half of damage is not affected by Resistance to fire. If any creature is reduced to 0 HP or less by invocation, its remains are completely consumed 1 round later (as Destruction spell)
    • Call of the Dragon N - Summoning spell, summon a single dragon of your totem dragon with a maximum of 15 HD to request some help. At a price of course.
    • Dispelling Breath N - Use your breath weapon to cast Dispel Magic.



    ~Dark~
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    • Energy Immunity 5 - Immunity to one Energy of choice per target (can cast on allies)
    • Instill Vulnerability 5 - Make target vulnerable to energy attack
    • Perilous Veil 5 - Veil as spell, if seen through deals 5d6 damage
    • Impenetrable Barrier 3 - Wall of Force spell. The wall is the color of your Totem dragon and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time, if you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen's disjunction spell), you take 1d10 points of damage.
    • Retributive Invisibility 1 - Greater Invisibility, if invocation is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
    • Roar of Changing R - Baleful Polymorph, except 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
    • Animate Breath N - Transfers a semblance of life into your breath weapon, creating a creature of elemental energy similar to a Elemental of Large-size to fight along side you.
    • Chimera Breath N - Allows you to breathe a dual breath consisting of two different energies.
    • Dragon Shape N - Shapechange, except it only allows you to change into your totem dragon. After a certain amount of time in this form the mind of the dragon starts to try and take over, possibly causing you to lose your mind.
    • Flight of Dragons N - Call of the Dragon, except you can summon up to three dragons totaling to a maximum of 27 HD. At a price of course.


    New/Re-flavored Invocations
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    ~Least~
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    All Seeing Draconic Eyes
    Least; 2nd

    You gain a supernaturally precise vision of the world around you. You gain the benefits of Comprehend Language spell, albeit for written objects only along with a Read Magic spell. Additionally, you gain a +6 on Search and Spot checks. All Seeing Draconic Eyes lasts for 24 hours.

    Cocoon of Elemental Energies
    Least; 1st

    You cause small amounts of elemental energy to fly about and latch onto a single target creature. If the target fails a Reflex save, he is entangled. The subject can escape with a successful DC Strength or Escape Artist check, which can be repeated every round as a standard action. The invocation ends when the target successfully escapes or after 1 round per caster level. This invocation requires that you, allies, or your enemies have at least used a spell, spell-like ability, supernatural ability, etc that uses an energy type to deal damage. While entangled this invocation deals half of the damage (rounded down, min 1) that the source of energy caused, and half again each consecutive round afterwards.
    Creatures of Huge or larger size are immune to this invocation, along with creatures normally immune to the energy being used against them.

    Scaled One's Own Luck
    Least; 2nd

    You are favored by the draconic energies if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fort saves, Ref saves, or Will save (your choice each time you use this ability) for a period of 24 hours. You canít apply this ability to two different save types at the same time. This bonus can never exceed your class level.


    ~Lesser~
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    Flee through Flames
    Lesser; 4th

    You breathe forth a cone of your totem energy breath weapon that deals 8d6 points of damage a successful Reflex save halves this damage.
    When you cast this invocation, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weaponís area. Your entire body need not fit within the breaths area, as long as your new space shares at least 1 square with the breath weaponís area. You bring along any gear worn or carried (up to your maximum load). You canít bring along other creatures except for a familiar or other magically bonded creatures. You must make this decision when casting the invocation, before any other effects of the breath weapon is resolved (such as saves, and so forth). You arenít damaged by the invocations effect when you appear within its area.

    Dragon shape, Pseudo
    Lesser; 3rd

    You take the form of and statistics of a Pseudodragon (MM 210). This is a polymorph effect (see pg 91 in Complete Mage, pg 60 in Dragon Magic, and pg 95 in Playerís Handbook II).
    If reduced to 0 or fewer hit points while in pseudodragon form, you canít use this invocation again for 1 hour.


    ~Greater~
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    Mire of the Black Dragon
    Greater; 4th

    You can use caustic mire as the spell.
    You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by costs 2 squares of movement. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
    The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum of +1 damage).
    If you use this invocation a second time while previous caustic mire is still present, the previous effect ends.

    Draconic Whispers
    Greater; 5th

    You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a -5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of Draconic Whispers, instead becoming convinced that it was his own idea-even if heís not certain why he might have chosen to perform such an action.
    A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of Draconic Whispers active at any one time equal to your Charisma modifier (min 1).
    Draconic Whispers is a mind-affecting compulsion effect.

    Call of the Dragon
    Greater; 5th

    This invocation calls a dragon to your aid. This effect functions like the Lesser Dragon Ally spell [Spell Compendium pg72], with the ability to call the aid of a dragon of your totem with a maximum HD of 15. You can ask the dragon you call to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services.
    The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
    Tasks requiring up to 1 min per caster level require a payment of 50gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500gp per HD.
    Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less then the indicated amount, even for a nonhazardous task.
    At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible.)
    You are not able to have multiple uses of this invocation active at the same time, or of Flight of Dragons.

    Dispelling Breath
    Greater; 4th

    Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area. The modification applies only to the breath produced as part of the casting.
    For each creature or object that fails is saving throw against your breath weapon that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20+1 per caster level against a DC of 11+the spellís caster level. A creatureís magic items are not affected.
    If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came).
    For each ongoing area or effect spell centered within the area of your breath weapon you make a dispel check to dispel the spell.
    You may choose to automatically succeed on dispel checks against any spell that you have cast.


    ~Dark~
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    Animate Breath
    Dark; 7th

    For this invocation to function, you must be able to use your breath weapon the same turn. When you successfully cast this invocation, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath uses the statistics of a Huge fire elemental (MM 99) with the following exceptions;
    *The creatureís subtype changes to match the energy damage dealt by the breath weapon.
    *The creature deals 2d8 points of damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire.
    *The creature has immunity to its own energy type, but no vulnerability to another energy type.
    *The creature does not have the burn ability.
    *Speed varies by breath type: Acid-20ft, Swim 90ft, Cold-30ft, Electricity-Fly 100ft (Perfect), Fire-50ft
    Using this invocation requires a standard action, which includes using your breath weapon, it immediately takes animate form and attacks. It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.
    The animated breath can be commanded much like a summoned creature, and understands any language you speak. The animated breath stays animated for either 1 round/level, or as long as it has hit points. While the animated breath is active you are unable to use your breath weapon. Metabreath feat effects such as Heighten Breath and Maximize Breath can be used to affect the animated breathís abilities. Shape Breath can be used to affect the size of the breath by 1 size difference [ie Huge to Large, or Huge to Gargantuan]

    Roar of Changing
    Dark; 5th

    You roar a powerful spell that transforms a creature into an inoffensive form. This effect functions like the Baleful Polymorph spell, except 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.

    Chimera Breath
    Dark; 8th

    As a full-round action, you create up to 3 different breath weapons simultaneously composed of your three energies you can use in a cone or line of your choosing when using this invocation. Each breath weapon deals damage equal to one die higher then your normal breath weapon damage (ex: d6 to d8), and each one allows a Reflex/Fortitude save to halve the damage dealt or breath effects.
    When you use this invocation, the recovery time of your breath weapon increases by +1 per breath weapon used to compose the Chimera Breath.

    Flight of Dragons
    Dark; 9th

    Like Call of the Dragon, except you may summon minimum of two, maximum of three dragons of the same kind whose HD total no more then 27. The dragons agree to help you and request your return payment together. You are not able to have multiple uses of this invocation active at the same time, or of Call of the Dragon.

    Dragon shape
    Dark; 9th

    The blood of dragons truly runs in your veins. This invocation allows the wyrmfire disciple to release their innate dragon ferocity in the most astonishing way. By concentrating on the draconic energies within as a full-round action to release that same energy in an explosive show of power resulting in your body transforming into your totem dragon. This effect functions like the Shapechange spell, except you can only chose the form of your totem dragon, or shares a breath weapon type with your totem energy. Unlike your other invocations, despite the immense power, it acts as a double edged swordÖ
    This invocation has no set duration; but the primordial energies that flow inside of you slowly starts to consume your mind much like a beast thrashing and tearing at cage walls trying to free itself. For every hour you stay in your Dragon shape, you need to roll a Will save (using your DC) against losing your mind. For each successful save your can stay in the form for another hour at the risk of an additional +2 to the DC (which accumulates). For each failed save you take an accumulative -2 penalty against the save. Upon failing 3 consecutive saving throws you lose your mind and become a Dragon NPC that is controlled by the DM. If you remain in the new form for 24 consecutive hours after losing control, you must attempt a Will save. If this save fails, you lose all other memories of your original form, and your Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended, much like the Baleful Polymorph spell.
    Additionally, while this invocation is in effect your character may not use any dark invocations due to the magic powering this ability being too much to use additional potent magicís. All other invocation levels are available for use.



    ====

    ~Under Construction for Alternate abilities/extra stuff~

    Mechanics of Transformation
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    *Type, Subtype, and Race: You retain your original type and subtypes, gaining the dragonblood subtype {at 1st level}/Dragon type {at 19th level}. You still count as a member of your original race for the purpose of any effect or preequisite that depends on race. This also makes you vulnerable to effects that effect both you new subtype/type and original race. [ex: A human turned dragon could be effected by a Bane weapon focused on both types.]
    *Racial Hit Dice: You retain your original racial Hit Dice, as well as all benefits gained therefrom (base attack and save bonuses, skill points, hit points, and so on).
    *Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the dragon type change.
    *Size: You retain your original size [save for any changes caused by racial effects, or other sources.] If the original race had Powerful Build or Slight Build as a racial trait, it is also retained.
    *Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race. Other racial traits related to speed or movement, such as the dwarf's ability to move at full speed in medium or heavy armor are lost.
    *Languages: You retain any languages you already know. You gained Draconic as an automatic language at 1st level.
    *Favored Class: You retain your original favored classes.
    *Level Adjustment: You retain your original level adjustment.
    *Other Racial Traits: You retain all othe racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, spell-like abilities, and so forth. Although thanks to the transformation there maybe some things you can't qualify for any more. Some examples warrant clarification.
    -If you no longer qualify for a feat/PrC/etc due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
    -For PrC, you lose the benefit of any class features or other special abilities granted by the class. You retain Hit Dice gained from advancing in the class, as well as any improvements to base attack bonus and base save bonuses that the class provided. If you later meet all the prerequisites for the class, you regain the benefits.


    Ex-Wyrmfire Disciples:
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    Wyrmfire Disciples who change alignment could lose their powers. If a wyrmfire disciple changes to an alignment still appropriate to the dragon to which he is already dedicated, nothing happens. However, if the wyrmfire disciple changes to an alignment inappropriate for his totem dragon, he immediately loses all abilities granted by the wyrmfire disciple class and becomes an ex-wyrmfire disciple.
    An ex-wyrmfire disciple can choose a new dragon (color/metallic hue/gem/etc) to emulate and thus regain the powers granted by the class. To switch to a new totem dragon, he must find wyrmfire disciple of higher level who is dedicated to that dragon type. The higher-level wyrmfire disciple must willingly expend all her touch of vitality on the ex-wyrmfire disciple each day for a week. At the end of the week, the ex-wyrmfire disciple gains the class features of a wyrmfire disciple dedicated to the newly chosen totem dragon, including exchanging the focus of any class-granted Skill points/boosts. Most wyrmfire disciples who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex- wyrmfire disciple retrieve magic items that will add to his sponsorís power or simply a short quest to prove the ex- wyrmfire discipleís worth.
    Wyrmfire disciples can go through the same process to switch chosen totem dragons even if they donít change alignment. If a wyrmfire disciple has an alignment appropriate for a different dragon, the shaman can switch to that kind of dragon through a process identical to the one described above for ex- wyrmfire disciples.


    Fluff
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    Playing a Wyrmfire Disciple
    As a wyrmfire disciple, you believe that acquiring power is a worthy end all by itself. You are a disciple of the closest thing to a deity on any plane of existance, mortal or immortal. You gain control over the elemental energies that your guides in life control as easily as they breath. By having this power, you can change the world accordingly to your will, be it beneficent or malign. Those who have or seek power deserve your respect, while those who have power but don't use it fail to earn your acknowledgement. You gain strength in body, will, and spirit through the combination of devotion, training, researching, and inheritance from dragons, a primal embodiment of power.
    You need to remember the nobility, grace and power of the forces you seek to control, and act in all ways as you would expect a dragon to act. You are a fierce ally, a fearsome enemy, and never lack confidence when it comes to action. You see the value of certain types of treasure, but refuse to be slowed down, or told you depend to much on such things that you own. You are constantly on the quest of self-improvement, you take every opportunity to test your powers against any challenge thrown at you. You are deadset on the goals you have set, and never allow your desire for dragon ascension to eclipse what you want to do with those powers. Your goals can be either simple, grand or both, requiring years to a lifetime of work- eliminating whole nations that oppose you, ruling a kingdom, founding a community, righting ancient wrongs, and finally being acknowledged by dragons as one of their kind, and so on. Nothing lesser then that is worthy of your time.

    -Religion:
    Wyrmfire disciples can worship any deity, but few do, preferring to focus more on dragons then deities. The few that do have religious beliefs are drawn to gods that fit their belief in how to gain power. Those that depend more on the arcane side of their power side with the same gods as sorcerers: Wee Jas, Vecna, and Boccob. Those that depend more on their inheritance of dragonblood worship dragon deities, including Bahamut and Tiamat being the common ones, and are willing to do so even in lands where few others do. Those more out going wyrmfire disciples worship Erythnul, Gruumsh, Heironeous, Hextor, Kord, or St. Cuthbert to acquire for physically demanding power gain. Lastly some go as far as worshipping actual dragons, whether in legend or fact, basing their way of thinking on the dragon's nature.

    -Other Classes
    You value study, discipline, and power. You get along with melee-oriented classes for their devotion in bettering themselves in their skill and mastering styles of combat such as monks and fighters, while they appreciate the benefits you can grant them however short of a time. You get along well with spellcasters, especially those who take their studying for more knowledge in their field like the wizard, bard, and druid. Sorcerers, dragonfire adepts, and dragon shamans tend to flock to you to share knowledge and keys to greater power from the dragons they all are keyed to.
    Those that follow codes of conduct like paladins, clerics and some monks may be suspicious of your moral outlook unless you are dedicated to a dragon that follows a similar cod of ethics to theirs. Rangers may or may not have the biggest issue with your abilities; especially those who have dragons as a favored enemy, might attack you on sight or think of you as a way to learn more about their enemy.

    -Combat:
    Wyrmfire Disciple often lead at the front, rather then the back of the group once combat insues. Thanks to your Scales and Natural Armor bonuses your more resilient then the spellcasters, and sometimes even some of the fighters. By keeping as many of your allies as possible inside the range of your draconic aura, you and your party can both benefit from their effects all the while you focus on melee using your fearsome natural weapons. Even those that fight from a distance aren't safe from you courtesy of your breath weapon's adaptability, and ability to hit multiple targets in a single breath. You can effectively be a hard hitter of your party.
    Outside of battle you also make an effective swiss army knife of sorts. You can help those that act as scouts by activating the Senses aura for the lookouts benefit, Presence aura for interaction with NPCs, along with other things. Even if you already have a healer in the group, your Vigor aura and Touch of Vitality can lessen their load and reserve spells for future uses. Along with your auras, your invocations add even more versitility to your disposal whether in or out of combat.

    -Advancement:
    You are working on turning yourself into a dragon, and to do that you would do your best to stay as a Wyrmfire Disciple. This is your life goal, a motivational force for years of training, practice, study, and finally experimentation. In staying in the class you benefit from improvements to your auras, invocations, breath weapons, scales, wings, and eventually the final transformation.
    If you do multiclass, a few levels in Dragon Shamans and Dragonfire Adepts can increase already existing class abilities even more so, especially with the benefits of the new feats.
    A level in barbarian can grant several benefits that could help in combat, regardless of when you take that 1st level. The fighter class might be a strong second choice in regards of choosing a more melee oriented multiclass for its bonus feat, but that's about it.
    Bard or other spellcasting class like it might be interesting for some of their class benefits such as bardic music from the bard, trapfinding from the beguiler, or armored mage from duskblade, etc.
    More Lawful styled characters might find use from levels in Monk to come in handy with some of the 'weaknesses' of the class being covered (lack of armor, now you have Natural Armor), and your melee powers could increase in number of attacks per turn (via Flurry).

    -Resources:
    Wyrmfire Disciples range few and far in most forms of society. They are more prominent in more shamanic communities or cultures seeped in dragon influence. Thanks to this they don't tend to gather to form organizations that last any number of years. They are more likely to get support from Sorcerers, Dragon Shamans, or Dragonfire Adepts and organizations formed around dragon research then anybody else.

    Wyrmfire Disciple
    There he is, testing his powers each in turn, thinking that eventually he'll become a dragon or something. A bunch of silly mammal notions if I've ever heard them... -Natascratch a female Green Dragon, observing a Wyrmfire Disciple through scrying magic

    -Daily Life:
    A wyrmfire disciple remains ever ready to face the challenges of a new day, and chances to increase their power. Without the need to rest for their powers, wyrmfire disciples can leap up in pursuit of power whenever they desire. Alot of wyrmfire disciples divide their time between practicing the various powers of the dragon, undertaking study of their arcane invocations, and gathering more knowledge of their inevitable goal of dragonhood. Good-aligned wyrmfire disciple tend to be like their totems and help defend the weak and frightened, as while evil wyrmfire disciples chase after more treasure and more power. Chaotic wyrmfire disciples are often impetuous and energetic, while lawful wyrmfire disciples tend to be more ready to improvise and less rigid in their thinking than some might expect. No matter the alignment wyrmfire disciple are always alert for new sources of draconic lore and investigate likely leads for more power. To wyrmfire disciples, life and adventure are one and the same.
    Some wyrmfire disciples possess the charisma and take-charge attitude required of great leaders, but many suffer from an inability to empathize with those they lead. Wyrmfire disciples respect the pursuit of power and knowledge, but look down upon those who live by other philosophies. Despite their natural leadership skills, a wyrmfire disciple rarely takes a leadership role over any group of followers for any length of time. Even though each wyrmfire disciple gives respect to their brothers or sisters of the order, each is always trying to outdo each other in any kind of pursuit.

    -Notables:
    There haven't been many Wyrmfire Disciples, but what few there have been left large marks in history each in their own way.
    Valderg "Wings of Fire" was born with a very strong presence of draconic heritage amongst the rest of his human barbarian tribe. Because of him being born half red dragon he was feared and respected by his tribe, only for him to eventually become the chief over them. Throughout his years of leadership the tribe grew in strength through conquest and war. Just when he was at the peak of his power, Valderg mysteriously left his tribe rumored to of joined his father dragon in greater quests of power.
    OrnCaex on the otherhand, was born pure human, and reborn through the grace of Bahamut. Taking Bahamut's gift to heart he took the powers of a Wyrmfire Disciple to protect the weak from the spawns of Tiamat. Then one day after many years of active service, he went toe to toe against a Black dragon aiming to slaughter a town he had sworn to protect. Sadly during the fight both were greviously injured to the point that both died from their wounds. It is said that Bahamut personally came to see OrnCaex's soul and took him to become a guardian dragon for the god.

    Npc Reaction
    Most NPCs may regard a Wyrmfire Disciple as either a friend or a foe depending on their feelings towards draconic creatures. Because they have easy noticable draconic features such as scales, claws, and even wings, some might are mistaken for being half-dragon, and thusly treated as either freaks of nature or shining examples of power. Because of this they could just as easily be accepted among barbaric tribes to being run out of towns plagued by dragons.

    Wyrmfire Disciple in the game
    A Wyrmfire Disciple has a variety of possible roles in any game. They can be a reasonable tanks, back up healers, mid-ranged hitters, possible scouts, a party face, etc depending on the build a player goes with. Some players may go with a Natural Weapon-style meleer, while some might try for a Swiss-Army Knife with Auras and Invocations.

    Adaptation:
    Any game that has any form of dragon fanatics, worshippers, or even despises can hold Wyrmfire Disciples reasonably well. There are [will be] even some alternate totems for campaigns with specific dragons.

    Encounters:
    Not being able to "spam" breath weapons like a dragonfire adept, they like to use theirs at the beginning of combat to try and get as many enemies before melee. This holds especially true when up against multiple enemies at the same time, aiming for either the melee-style characters, or the spellcasters to make it easier for following rounds. From their they can enter combat with auras or invocations that benefit them the best.

    [[Sample Encounter will be added at a later date]]
    Last edited by Igneel; 2011-08-05 at 06:28 PM.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Changelog/Authors Notes:
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    Alright, this class is more or less the combination of my two all time favorite classes called the Dragon Shaman [PHB 2] and the Dragonfire Adept [Dragon Magic] version 2. I worked on both the previous and this version for some time, and would like some advice from those more experienced in the field of Homebrew on account this is my first/second attempt at a class.

    Alot of the original version was over hauled into a vastly different yet similar class at the same time. Some of the differences are things like some attempts at homebrewed Aura system, and some new invocations. I guess you can say that I was largely aiming for a tier 3 class that can do many of the things both classes can do.

    Any and all help/advice/critiques is welcomed, and thank you all in advance.

    ~Changelog~
    08-05-2011, 06:13 PM- First posted, and small typos fixed
    08-08-2011, 10:28 AM- Edited to include Invocations Table made by Cipherthe3vil
    08-14-2011, 02:17 AM- Edited out and saved Draconic Expertise, Draconic Adaptation, and Natural Armor abilities.
    Last edited by Igneel; 2011-08-14 at 02:22 AM.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Hmm.... Over 24 hours, 66 views, and no comments. Not much better then the original's 809 views, and 2 critiques. I would really like to get more then the two critiques on my older work on this piece.

    Maybe suggestions for the different enchantments for Scales and/or Draconic Weapons, or opinions on whether to keep that feature?
    Or reviews on any of my invocations and/or auras?
    A review on Draconic Expertise, or Draconic Adaptation?
    How about the capstone's ability? Is it good enough or should I do something different?

    Critiques, remarks, reviews, etc would be very welcome here!
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Well the concept is pretty cool, but it seems pretty powerful. You have some levels where you get 3 or 4 abilities (and all of the abilities listed are powerful, and many of which aren't simply improvements of previous abilities) and this is alongside invocations and auras. In addition if it doesn't have high stats in something, it has average stats. I would suggest shedding some material and making the stuff you cut out into a prestige class.
    On a plus though the class is incredibly flavorful and, fluff-wise, the abilities all mix well together.
    Last edited by eftexar; 2011-08-07 at 01:06 AM.

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by eftexar View Post
    Well the concept is pretty cool, but it seems pretty powerful. You have some levels where you get 3 or 4 abilities (and all of the abilities listed are powerful, and many of which aren't simply improvements of previous abilities) and this is alongside invocations and auras. In addition if it doesn't have high stats in something, it has average stats. I would suggest shedding some material and making the stuff you cut out into a prestige class.
    On a plus though the class is incredibly flavorful and, fluff-wise, the abilities all mix well together.
    Alright, it that was what I was kinda thinking but like any other piece of work after staring at it for a while things don't seem to be as bad as it would look to someone else's eyes. Thanks alot for for that comment. Now I just need to figure out what to lose, and what to keep
    I know that at one point I was seriously thinking of doing at least a Bahamut/Tiamat themed PrC, along with others and maybe a Vow of Poverty version of the Dragon Ascendant dragon PrC.
    Would you have any suggestions as to what to cut off?
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    That's really difficult (I like all of the features). I suppose if it were me I would remove the draconic expertise, the natural armor feature (you already have the scales), draconic adapation, imbue draconic weapon (maybe...), and touch of vitality. I would go so far to say that if you wanted to keep some of these features you could rewrite them as additional invocations for the wyrmfire disciple to choose from.
    Last edited by eftexar; 2011-08-07 at 01:43 AM.

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by eftexar View Post
    That's really difficult (I like all of the features). I suppose if it were me I would remove the draconic expertise, the natural armor feature (you already have the scales), draconic adapation, imbue draconic weapon (maybe...), and touch of vitality. I would go so far to say that if you wanted to keep some of these features you could rewrite them as additional invocations for the wyrmfire disciple to choose from.
    Hmm... After reading your last post, I looked over my class and generally have to agree with you.
    • Draconic expertise was added literally just a couple of days before my post and was potentially on the chop block early on. This could go into a PrC maybe...
    • Natural armor was a feature in both of the classes, but is one of the easiest things to obtain by late game. That and Scales does get you a 14 Armor bonus.
    • Draconic adaptation is another thing that I added. This would definitely go into a PrC aimed at breath weapons.
    • Imbue draconic weapon was up there as well, namely because I couldn't think of all that many good enchantments.
    • Touch of Vitality... I'm not entirely sure about cutting that off since Fast Healing via Vigor aura only gets you so far.


    All in all it is a rough decision mostly because I do love the features as well, but it will be needed to be done if I wish to obtain a balanced class of around the tier 3 range.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    I kind of like it.

    Now, since this is probably based on Natsu the Salamander; can members of this class take Obtain Familiar to gain an Exceed cat?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    {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]
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    {table=head][B]Table:2 Bonus Invocations[/B]
    {table=head][B][CENTER]Score[/CENTER][/B] | [B][CENTER]Least[/CENTER][/B] | [CENTER][B]Lesser[/B][/CENTER] | [B][CENTER]Greater[/CENTER][/B] | [CENTER][B]Dark[/B]
    01-13[/CENTER] | [CENTER]-[/CENTER] |[CENTER] -[/CENTER] | [CENTER]- [/CENTER]| [CENTER]-
    14-15[/CENTER] | [CENTER]1[/CENTER] |[CENTER] -[/CENTER] |[CENTER] - [/CENTER]| [CENTER]-
    16-17[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-
    18-19[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-
    20-21[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    22-23[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    24-25[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    26-27[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    28-29[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    30-31[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    32-33[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    34-35[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    36-37[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    38-39[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    40-41[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    42-43[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    44-45[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER]
    [/table] [/table]



    Sorry, the bonus invocations table bugged me.


    seems like the dragonfire adept (obviously) but powered up and otherwise quite.. better even without at-will breath.

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by Analysis View Post
    I kind of like it.

    Now, since this is probably based on Natsu the Salamander; can members of this class take Obtain Familiar to gain an Exceed cat?
    Roflmao =^o^=

    Technically since a Dragonfire Adept can, so can this class. Though I think you need to find the stats for a Exceed cat before a DM would allow it Thank you for reminding me of one of my two favorite characters done by that artist. [Let of the Dragon Race from Rave Master/Groove Adventure Rave being my original first]

    Quote Originally Posted by Cipherthe3vil View Post
    {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]
    Spoiler
    Show
    {table=head][B]Table:2 Bonus Invocations[/B]
    {table=head][B][CENTER]Score[/CENTER][/B] | [B][CENTER]Least[/CENTER][/B] | [CENTER][B]Lesser[/B][/CENTER] | [B][CENTER]Greater[/CENTER][/B] | [CENTER][B]Dark[/B]
    01-13[/CENTER] | [CENTER]-[/CENTER] |[CENTER] -[/CENTER] | [CENTER]- [/CENTER]| [CENTER]-
    14-15[/CENTER] | [CENTER]1[/CENTER] |[CENTER] -[/CENTER] |[CENTER] - [/CENTER]| [CENTER]-
    16-17[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-
    18-19[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-[/CENTER] | [CENTER]-
    20-21[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    22-23[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    24-25[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    26-27[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1[/CENTER] | [CENTER]-
    28-29[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    30-31[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    32-33[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    34-35[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2[/CENTER] | [CENTER]1
    36-37[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    38-39[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    40-41[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    42-43[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER] | [CENTER]2
    44-45[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]4[/CENTER] | [CENTER]3[/CENTER]
    [/table] [/table]


    Sorry, the bonus invocations table bugged me.

    seems like the dragonfire adept (obviously) but powered up and otherwise quite.. better even without at-will breath.
    Sorry to of bugged you and thank you for the new table, I will incorporate it ASAP since I did the majority of my typing and coding offline and on notepad files.

    Yes, well I have to admit that a few of the invocations I homebrewed were originally meant to be additional invocations for the Dragonfire Adept, but found their way into this class instead. It was my goal to make [as much as alot of people hate me for saying this, but...] a better dragon-flavored class. I often find myself playing a gestalt game with some variety of DfA+Homebrew DS and yet always finding myself in some way lacking even after adding non-dragon classes to balance it out.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Alright, I've decided to cut out Draconic Expertise, Draconic Adaptation, and Natural Armor off the class as to not crowd the levels with way too many features. The text for each of these features will be stored in the spoiler below for future reference.

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    Draconic Expertise (Ex):
    At 3rd level the wyrmfire disciple becomes more of an expert in the use of certain dragon abilities. He must select one of the combat styles to pursue to better control the aspect of a dragon they respect the most: Breath Weapon, or Natural Weapons. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
    At 7th level the wyrmfire disciple's aptitude in his chosen combat style improves.
    At 11th level the wyrmfire disciple's aptitude in his chosen combat style improves again.

    Spoiler
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    -Breath Weapon-
    Spoiler
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    • 3rd: If the Wyrmfire Disciple selects Breath Weapon, he gains a metabreath feat [Draconomicon] as a bonus feat that he meets the prerequisites for.
    • 7th: If the Wyrmfire Disciple selected Breath weapon at 3rd level, he deals extra totem energy damage equal to his Wyrmfire Disciple class level.
    • 11th: If the Wyrmfire Disciple selected Breath weapon at 3rd level, he increases the DC of all breath weapons by +1, and selects a metabreath feat as a bonus feat he meets the prerequisites for.


    -Natural Weapons-
    Spoiler
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    • 3rd: If the Wyrmfire Disciple selects Natural Weapons, he gains the ability to make an additional strike at a -5 penalty with a claw natural weapon when you use a full attack action.
    • 7th: If the Wyrmfire Disciple selected Natural Weapons at 3rd level, he is treated as having the Multiattack feat [Monster Manual], even if he doesnít have the normal prerequisites for the feat.
    • 11th: If the Wyrmfire Disciple selected Natural Weapons at 3rd level, he is treated as having the Improved Multiattack feat [Savage Species], even if he doesnít have the normal prerequisites for the feat.



    -Natural Armor:
    Along with the Draconic Scales class feature, a Wyrmfire Disciple also gains an additional Natural Armor bonus as he levels up, as shown on the table (+1 bonus per 4 class levels). If the Wyrmfire Disciple already has Natural armor from another non-magical source, use the higher of the two values. Magical items stack on top of this bonus.

    Draconic Adaptation
    As you grow closer to your totem dragon, you start to change and grow in your abilities. Starting at 5th level, depending on totem dragon will determine the additional abilities you will gain. At 10th, & 15th level you learn various ways to affect your breath weapon in ways similar to how your totem dragons can
    ~5th Level~
    Spoiler
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    Black, Copper, or Green
    You can change your Acid breath weaponís Ref saving throw into a Fort saving throw.

    Silver or White
    Your Frost breath weapon deals an additional +1 damager per die, and you can change your Frost breath weaponís Ref saving throws into a Fort saving throw.

    Blue or Bronze
    The save DC to resist your Electric breath weapon increases by 2.

    Brass, Gold, or Red
    Your Fire breath weapon deals +1 damage per die.


    ~10th Level~
    Spoiler
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    Black Dragon
    *Noxious Breath:

    Whenever your breath weapon deals acid damage, the damaged creature is sickened for 2 rounds. A successful Fort save halves the duration.

    Blue Dragon
    *Shocking Breath:

    Whenever your breath weapon deals electricity damage the damaged creature is flat-footed for 2 rounds. A successful Ref save halves the duration.

    Brass Dragon
    *Drowsy Breath:

    Whenever your breath weapon deals fire damage the damaged creature becomes drowsy and is staggered for 2 rounds, regardless of current HP. A successful Will save halves the duration. This is a magical sleep effect.

    Bronze Dragon
    *Avoidance Breath:

    Whenever your breath weapon deals electricity damage the damaged creature cannot make melee or ranged attacks against you, nor target you with a spell or other effect for 1 round if they fail a Will save. This is a mind-affecting compulsion enchantment effect.

    Copper Dragon
    *Persistent Breath:

    Whenever your breath weapon deals acid damage the damaged creature takes half the acid damage dealt at the beginning of their next turn if they failed their save against your breath weapon.

    Gold Dragon
    *Tiring Breath:

    Whenever your breath weapon deals fire damage the damaged creature takes a -6 penalty to their Strength score for 2 rounds. A successful Fortitude save halves the duration.

    Green Dragon
    *Putrid Breath:

    Whenever your breath weapon deals acid damage the damaged creature is nauseated for 1 round on a failed Fortitude save.

    Red Dragon
    *Blazing Breath:

    Whenever your breath weapon deals fire damage increase the fire damage dice by two steps (d6ís to d10ís, d8ís to d12ís, etc).

    Silver Dragon
    *Sapping Breath:

    Whenever your breath weapon deals cold damage the damaged creature is fatigued for 2 rounds. A successful Fortitude save halves the duration.

    White Dragon
    *Chilling Breath:

    Whenever your breath weapon deals cold damage the warmth is sapped from the damaged creatureís bones, making itís movement sluggish. If they fail a Fortitude save swift actions require a move action to perform, move actions require standard actions, standard actions require a full-round action, and full-round actions cannot be performed for 1 round.


    ~15th Level~
    Spoiler
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    Black Dragon
    *Corrosive Breath:

    You can breathe particularly dangerous acid. Whenever your breath weapon deals acid damage the damaged creature takes 2 Con damage. This damage is halved if they made their save against your breath weapon.

    Blue Dragon
    *Stunning Breath:

    Whenever your breath weapon deals electricity damage the damaged creature is stunned fro 1 round if they failed their save against your breath weapon.

    Brass Dragon
    *Comatose Breath:

    Whenever your breath weapon deals fire damage the damaged creature falls asleep for 1d6 rounds if they failed their save against your drowsy breath. This is a magical sleep effect.

    Bronze Dragon
    *Repulsion Breath:

    Your breath repels those it touches, causing them to flee. Whenever your breath weapon deals electric damage the damaged creature flees for 2 rounds by the best and fastest means available to them if they failed their save against your breath. If they cannot flee, they cower. This is a mind-affecting compulsion enchantment effect.

    Copper Dragon
    *Slow Breath:

    The acid you reath congeals on those hit, slowing them down. Whenever your breath weapon deals acid damage, the damaged creature is slowed as if affected by slow for 2 rounds. A successful Fort save halves the duration.

    Gold Dragon
    *Weakening Breath:

    Your flaming breath eats away at a creatureís muscles. Whenever your breath weapon deals fire damage the damaged creature takes 2 strength damage. This damage is halved if they made their save against your breath weapon.

    Green Dragon
    *Deranging Breath:

    You can breath particularly mind-eating fumes. Whenever your breath weapon deals acid damage the damaged creature takes 2 wisdom damage. This damage is halved if they made their save against your breath weapon.

    Red Dragon
    *Searing Breath

    The burns from your fiery breath are extremely intense. Whenever your breath weapon deals fire damage it ignores any fire resistance and creatures with immunity to fire still take half damage (quarter damage on a successful save). In addition, any creature that is not resistant or immune to fire damage cannot take any actions on their next turn as they are overcome with pain unless they succeed on a Fortitude save.

    Silver Dragon
    *Paralyzing Breath

    Whenever your breath weapon deals cold damage the damaged creature is paralyzed for 1 round if they failed their save against your breath weapon.

    White Dragon
    *Crystallizing Breath:

    Your breath becomes so cold the very air crystallizes. Whenever your breath weapon deals cold damage the damaged creature takes 2 dexterity damage. This damage is halved if they make their save against your breath weapon.


    Now that is out of the way, I am still debating about the Imbue/Enchant Draconic Weapons and Scales abilities mostly because I can't really think of all that many good enchantments to put on that are balanced. Could I get some suggestions?

    On another note, I still haven't got any remarks on the homebrewed Aura effects or the homebrewed/revised Invocations. I'm slightly more worried about these since they are mostly the key abilities between the base classes outside of being dragon-flavored with the breath weapon and all.

    Thanks for all the help I've received thus far, I hope to keep this going long enough for me to start working on PrC's for this class along with other items.
    Last edited by Igneel; 2011-08-14 at 02:23 AM.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    You're trying to get too many big things without any drawbacks. you have a breath weapon many times as strong as many classes, and a +5d8 to attacks (I assume this applies to the already powerful breath too?) along with a nice bundle of invocations and some extras. I think rather that saying 'something's missing' and adding in more other classes you should take a minute to decide what it is that you want out of this. After all the ideal in homebrew isn't s large glomp of random powerful abilities, but rather some semblance of balance while still trying to achieve a given theme. (now I know this probably sounds horribly conceded after you just read the mess that is one of my homebrews, but all the same, big numbers are easily bested by something weaker and well thought out)
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    A 10d6 breath weapon is pretty close the the dragon shaman, which is a somewhat low powered class
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Oh wait... did I misread that
    wow I did, so it ends up as 10d6+5d8 after the aura which is reasonable enough...
    Dragon Apotheosis: this I would make sure isn't confused as gaining spells as a level HD/2 cleric or sorcerer,
    Last edited by drack; 2011-08-23 at 02:18 PM.
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by drack View Post
    Oh wait... did I misread that
    wow I did, so it ends up as 10d6+5d8 after the aura which is reasonable enough...
    Where are you getting this +5d8 from?
    Homebrew


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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Power aura. than you can add a 3x multiplier with chimera breath spell, but admittedly magi can sometimes cast more than one spell/round too, and this has a drawback of not being usable every round.

    OK, I'm gonna give this another look. though I'm gonna stand by my comment on need of focus.

    Lets see if I can't dig some of my would be comments up from before:
    the armor looks like it's a drawback at first, but you could have free armor, or simply shed and wear big heavy magical armor without incurring spell failure... that's not a drawback at all, that's a benefit and a nice one at that. also for Touch of Vitality heal is level 6 and raise dead is after it, also revify is in some ways better than raise dead and raise dead being less picky is probably the one you want to gain first so probably swap that order around a bit. Imbue Draconic Weapon... where is this coming from, and if you're focusing on being more draconic wouldn't it make more sense to instead enchant the claws and bite that have already been given with some mechanics that fluff out well with them? (for instance keen or the element)
    I'm also gonna suggest spreading out some of the later abilities in Dragon Apotheosis across some slightly lower levels, or moving some to level 20 as commonly that's when people expect their character to boom. Also maybe lowering aura progression to end at 6, or adding more so that there's more customizability.

    It shows that you put allot of work into this, but you can never really reach perfection, so I'll always have something to complain about
    Last edited by drack; 2011-08-24 at 09:30 AM.
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by drack View Post
    You're trying to get too many big things without any drawbacks. you have a breath weapon many times as strong as many classes, and a +5d8 to attacks (I assume this applies to the already powerful breath too?) along with a nice bundle of invocations and some extras. I think rather that saying 'something's missing' and adding in more other classes you should take a minute to decide what it is that you want out of this. After all the ideal in homebrew isn't s large glomp of random powerful abilities, but rather some semblance of balance while still trying to achieve a given theme. (now I know this probably sounds horribly conceded after you just read the mess that is one of my homebrews, but all the same, big numbers are easily bested by something weaker and well thought out)
    Ah... I was waiting for your critique after the time I took for yours j/k. From this post I'm going to assume that you are talking about the Power Aura, which specifically states it only grants the bonus damage on melee attacks. While I do agree with your point about this class being quite a few goodies glomped together, namely these tasty auras+invocations. But the thing is that without taking the Double Draconic Aura feat from Dragon Magic [need more then 1 aura, and 12th level to get] your limited to one 1 aura at a time, your invocations and breath are basically limited to 1 per round unless you take feats to Quicken them, not to mention that they deal less damage then spellcasters. Maybe I have a horrible sense of balance and am not quite seeing it? Should I tone it down some more then what I've already got [ie reduce number of invocations, power of auras]?

    Quote Originally Posted by Togath View Post
    A 10d6 breath weapon is pretty close the the dragon shaman, which is a somewhat low powered class
    This is correct. A normal Dragon Shaman would be getting a max of 10d6 with 1d4 recharge, while the Dragonfire adept gets a max of 9d6 every round with normal breaths. Course the Dragonfire adept also gets a possible 9d6x5 breath that deals some damage to themselves thats usable every odd round or so. I wanted to try and get a mixture of the two, thus a max of 10d6 along with a possible x3 invocation. Compared to the Dragonfire adept he is still breathing 15d6 less damage [not including ways of increasing damage] and has to cast an invocation to do so compared to a full-round. Not to mention that spellcasters can do more...

    Quote Originally Posted by drack View Post
    Oh wait... did I misread that
    wow I did, so it ends up as 10d6+5d8 after the aura which is reasonable enough...
    Dragon Apotheosis: this I would make sure isn't confused as gaining spells as a level HD/2 cleric or sorcerer,
    I didn't think about the fact most dragons have the ability to cast cleric/sorcerer spells truth be told. I'll have to come up with a clause to fix that. Especially to discourage Loredrake amoung other things.

    Quote Originally Posted by drack View Post
    Power aura. than you can add a 3x multiplier with chimera breath spell, but admittedly magi can sometimes cast more than one spell/round too, and this has a drawback of not being usable every round.

    OK, I'm gonna give this another look. though I'm gonna stand by my comment on need of focus.

    Lets see if I can't dig some of my would be comments up from before:
    the armor looks like it's a drawback at first, but you could have free armor, or simply shed and wear big heavy magical armor without incurring spell failure... that's not a drawback at all, that's a benefit and a nice one at that. also for Touch of Vitality heal is level 6 and raise dead is after it, also revify is in some ways better than raise dead and raise dead being less picky is probably the one you want to gain first so probably swap that order around a bit. Imbue Draconic Weapon... where is this coming from, and if you're focusing on being more draconic wouldn't it make more sense to instead enchant the claws and bite that have already been given with some mechanics that fluff out well with them? (for instance keen or the element)
    I'm also gonna suggest spreading out some of the later abilities in Dragon Apotheosis across some slightly lower levels, or moving some to level 20 as commonly that's when people expect their character to boom. Also maybe lowering aura progression to end at 6, or adding more so that there's more customizability.

    It shows that you put allot of work into this, but you can never really reach perfection, so I'll always have something to complain about
    *The armor is nothing more then the Dragonscale Husk alternate class feature found in Dragon Magic pg12 [lose Heavy Armor Proficiency in exchange for an armor very similar to this one], plus you have no armor proficiency whatsoever. So yes you can stick to mostly light armors like the Dragonfire Adept could, but you would take penalties for anything heavier that without magic gives similar armor bonus. I tried to make it somewhat like a Duskblades ability to cast in armor, where there is indeed a Arcane spell failure chance that they learn to overcome. Are you saying that I need to make it stretch longer then what I have already? [Duskblade overcomes Medium armor by lvl 4, and Heavy shields by lvl 7. My class overcomes a equivalent to a light armor by lvl 6]
    *I do believe that I should fix that, for it seems that you misinterpreted it. You gain the core ability of Touch of Vitality at lvl 6, being able to cure 1d6HP per charge [and gaining Cha mod+1/2 WD class levels rounded down/day]. Starting at lvl 11 you gain the other abilities like revivfy or raise dead, assuming you have enough charges to use them. While yes Revivify has a lower charge payment, it also can only be used the round AFTER a person dies. Unless your standing next to them or have a Dimension Door-like ability I don't think that it would be as useful as a Raise Dead or better yet a better spell cast by your healer. If anyone else has a problem with the order I'll change it, or maybe even find different spells to put in those spots.
    *Imbue Draconic Weapon originally was supposed to be in someways like a Soulknife's ability to enchant their soulknife. Being a Simple weapon+Natural Weapon only class (baring dips) they only have spells cast by Druid-like classes, and a magical item from Savage Species to enchant their natural weapons, not including items that make them count as magical/silver/whatever. Keen somehow did miss my list, and I already got the elements. Anything else you can suggest?
    *Hmm... Here and I thought Draconic Scales, Draconic Weapons, Wings, a equivalent to growing up one size [natural weapon use only], breath weapons, and Frightful presense throughout the 19-lvls would be enough to spread it out. What exactly are they gaining from Dragon type that I'm missing since I thought I covered the majority of it in the 'Mechanics of Transformation' spoiler located in the 2nd post? Granted you are now considered Dragon type, you gain some immunities, a longer life span, inherent bonuses to a few stats, SR and additional DR is there something I'm missing?
    *6 in my opinion isn't enough, and more then 9 would just add more abuse someone could do. I was quite content with the 9 I already have, but if you have ideas I might add more if others think I should. My original version shamelessly copied another's work in that area, and I loath the idea of doing so again just for ideas.

    I never have, nor will I ever expect me to make something 'perfect' for that is a sign that it was made by a human imho. To compare, even the creators of the game made truckloads of mistakes with their creations, and considering that I'm very doubtful a mass as large as the DnD playing community I don't have to worry as much. :D

    But as I have said [and will most likely say again and again] earlier in this thread I am thankful for any and all critiques and comments. That includes any that the poster may think are harsh, when in reality they can be only more insightful in helping me with my work. Thanks for pointing out somethings, along with making me question others. I now have more to think about which is all that matters when your making something and hopefully eventually building off of it.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    OK, before I reply I'm going to openly state that I have recently become more of a lazy reader (a habit which I hope to fix soon), and so Some of this may be my laziness That said:
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    Quote Originally Posted by Igneel View Post
    Ah... I was waiting for your critique after the time I took for yours j/k.He-He, well I'll admit yours has some of the finer points worked, but I'm currently smashing my head on the floor for not posting what I originally had on this. Oh well From this post I'm going to assume that you are talking about the Power Aura, which specifically states it only grants the bonus damage on melee attacks. And that's what I mean when I say lazy reader While I do agree with your point about this class being quite a few goodies glomped together, namely these tasty auras+invocations. But the thing is that without taking the Double Draconic Aura feat from Dragon Magic [need more then 1 aura, and 12th level to get] your limited to one 1 aura at a time, your invocations and breath are basically limited to 1 per round unless you take feats to Quicken them, not to mention that they deal less damage then spellcasters. Maybe I have a horrible sense of balance and am not quite seeing it? Should I tone it down some more then what I've already got [ie reduce number of invocations, power of auras]? Hmm, well honestly this first comment was partially a subconscious outburst of annoyance at not knowing what the going rate for such abilities is offhand, hence I'm regretting replacing the list of critiques I first had with it, but what's done is done. Throughout yesterday afternoon somewhere in there my mind turned over the limits and strengths of the class without me really giving much thought (one of my favorite things about my mind), which brought me to conclude that when you look at the whole thing is actually is rather nicely balanced, yet as I said never is there perfection.

    This is correct. A normal Dragon Shaman would be getting a max of 10d6 with 1d4 recharge, while the Dragonfire adept gets a max of 9d6 every round with normal breaths. Course the Dragonfire adept also gets a possible 9d6x5 breath that deals some damage to themselves thats usable every odd round or so. I wanted to try and get a mixture of the two, thus a max of 10d6 along with a possible x3 invocation. Compared to the Dragonfire adept he is still breathing 15d6 less damage [not including ways of increasing damage] and has to cast an invocation to do so compared to a full-round. Not to mention that spellcasters can do more... as they almost always can but I've found that non-spell casters can commonly achieve the same through magic items. Anyways I see your point and as I said it's reasonably balanced

    I didn't think about the fact most dragons have the ability to cast cleric/sorcerer spells truth be told. I'll have to come up with a clause to fix that. Especially to discourage Loredrake amoung other things.
    yup, that's a winner about being a dragon.


    *The armor is nothing more then the Dragonscale Husk alternate class feature found in Dragon Magic pg12 [lose Heavy Armor Proficiency in exchange for an armor very similar to this one], plus you have no armor proficiency whatsoever. So yes you can stick to mostly light armors like the Dragonfire Adept could, but you would take penalties for anything heavier that without magic gives similar armor bonus. I tried to make it somewhat like a Duskblades ability to cast in armor, where there is indeed a Arcane spell failure chance that they learn to overcome. Are you saying that I need to make it stretch longer then what I have already? [Duskblade overcomes Medium armor by lvl 4, and Heavy shields by lvl 7. My class overcomes a equivalent to a light armor by lvl 6]Well now we know that I was smart enough to ignore proficiency (silliness, pure silliness), and while that would only be a feat or two away I suppose this works.
    *I do believe that I should fix that, for it seems that you misinterpreted it. You gain the core ability of Touch of Vitality at lvl 6, being able to cure 1d6HP per charge [and gaining Cha mod+1/2 WD class levels rounded down/day]. Starting at lvl 11 you gain the other abilities like revivfy or raise dead, assuming you have enough charges to use them. While yes Revivify has a lower charge payment, it also can only be used the round AFTER a person dies. Unless your standing next to them or have a Dimension Door-like ability I don't think that it would be as useful as a Raise Dead or better yet a better spell cast by your healer. If anyone else has a problem with the order I'll change it, or maybe even find different spells to put in those spots.Ha, finally on that I read correctly (you know it's just that much sadder that I can say that.... )
    Nah, dragons fly fast, and with a party not spread across neverland it should only take a move action (possibly provoking AoO) fpr them to get to the wounded member. Thus animate dead is somewhat less powerful, though at the same time I advise you make it easier to acess because:
    A) it has a longer casting time
    B) it incurrs level loss
    and
    C) Because chances are you may end up using it more if people really start dying.

    *Imbue Draconic Weapon originally was supposed to be in someways like a Soulknife's ability to enchant their soulknife. Being a Simple weapon+Natural Weapon only class (baring dips) they only have spells cast by Druid-like classes, and a magical item from Savage Species to enchant their natural weapons, not including items that make them count as magical/silver/whatever. Keen somehow did miss my list, and I already got the elements. Anything else you can suggest?I understand the concept, I was just suggesting that it be limited more to natural weapons such as to follow the being more like a dragon fluff more closely, I guess it works either way, but if you're keeping it I suggest adding a 'these don't stack with other enchantments' or the such warnings. I was also pointing out that it may be more true to dragons in order to disallow for instance a red dragon decile to have an aquan shocking frost weapon and to do it by dragon type, but as you will.
    *Hmm... Here and I thought Draconic Scales, Draconic Weapons, Wings, a equivalent to growing up one size [natural weapon use only], breath weapons, and Frightful presense throughout the 19-lvls would be enough to spread it out. What exactly are they gaining from Dragon type that I'm missing since I thought I covered the majority of it in the 'Mechanics of Transformation' spoiler located in the 2nd post? Granted you are now considered Dragon type, you gain some immunities, a longer life span, inherent bonuses to a few stats, SR and additional DR is there something I'm missing?Blindsight comes to mind But if I recall I was suggesting to spread out what you have across more levels like level 20 so that they take it, and a bit earlier too so that it's not a one killer level class.
    *6 in my opinion isn't enough, and more then 9 would just add more abuse someone could do. I was quite content with the 9 I already have, but if you have ideas I might add more if others think I should. My original version shamelessly copied another's work in that area, and I loath the idea of doing so again just for ideas. Hmm, well my thing with it is that I see 9 abilities and you get them in any order so at first it's a pick and choose which is always fun, but than they end at the same generic 9 which is why I suggest it. AS just a few off the top of my head I'd say a moral boost/lower wouldn't hurt, or a luck/unluck (though admittedly courage is rather close to this), or even a fun little minor ilusion that wouldn't do much in real combat but cound help you intimidate pic farmers Anyways, just some random ideas to toss around and have fun with.

    I never have, nor will I ever expect me to make something 'perfect' for that is a sign that it was made by a human imho. To compare, even the creators of the game made truckloads of mistakes with their creations, and considering that I'm very doubtful a mass as large as the DnD playing community I don't have to worry as much. :D yup, just saying that there's always a few more bucket loads to fix no matter who looks through it

    But as I have said [and will most likely say again and again] earlier in this thread I am thankful for any and all critiques and comments. That includes any that the poster may think are harsh, when in reality they can be only more insightful in helping me with my work. Thanks for pointing out somethings, along with making me question others. I now have more to think about which is all that matters when your making something and hopefully eventually building off of it.
    No problem, though I think I'm loosing my touch. When I first DMed I hacked half the things wide open exposing most optimizational outcomes the class could have had. Nowadays I think I'm just trying to do too much at once (having philosophical debates while arguing about game mechanics and reading/watching TV still counts as too much right? )
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    @drack:
    *Lazy Reader: Well obviously your not TOO lazy to take the time to read at least through the majority of my class and its features such as the Auras, and for that alone Iím thankful. Its hard enough to get people to look at your work seriously when youíre a well known homebrewer, then it is even harder for someone that has just started.

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    He-He, well I'll admit yours has some of the finer points worked, but I'm currently smashing my head on the floor for not posting what I originally had on this. Oh well
    That is largely thanks to the fact that I spent some time trying to make it a worth while critique on the basis that the majority of my critiques from my past werenít all that good.

    And that's what I mean when I say lazy reader
    Itís bound to happen every once and a while.

    Hmm, well honestly this first comment was partially a subconscious outburst of annoyance at not knowing what the going rate for such abilities is offhand, hence I'm regretting replacing the list of critiques I first had with it, but what's done is done. Throughout yesterday afternoon somewhere in there my mind turned over the limits and strengths of the class without me really giving much thought (one of my favorite things about my mind), which brought me to conclude that when you look at the whole thing is actually is rather nicely balanced, yet as I said never is there perfection.
    Well I thank you for the compliment. Well considering that there are not all that many printed classes with features similar I guess its to be expected compared to making a Paladin fix [like we need more of these], or something of the like.

    as they almost always can but I've found that non-spell casters can commonly achieve the same through magic items. Anyways I see your point and as I said it's reasonably balanced
    I try. No, I really do! Scoutís honor and all that jazz.

    yup, that's a winner about being a dragon.
    Right off the top of my mind, Iíll have to add this to the Transformation and Apotheosis section: ďUnlike other dragons, you do not gain the ability to cast spells of a HD/2 leveled sorcerer/cleric.Ē Or something of the like. Wording will have to be changed Iím sure.

    Well now we know that I was smart enough to ignore proficiency (silliness, pure silliness), and while that would only be a feat or two away I suppose this works.
    I do believe that the original version had a stronger version of the Scales where it granted ďArmor Class equal to 6+1/3 your class level (starting at +6 at 1st level, +7 at 3rd, etc), up to a maximum equal to his Constitution modifier (max of +6 additional points at 18th level)Ē rather then ďArmor Class equal to 4+1/2 your class level (starting at +4 at 1st level, +5 at 2nd, +6 at 4th, etc).Ē But I was critiqued back then that I needed to do something differently and so came up with this.

    Ha, finally on that I read correctly (you know it's just that much sadder that I can say that.... )
    Nah, dragons fly fast, and with a party not spread across neverland it should only take a move action (possibly provoking AoO) fpr them to get to the wounded member. Thus animate dead is somewhat less powerful, though at the same time I advise you make it easier to access because:
    A) it has a longer casting time
    B) it incurrs level loss
    and
    C) Because chances are you may end up using it more if people really start dying.
    I suppose your right. Besides those differences the only other thing I can find to reasonably argue against it is that Raise Dead cast by a caster would have to use a 5kgp worth of diamonds verses 1kgp for Revivify. That and Revivify brings them back to -1HP [stable] vs Raise Deadís ďhas a number of hit points equal to its current Hit DiceĒ

    I understand the concept, I was just suggesting that it be limited more to natural weapons such as to follow the being more like a dragon fluff more closely, I guess it works either way, but if you're keeping it I suggest adding a 'these don't stack with other enchantments' or the such warnings. I was also pointing out that it may be more true to dragons in order to disallow for instance a red dragon decile to have an aquan shocking frost weapon and to do it by dragon type, but as you will.
    I could of sworn I mentioned that it only effects your Draconic WeaponsÖ? Iíll look more closely at the description of the ability. Agreed on the Ďdoesnít stackí bit, which is another small tidbit that bypassed the alarms. As to that last part, maybe put in a clause that you can only use certain enhancements that correspond with your totem energy/ies? So a Red Dragon totem that chose Acid and Electric as second/third energies canít choose Frost, Holy, and maybe Aquan for example?

    Blindsight comes to mind But if I recall I was suggesting to spread out what you have across more levels like level 20 so that they take it, and a bit earlier too so that it's not a one killer level class.
    An aura and invocation both grant that, though now that I think about it, why do I have it so both grant them?

    Hmm, well my thing with it is that I see 9 abilities and you get them in any order so at first it's a pick and choose which is always fun, but than they end at the same generic 9 which is why I suggest it. AS just a few off the top of my head I'd say a moral boost/lower wouldn't hurt, or a luck/unluck (though admittedly courage is rather close to this), or even a fun little minor ilusion that wouldn't do much in real combat but cound help you intimidate pic farmers Anyways, just some random ideas to toss around and have fun with.
    Again, I possibly could return to the pattern the original had it, where instead of gaining the 9th and final aura at lvl 13, you get it at lvl 20? I suppose I could try to juggle some other ideas for other builds, its just the scaling part that will be the largest factor.

    yup, just saying that there's always a few more bucket loads to fix no matter who looks through it
    And I will keep working on it till Iím satisfied with it enough. Course I would be really satisfied with it once I see people besides myself asking to use it in games.

    No problem, though I think I'm loosing my touch. When I first DMed I hacked half the things wide open exposing most optimizational outcomes the class could have had. Nowadays I think I'm just trying to do too much at once (having philosophical debates while arguing about game mechanics and reading/watching TV still counts as too much right? )
    It happens. I tend to be listening to music or watching things on Youtube while on the internet, which is why I save things on Notepad or Word to look over when Iím internet-less. And no, I personally donít think that is too much.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Yes well, I first posted mine as a larger yet wall of text, and both submissions of my first homebrew I got tons of comments on adding tables (~5 total), bolding ect, and even a spin off philosophical thing on plato but nothing on the class besides one person saying it sounded cool So I try to comment on big ones without much critique when I can, though in truth I didn't read it, I just skimmed it and backtracked a few bits that sounded off so I still claim the title of 'lazy'

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    "I do believe that the original version had a stronger version of the Scales..."
    yes, I've seen similar things and if you let it go too much those can go out of hand... well lets just say you're a massive pain to hit with non-touch attacks.

    "I suppose your right. Besides those differences the only other thing I can find to reasonably argue against it is that Raise Dead cast by a caster would have to use a 5kgp worth of diamonds verses 1kgp for Revivify. That and Revivify brings them back to -1HP [stable] vs Raise Deadís 'has a number of hit points equal to its current Hit DiceĒ'
    Oh yeah, I forgot to ask but do you still need components for those (that question was from the original that I deleted)

    "maybe put in a clause that you can only use certain enhancements that correspond with your totem energy/ies?"
    That's mostly what I was thinking, maybe marking them as available to different dragons, or just typing it up as a few short lists

    "I could of sworn I mentioned that it only effects your Draconic WeaponsÖ? "
    Oh wait, you did, my bad

    "An aura and invocation both grant that, though now that I think about it, why do I have it so both grant them" OK, but as I said I was mostly talking about spreading them out rather than adding...

    "Again, I possibly could return to the pattern the original had it, where instead of gaining the 9th and final aura at lvl 13, you get it at lvl 20? I suppose I could try to juggle some other ideas for other builds, its just the scaling part that will be the largest factor." True, just mostly as an idea to think about

    "Course I would be really satisfied with it once I see people besides myself asking to use it in games." Oh come now, Some people like and use them, but the chances of someone in the same game as you? Also honestly the more complex the mechanics the fewer the people willing to read through it and see that it's cool, though personally once I woke up understanding it today I started warming to it, so who knows

    "And no, I personally donít think that is too much."
    You modern multitaskers and your eye-things Nah, I'm sort of an in between in that case. I can do 7 things at once, but I'll still do them better if I focus on one which is a skill commonly lost in the modern day.
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by drack View Post
    Yes well, I first posted mine as a larger yet wall of text, and both submissions of my first homebrew I got tons of comments on adding tables (~5 total), bolding ect, and even a spin off philosophical thing on plato but nothing on the class besides one person saying it sounded cool So I try to comment on big ones without much critique when I can, though in truth I didn't read it, I just skimmed it and backtracked a few bits that sounded off so I still claim the title of 'lazy'
    Fair enough

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    "I do believe that the original version had a stronger version of the Scales..."
    yes, I've seen similar things and if you let it go too much those can go out of hand... well lets just say you're a massive pain to hit with non-touch attacks.
    I doubt that a +14 Armor would make them nessisarily a pain to hit, at least not as bad as when I had Natural armor thrown in for a +19 total.

    "I suppose your right. Besides those differences the only other thing I can find to reasonably argue against it is that Raise Dead cast by a caster would have to use a 5kgp worth of diamonds verses 1kgp for Revivify. That and Revivify brings them back to -1HP [stable] vs Raise Deadís 'has a number of hit points equal to its current Hit DiceĒ'
    Oh yeah, I forgot to ask but do you still need components for those (that question was from the original that I deleted)
    Hmm... I didn't put that in did I? I was originally not going to have them pay for it, but looking at it again since I do have a couple of invocations that require a payment why shouldn't this as well?

    "maybe put in a clause that you can only use certain enhancements that correspond with your totem energy/ies?"
    That's mostly what I was thinking, maybe marking them as available to different dragons, or just typing it up as a few short lists
    Alright, so I'll have to work that out so that each totem only gets their alignment equivalent [Holy for good, unholy for evil, etc], totem energies [if they picked acid, fire, and cold they only get corrosive, flaming and frost], and the totem's elemental plane equivalent [Aquan for water subtype, ignan for fire, etc], along with some 'open to anyone' like Keen.

    "I could of sworn I mentioned that it only effects your Draconic WeaponsÖ? "
    Oh wait, you did, my bad
    Ah, there it is, in the first sentence. Good good I did remember. You had me worryed there.

    "An aura and invocation both grant that, though now that I think about it, why do I have it so both grant them" OK, but as I said I was mostly talking about spreading them out rather than adding...
    Alright then, how about I subtract the invocation equivalent (since the aura grants it to allies as well, but invocation only effects the character) and give him a scaling Blindsense. Maybe similar to the Dragonborn's Mind aspect [3rd level gains Darkvision 30ft+low-light vision, 6th lvl increases to 60ft, 9th level increases to 90ft, 12th level to 120ft, and 15th Blindsense to 30ft] thusly making it so that by his transformation he has blindsense without either a aura or invocation active?

    "Again, I possibly could return to the pattern the original had it, where instead of gaining the 9th and final aura at lvl 13, you get it at lvl 20? I suppose I could try to juggle some other ideas for other builds, its just the scaling part that will be the largest factor." True, just mostly as an idea to think about
    Alright, then I'll work on some possible additional auras [maximum of 13-ish?].

    "Course I would be really satisfied with it once I see people besides myself asking to use it in games." Oh come now, Some people like and use them, but the chances of someone in the same game as you? Also honestly the more complex the mechanics the fewer the people willing to read through it and see that it's cool, though personally once I woke up understanding it today I started warming to it, so who knows
    Oh I am very doubtful I'll ever see that day where my stuff compares to the more popular homebrew classes like the Ebon Initiate or ToB homebrewed classes. That does seem to be the case, mostly because I'm using mechanics largely used by only a handful of printed classes [Warlock+DfA for invocations, Marshal+Dragon shaman for auras]. But I swear, if you put so much as "ToB" in the title of the thread people jump on it XD
    I can only hope.


    "And no, I personally donít think that is too much."
    You modern multitaskers and your eye-things Nah, I'm sort of an in between in that case. I can do 7 things at once, but I'll still do them better if I focus on one which is a skill commonly lost in the modern day.
    I am quite used to doing several things at once, granted its typically limited to activities like reading and walking, or watching tv while typing on my laptop. I largely enjoy spending time on one thing at a time more then multitasking, mostly because I have a more relaxed-type personality and start feeling pressured after a certain point.
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    10) *Wisdom: Bonus to Knowledge, Decipher Script and Spellcraft checks, later Comprehend Languages, Tongues, and/or Telepathic Bond.
    11) *Predator: Bonus to Survival, Move Silently, and Hide checks, later Track, Hide in Plain Sight, and undetectable against special abilities like Blindsense+Tremorsense.
    12) *Trickster: Bonus to Bluff, Disguise, and Forgery, later Illusion spells [Silent Image, Mirror Image, another?]
    13) *Greed: Bonus to Appraise, Disable Device, and Sleight of Hand, later Goldscent [Scent to track gold], Hoard Gullet [gain second stomach that has capacity of 100lbs and/or 10 cubic feet per caster level (up to a maximum of 1,000lbs and 100 cubic feet) that acts similar to Bag of Holding], and Locate Object [gems+precious metals only]?

    Alternate Spells to keep in mind:
    -Treasure Scent[Spell Compendium pg223]

    *Aura Change: According to my Aura entry "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." which I'm starting to think might be too powerful, especially by later levels. Should I cut that to like half the Cha mod [round down], remove it all together, or keep it as is?

    *Flee through Flames Invocation: By the time you can pick this invocation as soon as you get access to Lesser Invocations your dealing 3d6 breath weapon damage vs the invocations 8d6. I'm thinking about setting it to your breath weapon damage rather then the spell it duplicates.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Yay, I get the lay title... why did I want that again?

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    "I doubt that a +14 Armor would make them necessarily a pain to hit"
    Honestly a +14 from here, +14 from there and soon you have +100 or so without much effort. That aside I wasn't really thinking of this class I had another in mind and was just tossing out the thought

    "Alright, so I'll have to work that out so that each totem only gets their alignment equivalent [Holy for good, unholy for evil, etc], totem energies [if they picked acid, fire, and cold they only get corrosive, flaming and frost], and the totem's elemental plane equivalent [Aquan for water subtype, ignan for fire, etc], along with some 'open to anyone' like Keen." Sounds good to me

    "Alright then, how about I subtract the invocation equivalent (since the aura grants it to allies as well, but invocation only effects the character) and give him a scaling Blindsense. Maybe similar to the Dragonborn's Mind aspect [3rd level gains Darkvision 30ft+low-light vision, 6th lvl increases to 60ft, 9th level increases to 90ft, 12th level to 120ft, and 15th Blindsense to 30ft] thusly making it so that by his transformation he has blindsense without either a aura or invocation active?" whoops, backtrack a bit, I'm talking about spreading Dragon Apotheosis, blindsight just came up as something I didn't see there (guess I picked a bad partial quote there) No need to spread a single invocation to scale, after all I'm avoiding advising on them since I really don't know all that much on invocations

    "Alright, then I'll work on some possible additional auras [maximum of 13-ish?]." Yeah, I mean It may be fine as is, but some customization never hurts, though at the same time you needn't bend over backwards and hurt yourself after all it's just an idea (so good idea adding in a max before diving into it)

    "I can only hope." Fare enough, but hay, ya never know

    "mostly because I have a more relaxed-type personality and start feeling pressured after a certain point." Ah, personally pressure helps me focus


    "Aura Change:" So how does a Cha mod add in? Just add it to any numeric effects?

    "Flee through Flames Invocation" I'm gonna advise against it as this class already has other things helping your breath weapon. (yes I'm thinking chimera breath which could than get 24d8) All the same you're call
    Last edited by drack; 2011-08-25 at 04:35 PM.
    Why is it that some of us hold ourselves to such higher standards then others? It is because there are hundreds of years of works to compare ourselves to and that we know we can achieve as much for so too did the great minds of yesteryear, so long as we devote the entirity of ourselves to it, that is to say, in exchange for but your soul?

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Ok, I'd make some changes with a target of Teir 3 - Teir 2 in mind.

    First, give it a full BAB progression. It's a class where your tapping both the physical and mystical powers of dragons to wield against your enemy's. Hell, a simple re-fluff and your tapping the powers of Bahamet/Tiamet/what ever dragon gods are in your settings pantheon to aid you. You should be able to hit them in melee. That was actually something that drove me crazy about Dragon Shamen.

    Next, I'd make it so that the tail is a tripping/disarming weapon to allow build versatility. I'd also make it clear that yes, you can power attack with these natural weapons. And I'd rule that you can attack once with each natural weapon as a standard action.

    Third, the ability to add weapon property's too your natural weapons. I'd expand it, but if you take more then the progression you've got now, you start spending XP for the property's the way a Kensai dose, up to a reasonable point. A reasonable point being allowing up too +5 ability's by 20th lvl if you wanna sink the XP, and a progression on earlier levels to keep in in line with that goal. Why? So you don't fall into the TWF/tried-to-do-swordplay-and-archery trap of having sub-par for level weapon(s). And make it so that you can just pick a property and add it if you have the available bonus to put into it.

    Fourth, I'd up the damage progression on those natural weapons a bit. I'd do another Die increase a few levels later, and another a few levels after that. You need a respectable base damage if your going to do Melee combat with out doing a Trip/Dungeoncrasher/Maneuver Dependent build.

    I'd also make a class feature for later levels for your armor ability that let's it affect Touch AC with out needing to take the Ghost touch property. This is becuase I believe Melee can have Nice things.

    Looking at the skills list. I'd add Tumble as a class skill, it's good for Melee. Really, really, really good.

    Now, the thing at the end where you can take Dragon only PRC's, move that to like 6th or 7th level so that it means something in a none epic game. This way the character can take this plus what ever other stuff there fancying and still fit in 10 lvls of that dragon only PRC they wanted.

    Finally, allow the player the ability to do cycling out of Invocations known so that if they pick one that doesn't help them like they though it would, they can get rid of it and get something they'll find more useful. I don't think this should be daily, but maybe like one invocation a level.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    I don't know about him adding all of that stuff metahuman. This class already grants alot of stuff and is quite powerful. Making some of those changes might bump it up to be too powerful.
    It already grants invocations, natural weapons, auras, an almost at will firebreath, possibly enchantments, flight, and advancement into PrCs that are more powerful than most other core classes have access to. This easily makes tier 3 utility-wise and I think that upping everything as you said will make the class too powerful.
    A mid BAB balances the class nicely, as not many 'gish' or non-melee classes have a full bab.
    And granting additional attacks with each natural weapon is insane. Can you imagine what would be 2 claw attacks, a bite, a tail, 2 wing attacks, plus any from your race. And all of this with your suggested increase in die of damage. If you want increase natural attack damage more someone can do it through a PrC, feats, or another class. A class shouldn't be able to do everything perfectly.
    And swapping of invocations each level... I hope you mean relearning like you can in some spellcasting classes.
    Good point on the dragon prc access though.

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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Yes, I do mean relearning. I no longer have Invocation X, but I get Invocation Y, which is the same level or lower then X. Make it once every other level if every level is too much.

    And the idea behind attack once with every natural weapon wasn't too make extra attacks, it was too allow a reasonable number of attacks while letting you move, something that normally requires Pounce or Travel Devotion. The former might fit flavor depending on who you ask, but a lot of DM's won't let there players have it even if it's legitimate. The Latter requires Turn Undead or Bonus feats, which would get crazy in a hurry on a class like this. So a class feature that says for a standard action you can take one swipe at him with your tail, try to bite him, and scratch at him once with each hand is reasonable. I'm also factoring in that if you use more melee, your making at least somewhat less use of your Invocations and Breath Weapons.

    As for the PRC's, keep in mind that going into them means you stop cold on progressing just about everything in the base class, so it's a really big trade.

    And on the matter of the BAB, I'm assuming the average player going melee with this class would be power attacking, so allowing him the ability to do it and manage to make it work with the multy weapon fighting penalty's isn't a bad idea. I'm trying to make Melee builds something that would be as good or close to as good as an Invocation/breath weapon specialist. Feat, skill, and gear choices would then determine which one the individual character favored.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by drack View Post
    "I doubt that a +14 Armor would make them necessarily a pain to hit"
    Honestly a +14 from here, +14 from there and soon you have +100 or so without much effort. That aside I wasn't really thinking of this class I had another in mind and was just tossing out the thought
    Ah I see. Of course [unless I'm greatly misunderstanding] I did specify that it is a Armor Bonus so theoretically that still leaves bonuses like Deflection, Force, Sacred/Profane, Luck, etc. So yes it is possible to get a quite large AC, you're still getting a max of +19 [if I include the enchanting function]

    "Alright, so I'll have to work that out so that each totem only gets their alignment equivalent [Holy for good, unholy for evil, etc], totem energies [if they picked acid, fire, and cold they only get corrosive, flaming and frost], and the totem's elemental plane equivalent [Aquan for water subtype, ignan for fire, etc], along with some 'open to anyone' like Keen." Sounds good to me
    Still working on tables for this, but I have a rough idea on how I will have it set up.

    "Alright then, how about I subtract the invocation equivalent (since the aura grants it to allies as well, but invocation only effects the character) and give him a scaling Blindsense. Maybe similar to the Dragonborn's Mind aspect [3rd level gains Darkvision 30ft+low-light vision, 6th lvl increases to 60ft, 9th level increases to 90ft, 12th level to 120ft, and 15th Blindsense to 30ft] thusly making it so that by his transformation he has blindsense without either a aura or invocation active?" whoops, backtrack a bit, I'm talking about spreading Dragon Apotheosis, blindsight just came up as something I didn't see there (guess I picked a bad partial quote there) No need to spread a single invocation to scale, after all I'm avoiding advising on them since I really don't know all that much on invocations
    Ah... Well I don't know how to really spread it out even more then I already have it so far. Course I guess I could work on that as well as a side project till more ideas come up.

    "Alright, then I'll work on some possible additional auras [maximum of 13-ish?]." Yeah, I mean It may be fine as is, but some customization never hurts, though at the same time you needn't bend over backwards and hurt yourself after all it's just an idea (so good idea adding in a max before diving into it)
    Got some new ideas for auras, along with an idea of rather then giving them 'all of them', let the players choose which ones they want. Kinda of like a Wizard choosing what spells he wants to have in his spellbook in someways.

    "mostly because I have a more relaxed-type personality and start feeling pressured after a certain point." Ah, personally pressure helps me focus

    I guess it doesn't help that I was born in a year of Earth [much more relaxed personality then other elements]. Not that I believe in all that mumbo jumbo 100% mind you.

    "Aura Change:" So how does a Cha mod add in? Just add it to any numeric effects?
    Yes, like the Vigor gets the bonus+Cha mod to Fast Healing [ex: Great Wyrm should have around 4+1/2 Wyrmfire Disciple lvls+Cha Mod= X Fast Healing]

    "Flee through Flames Invocation" I'm gonna advise against it as this class already has other things helping your breath weapon. (yes I'm thinking chimera breath which could than get 24d8) All the same you're call
    I got a proposal later in this post for this invocation. Also, since Chimera breath is another invocation it takes a Standard action for both to be cast. I probably should put a clause that they don't stack, even with Quicken SLA but still.
    Quote Originally Posted by Metahuman1 View Post
    Ok, I'd make some changes with a target of Teir 3 - Teir 2 in mind.

    First, give it a full BAB progression. It's a class where your tapping both the physical and mystical powers of dragons to wield against your enemy's. Hell, a simple re-fluff and your tapping the powers of Bahamet/Tiamet/what ever dragon gods are in your settings pantheon to aid you. You should be able to hit them in melee. That was actually something that drove me crazy about Dragon Shamen.
    I figured that giving it full BAB would be as drack pointed out earlier in this thread "trying to gain to many bonuses with little consequence" if I remember right. While yes they are tapping energy of dragons and such, it is quite possible with the current set-up with auras that a Wyrmfire Disciple along with his comrades can get more then a +4 AB [+4 for Great Wyrm aura lvl+Cha mod] for melee attacks just through the Power Aura. I am already considering changing the +Cha mod part so that someone isn't gaining +24 [max they can add at 20th level of Wyrmfire Disciple] to theirs along with their allies attack bonus.

    Next, I'd make it so that the tail is a tripping/disarming weapon to allow build versatility. I'd also make it clear that yes, you can power attack with these natural weapons. And I'd rule that you can attack once with each natural weapon as a standard action.
    Interesting ideas. I will more then likely be adding the tripping/disarming + power attack rules to that section.

    Third, the ability to add weapon property's too your natural weapons. I'd expand it, but if you take more then the progression you've got now, you start spending XP for the property's the way a Kensai dose, up to a reasonable point. A reasonable point being allowing up too +5 ability's by 20th lvl if you wanna sink the XP, and a progression on earlier levels to keep in in line with that goal. Why? So you don't fall into the TWF/tried-to-do-swordplay-and-archery trap of having sub-par for level weapon(s). And make it so that you can just pick a property and add it if you have the available bonus to put into it.
    While yes I do have to agree with you on this, I am currently working on that part even now. Currently I am thinking about setting it up so specific totems get weapon properties that others don't to make them more individualized. I kinda like doing a progression Kensai-like. I'll have to look into trying to insert it once I get a better grasp on the enchantments for the totems.

    Fourth, I'd up the damage progression on those natural weapons a bit. I'd do another Die increase a few levels later, and another a few levels after that. You need a respectable base damage if your going to do Melee combat with out doing a Trip/Dungeoncrasher/Maneuver Dependent build.
    I was actually thinking about upping it at least once more so that a player that started large could be doing at least Gargantuan damage by lvl 20.

    I'd also make a class feature for later levels for your armor ability that let's it affect Touch AC with out needing to take the Ghost touch property. This is becuase I believe Melee can have Nice things.
    Maybe half your Con mod is added to your Touch AC to replicate the Scintillating Scales spell that dragons can use from Draconomicon?

    Looking at the skills list. I'd add Tumble as a class skill, it's good for Melee. Really, really, really good.
    Tumble would make some sense. I'll add it.

    Now, the thing at the end where you can take Dragon only PRC's, move that to like 6th or 7th level so that it means something in a none epic game. This way the character can take this plus what ever other stuff there fancying and still fit in 10 lvls of that dragon only PRC they wanted.
    I do believe that the majority of the PrC's are going to have to be Epic levels just by their prerequisites alone. Not including the easier prerequisites, and the fact you need to be of Dragon-type, the main reason for not being able to take the PrC's is the BaB currently:
    • Bloodscaled Fury: Base Attack Bonus +22
    • Disciple of Ashardalon: Base Attack Bonus +18
    • Dispassionate Watcher of Chronepsis: Knowledge (any 2) 20 ranks
    • Dragon Ascendant: Base Attack Bonus +30, Fast Healing feat [epic feat], & Great Fortitude feat [epic feat]
    • Elemental Master: Base Attack Bonus +20
    • Hidecarved Dragon: Natural Armor Bonus +20
    • Sacred Warder of Bahamut: Base Attack Bonus +15
    • Unholy Ravager of Tiamat: Base Attack Bonus +15


    Finally, allow the player the ability to do cycling out of Invocations known so that if they pick one that doesn't help them like they though it would, they can get rid of it and get something they'll find more useful. I don't think this should be daily, but maybe like one invocation a level.
    I largely used the Warlock/Dragonfire Adept invocation description, which includes being able to switch out invocations at certain points during your leveling up process. Granted I kind of like what your suggesting, that alone would make it better then most if not all Invocation-using classes. Homebrewed or not.
    Thank you both for your suggestions/advice. Now onto some Proposed edits until I get through the latest bits of changes it might go through with the above suggestions influence.
    ====
    How about I include the extra auras, but instead of gaining all 14 by lvl 20, they instead only get to choose 9-10 maximum so that the player has to choose between which auras he wants to have? So a more combat-oriented character could go with at least Power, Energy Shield, Vigor, and Toughness, then choose whatever else they would like. Meanwhile a 'swiss-army' style they could go with what roles they are trying to fill. Since they won't be able to pick every single invocation, this makes some sense as a way to keep them gaining too much/many power/s.

    Proposal Edits:
    Spoiler
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    --Auras--
    Optional Extra Auras:
    A Wyrmfire Disciple can learn any of the auras presented here in place of the ones in the original Aura spoiler, but can't take the same aura more than once. The Wyrmfire Disciple still must abide by the limit of draconic auras known. The bonus granted by a optional draconic aura follows the same rules as the base auras and otherwise follows all the normal rules for the class's draconic auras.
    Spoiler
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    -Wisdom:
    • Wyrmling: The aura of Wisdom grants the Wyrmfire Disciple and his allies a nameless +2 bonus on Knowledge [all], Decipher Script, and Spellcraft checks.
    • Mature: The aura of Wisdom grants the Wyrmfire Disciple and his allies a nameless +4 bonus on Knowledge [all], Decipher Script, and Spellcraft checks.
    • Wyrm: The aura of Wisdom grants the Wyrmfire Disciple and his allies a nameless +6 bonus on Knowledge [all], Decipher Script, and Spellcraft checks. You can also cast an effect similar to a Comprehend Languages spell caster level equal to class level, except the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.
    • Great Wyrm: The aura of Wisdom grants the Wyrmfire Disciple and his allies a nameless +8 bonus on Knowledge [all], Decipher Script, and Spellcraft checks. You can also cast an effect similar to a Comprehend Languages spell in addition to a Tongues spell caster level equal to class level, except the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.


    -Predator:
    • Wyrmling: The aura of Predator grants the Wyrmfire Disciple and his allies a nameless +2 bonus on Survival, Move Silently, and Hide checks.
    • Mature: The aura of Predator grants the Wyrmfire Disciple and his allies a nameless +4 bonus on Survival, Move Silently, and Hide checks.
    • Wyrm: The aura of Predator grants the Wyrmfire Disciple and his allies a nameless +6 bonus on Survival, Move Silently, and Hide checks. You and your allies also gain the ability to use the Hide in Plain Sight ability as long as the recipients stay in the auraís range, or when the aura is cancelled.
    • Great Wyrm: The aura of Predator grants the Wyrmfire Disciple and his allies a nameless +8 bonus on Survival, Move Silently, and Hide checks. You and your allies also gain the ability to use the Hide in Plain Sight ability. Along with being able to Hide and Move Silently while moving more then 1/2 your speed [but no faster then your base] as long as the recipients stay in the auraís range, or when the aura is cancelled.


    -Trickster:
    • Wyrmling: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +2 bonus on Bluff, Disguise, and Forgery checks.
    • Mature: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +4 bonus on Bluff, Disguise, and Forgery checks.
    • Wyrm: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +6 bonus on Bluff, Disguise, and Forgery checks. You can also cast an effect similar to a Disguise Self spell caster level equal to class level, except the effect is a minor physical change instead of a illusion, the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.
    • Great Wyrm: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +8 bonus on Bluff, Disguise, and Forgery checks. You can also cast an effect similar to a Disguise Self spell caster level equal to class level, except the effect is a minor physical change instead of a illusion, along with a Mirror Image spell both with duration that is as long as the recipients stay in the auraís range, or when the aura is cancelled.


    -Greed:
    • Wyrmling: The aura of Greed grants the Wyrmfire Disciple and his allies a nameless +2 bonus on Appraise, Disable Device, and Sleight of Hand checks.
    • Mature: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +4 bonus on Appraise, Disable Device, and Sleight of Hand checks.
    • Wyrm: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +6 bonus on Appraise, Disable Device, and Sleight of Hand checks. You can also cast an effect similar to a Hoard Gullet [Dragon Magic] spell caster level equal to class level, except the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.
    • Great Wyrm: The aura of Trickster grants the Wyrmfire Disciple and his allies a nameless +8 bonus on Appraise, Disable Device, and Sleight of Hand checks. You can also cast an effect similar to a Hoard Gullet [Dragon Magic] spell. Along with the Hoard Gullet spell, you can also cast an effect similar Locate Object that can only locate specific metals or minerals through concentration and allows the user to know if that specific material is within 30ft from the user, the approximate quantity, and if there is more then one deposit whichever is largest is pointed to first. Each of the Locate Object effects requires a full-round action. Both effects have a caster level equal to class level, except the duration is as long as the recipients stay in the auraís range, or when the aura is cancelled.




    --Invocation--
    Spoiler
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    *Flee through Flames:
    You breathe forth a cone of your totem energy breath weapon that deals your breath weapon damage, a successful Reflex save halves this damage. But unlike your normal breath weapon this breath weapon is affected by SR.
    When you cast this invocation, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weaponís area. Your entire body need not fit within the breaths area, as long as your new space shares at least 1 square with the breath weaponís area. You bring along any gear worn or carried (up to your maximum load). You canít bring along other creatures except for a familiar or other magically bonded creatures. You must make this decision when casting the invocation, before any other effects of the breath weapon is resolved (such as saves, bypassing SR and so forth). You arenít damaged by the invocation's effect when you appear within its area.


    --Touch of Vitality--
    Spoiler
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    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.

    Starting at 11th level, the Wyrmfire Disciple may convert his Touch of Vitality into various effects by expending a certain amount of charges.
    • 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.


    For the effects that would normally require a spellcaster a material component, you still have to pay the cost but it need not be in the material but rather a like amount of gold pieces or treasure.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    More Proposal Edits: [in addition to last post]

    --Natural Weapons--
    Spoiler
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    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). Your tail acts as a reach weapon appropriate for your size (10ft range for small-medium, 15ft for large, etc) making it soe you can strike opponents within range. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
    Because your tail can wrap around an enemy's leg or other limb, you can make trip attacks with your tail. Unlike a spiked chain weapon, if you are tripped during your own trip attempt you cannot avoid being tripped because your tail is attatched.
    When using your tail, you get a +2 bonus on opposed attack rolls made to disarm an opponent (not including the roll to avoid being disarmed if such an attempt fails)
    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with your tail.


    At 12th level and again at 16th, your natural weapons improve by one die step, bringing them in line with the damage of true dragons. For example a Medium-sized creature goes from 1d4 claw, 1d6 bite, and 1d6 tail to 1d6 claw, 1d8 bite, and 1d8 tail at 12th level. Then starting at 16th the same creature increases the size once more.

    Like a dragon, a Wyrmfire Disciple upon gaining multiple natural weapons can use a special full-attack option for better stategic battles. By spending a standard action only to attack with only your natural weapons you can make a single attack with each of your natural weapons [one bite, one tail, 2 claws] before making a 5ft step to move away from your opponent. Upon doing so, you cannot attack [weither it be a breath weapon or another more of attack] the same round.

    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 isnít included in this class feature. (ie: Minotaurís Gore attack). Note that natural weapons already possessed by your race does not gain the size increasing that the class natural weapons gain.

    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. Finally these natural weapons benefit from feats like Power Attack, Sunder, Cleave, Weapon Focus, Weapon Finesse, etc.


    --Draconic Scales--
    Spoiler
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    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. Along with this bonus your also able to confer up to half of your Scales bonus as a increase to your Touch AC.


    --Very Basic/Rough Draft Draconic Weapon Enchantments--
    Spoiler
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    Black:
    Spoiler
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    -Corrosive
    -Frost
    -Flaming
    -Aquan
    -Anarchic
    -Unholy


    Blue:
    Spoiler
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    -Shock
    -Frost
    -Flaming
    -Terran
    -Axiomatic
    -Unholy


    Brass:
    Spoiler
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    -Flaming
    -Corrosive
    -Shock
    -Ignan
    -Anarchic
    -Holy


    Bronze:
    Spoiler
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    -Shock
    -Frost
    -Flaming
    -Aquan
    -Axiomatic
    -Holy


    Copper:
    Spoiler
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    -Corrosive
    -Frost
    -Flaming
    -Terran
    -Anarchic
    -Holy


    Gold:
    Spoiler
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    -Flaming
    -Corrosive
    -Shock
    -Ignan
    -Axiomatic
    -Holy


    Green:
    Spoiler
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    -Corrosive
    -Frost
    -Flaming
    -Auran
    -Axiomatic
    -Unholy


    Red:
    Spoiler
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    -Flaming
    -Corrosive
    -Shock
    -Ignan
    -Anarchic
    -Unholy


    Silver:
    Spoiler
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    -Frost
    -Corrosive
    -Shock
    -Auran
    -Axiomatic
    -Holy


    White:
    Spoiler
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    -Frost
    -Corrosive
    -Shock
    -Aquan
    -Anarchic
    -Unholy


    Any Dragon:
    Spoiler
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    Thundering
    Transmuting
    Keen
    Energy Surge
    Ghost Touch/Ghost Strike
    Metalline
    Defending
    Shattermantle
    Sundering
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    confused Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by Igneel View Post
    Starting at 1st level each aura grants a base of +1, and grants the following effects for the different auras you can choose from
    Maybe I missed something but what dose that "Base of +1" go to?

    Nice class By the way.
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    Default Re: Wyrmfire Disciple v2.0 [WIP/Peach] 3.5 Base Class

    Quote Originally Posted by Able Sindor View Post
    Maybe I missed something but what dose that "Base of +1" go to?

    Nice class By the way.
    That is a question that I have been asked several times already, mainly because of laziness causing me not to update/edit the post as of yet. The "Base +1/2/3/4" applies to the basic numeral function of the auras.
    Ex: A Power aura with a +1 [no Cha mod to modify this] grants a +1 to your Melee Attack Bonus, but doesn't change the +1d6 elemental energy damage.
    Then when you get a +2 that changes it to a +2 to your Melee Attack bonus, and yet again no change to the energy damage.

    Sorry for the confusion, I REALLY need to get off my lazy rump and change that along with several other things.

    Also, thanks. Glad that you like it!
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