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    Default [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    The Dovahkiin


    The Dovahkiin, ready to battle for the fate of Skyrim.

    “You should have acted. They're already here. The Elder Scrolls told of their return. Their defeat, was merely a delay. From the time after Oblivion opened... When the sons of Skyrim, would spill their own blood... But no one wanted to believe... believe they would exist. And when the truth, finally dawned... it dawned in FIRE! But... there's one they fear... In their tongue he is Dovahkiin... DRAGONBORN!"
    --Esbern, Of Death and Dragons


    Ages ago, when the world was still young and the dragons held power, their rose among the most powerful of them one of incredible talent and ingenuity. His name was Paarthurnax. Over the centuries, Paarthurnax sought a way to reach new heights with his inherent abilities, and after much experimentation discovered a solution.

    Words.

    Words, you see, are much more than sounds. Words are pale shadows of forgotten names. Just as names have power, so too do words. Words can light fires in the minds of men and inspire them to new heights of greatest. Words can wring tears from the hardest hearts and bring fears to life. Words, you see, are the foundation of reality.

    And it was with this realization that Paarthurnax achieved greater power than any dragon before him. By combining his blood-given magics and his draconic essence, his soul, with the words of High Draconic, he found that he could shape the very fabric of the cosmos around him. All was within his power.

    Men, beasts of unimaginable strength and guile, the very world itself.

    All bent knee to his newfound might.

    Words, you see, are the path to power.


    GAME RULE INFORMATION
    Dovahkiin have the following game statistics.

    Alignment: Any

    Hit Die: Varies, see Path of the Dragonborn for details

    TABLE: The Dovahkiin

    {table=head]Level|Base Attack|Fort|Ref|Will|Special
    1st|+1|+2|+0|+1|From the Blood of Dragons, Path of the Dragonborn, Dragon Shout (Unrelenting Force)
    2nd|+2|+3|+0|+1|Inspiring Hero, Intuitive Aptitude
    3rd|+3|+3|+1|+2|Dragon’s Bane
    4th|+4|+4|+1|+2|Path Advancement
    5th|+5|+4|+1|+3|Draconic Fortitude, Dragon Shout
    6th|+6/+1|+5|+2|+3|Resist Disease (Mundane)
    7th|+7/+2|+5|+2|+3|Indomitable Spirit, Poison Immunity (Mundane)
    8th|+8/+3|+6|+2|+4|Without Fear, Path Advancement
    9th|+9/+4|+6|+3|+4|On Dragon’s Wings
    10th|+10/+5|+7|+3|+5|Blessing of the Nine Divines, Dragon Shout
    11th|+11/+6/+1|+7|+3|+5|Detect Draconic Presence
    12th|+12/+7/+2|+8|+4|+6|Resist Disease (Magical), Path Advancement
    13th|+13/+8/+3|+8|+4|+6|
    14th|+14/+9/+4|+9|+4|+6|Shared Resolve, Poison Immunity (Magical)
    15th|+15/+10/+5|+9|+5|+7|Thane, Dragon Shout
    16th|+16/+11/+6/+1|+10|+5|+7|Path Advancement
    17th|+17/+12/+7/+2|+10|+5|+8|Practiced Intonation
    18th|+18/+13/+8/+3|+11|+6|+8|Unstoppable Versatility
    19th|+19/+14/+9/+4|+11|+6|+9|Mastery of the Dragon’s Tongue
    20th|+20/+15/+10/+5|+12|+6|+9|Forbidden Shout, Hero of Legend, Path Advancement
    [/table]


    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    A Dovahkiin class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Speak Language

    Designer’s Note:
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    The Dovahkiin’s skill list is dependent on his choice of Paths. This is the base skill list.


    CLASS FEATURES

    Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons, and one martial weapon of their choice. They also gain proficiency with light armor, but not shields. Weapon and Armor proficiencies may change based on selection of Paths. However, all Dovahkiin start with this level of proficiency.


    From the Blood of Dragons (Sp): All Dovahkiin are born with the blood of dragons (meaning they possess the Dragonblood subtype), and as such inherit talents beyond the ken of normal men. At 1st level, all Dovahkiin gain the use of a small handful of abilities, each relating to one of the three Paths (The Mage, The Warrior, and The Thief). First, Dovahkiin gain the use three cantrips of their choice and one first level spell (chosen from the sorcerer/wizard spell list), each of which may be used 1/day. Second, Dovahkiin gain the use of two 1st level martial maneuvers of their choosing from among any of the schools of the Nine Swords, each of which may be used 2/day. Finally, Dovahkiin gain Trapfinding, as the Rogue ability.

    Special: These benefits are only gained if the character takes Dovahkiin as their first class level. If they do so, they may only take levels in the Dovahkiin class until they have taken at least 5 total levels of the class. At that point, they may multi-class out if they so desire.

    In the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim. Foremost among all animals was the dragon. And for good reason. Their power is beyond imagining.

    --Torhal Bjorik, The Dragon War


    Path of the Dragonborn: Because of their innate abilities, Dovahkiin are able to harness their dragon blood to gain unimaginable power. However, their powers are divided into three sections, or Paths, that the Dovahkiin must select between. In total, there are four stages to each Path (Novice, Initiate, Master, and Dragon). At 1st level, he selects a single Path to start his adventuring career with. At 4th level, and each four levels thereafter, he may choose to either advance a Path he has already chosen by one stage (from Novice to Initiate for example), or he may select a new Path, which he begins at the rank of Novice. The Paths are as follows:

    The Warrior:
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    Novice: Those who choose the Path of the Warrior as their initial path begin the game with d10 hit dice and add all of the following skills to their Skill List: Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (Nature), Survival (Wis), and Swim (Str). Additionally, those who choose the Path of the Warrior gain proficiency with all martial weapons and one exotic weapon of their choice, as well as with Heavy Armor and shields (including tower shields). Their Base Saving Throws remain as shown on the table above.

    If this Path is chosen second or third, the player may add any two of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Warrior to at least Master, in which case their HD per level increase to d10. They gain proficiency with martial weapons, but do not gain proficiency with Heavy Armor or shields (including tower shields) unless they advance the Path of the Warrior to at least Initiate. They also retain their original Base Saving Throw chassis unless they advance the Path of the Warrior to at least Master, in which case their Fortitude becomes Good.

    Furthermore, those on the Path of the Warrior gain the maneuvers known and readied of a Warblade of their level -2 as well as one stance, all of which may be chosen from among any of the Nine Schools (though they must use the Swordsage’s recovery mechanic). They gain an additional stance each time they choose to advance the Path of the Warrior. The Dovahkiin may use his level -2 for purposes of determining which maneuvers and stances he may learn (minimum 1st level).

    Initiate: Those who choose to advance the Path of the Warrior to the level of initiate gain one Fighter Bonus Feat of their choice (though they must still meet any prerequisites).

    Furthermore, they gain ability to issue a Dovahkiin’s Challenge a number of times per day equal to ½ their Strength modifier (minimum 1). Each of the effects described below consumes one daily use of the Dovahkiin's challenge ability.



    At Initiate level, a Dovahkiin can issue a fighting challenge against a single foe as a swift action. The Dovahkiin gets a boost from the challenge and gains a +1 morale bonus on Will saves and a +1 morale bonus on attack and damage rolls against the challenged foe. If the foe defeats the Dovahkiin (by reducing her to 0 hit points or less), the Dovahkiin loses two uses of his Dovahkiin's challenge ability because of the blow to his ego. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).



    At Master level, the bonus from this ability increases to +2. At Dragon level, it rises to +3.

    Starting at Master level, a Dovahkiin can issue a test of mettle. This is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are forced to attack the Dovahkiin with their ranged or melee attacks (or spells or special attacks) in preference over other available targets. Using this power is a swift action.
If the Dovahkiin is reduced to 0 or fewer hit points by any opponent forced to attack him through this ability, him experiences a burst of confidence (from facing a slew of foes) and an additional use of his Dovahkiin's challenge ability for the current day.



    Starting at Dragon level, a Dovahkiin can issue a call to battle, which makes him an inspiring figure to an ally. As a swift action, the Dovahkiin grants one ally an extra save against a fear effect (after failing the initial save against the effect). The ally gains a bonus on the extra save equal to the Dovahkiin's Charisma bonus (if any). If the second save succeeds, the ally gains the benefits of a successful save against the fear effect.

Starting at 12th level, a Dovahkiin can issue a daunting challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are shaken.

    Master: Those who choose to advance the Path of the Warrior to the level of Master gain an additional Fighter Bonus Feat of their choice (as long as they meet the prerequisites).

    Mettle (Ex): Furthermore, the Dovahkiin gains the ability to resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Dovahkiin does not gain the benefit of mettle.

    Dragon: Those who choose to advance the Path of the Warrior to the level of Dragon gain strength and power beyond those of any ordinary man. Once per day as an immediate action, the Dovahkiin may cause any attack he has successfully made to deal double the normal damage, forcing his opponent to make a DC (10+1/2 Dovahkiin levels+Strength modifier) check or be exhausted

    Furthermore, the Dovahkiin ignores any miss chance as a result of his foe being incorporeal, and he gains a floating pool of 5 "enchantment points" which he may distribute in the form of magical enchantments among his weapons and armor in any way he sees fit at the beginning of each day (i.e. he could grant his sword five +1 weapon properties, or he could give his sword a +2 property, his shield a +1 property, and his armor a +2 property, etc.).


    The Mage:
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    Novice: Those who choose the Path of the Mage as their initial path begin the game with d6 hit dice and add all of the following skills to their Skill List: Decipher Script (Int), Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Spellcraft (Int), and Use Magic Device (Cha). Their Base Attack Bonus becomes 3/4ths, and their Base Saving Throws are also altered such that: Will (Good), Reflex (Average), Fortitude (Poor). They also retain their original Base Saving Throw chassis unless they advance the Path of the Mage to at least Master, in which their Will becomes Good. They also gain Scribe Scroll as a bonus feat.

    If this Path is chosen second or third, the player may add any two of the above skills to their Skill List and gains Scribe Scroll as a bonus feat.

    Furthermore, those on the Path of Mage have the spells known and spells per day of a sorcerer of their level -2, using Charisma as their casting statistic. However, those of only Novice ability may only cast 1st and 2nd level spells, regardless of level.

    Initiate: Those who choose to advance the Path of the Mage to the level of Initiate gain an untyped +5 bonus to the Craft (Alchemy) skill and may learn a bonus item creation feat of their choosing (though they must meet any prerequisites). For purposes of caster level effects pertaining to item creation, the Dovahkiin may treat his caster level as one higher than it actually is.

    Furthermore, the Dovahkiin gains the ability to cast spells of 3rd and 4th level as long as he would normally be able to do so based on his level (i.e. an 8th level Dovahkiin could cast 3rd level spells as would a sorcerer of 6th level).

    Master: Those who choose to advance the Path of the Mage to the level of Master gain an additional item creation feat of their choosing (though they must meet any prerequisites) and gains even greater ability as both a magic-user and a crafter. By advancing to Master, the Dovahkiin becomes able to create items 10% faster than normal. This reduction must be applied before any other such reduction in crafting time. Furthermore, their caster level is treated as two higher for purposes of item crafting, and it costs 10% less gold to do so. Finally, they gain the ability to ignore Arcane Spell Failure while wearing Light Armor.

    Furthermore, the Dovahkiin gains the ability to cast spells of 5rd and 6th level as long as he would normally be able to do so based on his level (i.e. an 12th level Dovahkiin could cast 5th level spells as would a sorcerer of 10th level).

    Dragon: Those who choose to advance the Path of the Mage to its peak gain power beyond the dreams of any ordinary arcanist. First, they gain a +4 racial bonus to saves against magical effects (spells, spell-like abilities, etc.). A Dovahkiin also gains the ability to cast spells of 7th level as long as he would normally be able to do so based on his level (i.e. an 16th level Dovahkiin could cast 7th level spells as would a sorcerer of 14th level). Additionally, they gain the ability to ignore Arcane Spell Failure while wearing Medium Armor.

    Finally, as a result of their magical study, they gain a unique ability that allows them to transcend the limitations of normal magic. Three times per week as a standard action, a Dovahkiin who has taken the Path of the Mage to the level of Dragon may choose to emit an antimagic field centered on themselves with a radius of 30 feet for 3 rounds. During this time, by sacrificing double the number of spell slots that would ordinarily be required, the Dovahkiin may cast spells as if they were not affected by the antimagic field. Because of the energy required, however, they may only cast spells of 6th level or below and are immediately fatigued once the effect ends until such time as they rest for one hour.


    The Thief:
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    Novice: Those who choose the Path of the Thief as their initial path begin the game with d8 hit dice and add all of the following skills to their Skill List: Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (Local), Move Silently (Dex), Open Lock (Dex), Search (Int), Tumble (Dex), and Use Rope (Dex). Additionally, those who select the Path of the Thief gain proficiency with Medium armor, bucklers, and all martial weapons. Their Base Saving Throws are also altered such that: Reflex (Good), Fortitude (Average), Will (Bad). Skill points per level are also raised to 6+Int.

    If this Path is chosen second or third, the player may add any three of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Thief to at least Master, in which case their HD per level increase to d8. If their HD per level would be lowered, there is no effect. They do not gain proficiency with Medium armor, bucklers, or martial weapons unless they advance the Path of the Thief to Initiate. They also retain their original Base Saving Throw chassis and Skill Points per level unless they advance the Path of the Thief to at least Master, in which case their Reflex becomes Good and their skill points per level are raised to 6+Int.

    Furthermore, the Dovahkiin adds +1 per three class levels as a competence bonus to Search and Disable Device checks involving traps. He also adds this bonus to saves made against traps and to his AC against attacks made by traps. If he has levels in another class that grants trap sense, stack his levels in all such classes to determine the size of his trap sense bonus.

    Initiate: Those who choose to progress the Path of the Thief to the level of Initiate gain the ability to move unheard. By using a swift action when attempting to sneak, all sound within 5 feet of the Dovahkiin may be muffled for 1 round/2 levels, as though by the Silence spell. This is an extraordinary ability and may be used 2/day.

    Furthermore, the Dovahkiin gains a +5 competence bonus to Hide checks. This ability improves to Hide in Plain Sight at the Master level, allowing them to use the Hide skill even while observed.

    Master: Those who choose to progress the Path of the Thief to the level of master are never at risk of accidentally poisoning themselves when applying poison to a weapon, and add +2 to the save DC of any poison they use.

    Evasion (Ex): Furthermore, the Dovahkiin gains the ability to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Dovahkiin is wearing medium, light, or no armor. A helpless Dovahkiin does not gain the benefit of evasion.

    Dragon: Those who choose to progress the Path of the Thief to the level of Master gain the ability to perform assassination attempts with incredible skill. By studying his victim for 3 rounds, a Dovahkiin may then add 8d6 damage to their next attack against that victim, so long as the target does not detect the Dovahkiin or recognize them as an enemy. If the attack succeeds, the target must make a Fortitude save (DC 10+1/2 Dovahkiin levels+the Dovahkiin’s dexterity modifier) or be rendered helpless and unable to act for 1d6 rounds.

    Furthermore, the Dovahkiin is treated as being under a permanent Nondetection effect, and may be treated as Mind Blanked 1/day for 5 consecutive rounds.



    Dragon Shouts (Su): Because of their unique heritage, Dovahkiin can, through effort, gain the ability to speak the language of Dragons, using the tongue’s mystical powers to great effect. All Dovahkiin begin the game with Draconic as a known language. Beginning at 1st level, Dovahkiin are able to make use of Thu’um or Dragon Shouts. Shouts may be used a number of times per day equal to the total number of Dragon Shouts that the Dovahkiin knows. Thus a Dovahkiin who knows both Unrelenting Force and Ice Form may use two Shouts per day (using each once, or making use of a single Shout twice).

    All Dovahkiin start with the ability to use the Unrelenting Force Shout, and at 5th, 10th and 15th levels may select new shouts to be learned from among those listed. Each Shout begins at its first stage of power, and increases in power based on the number of others Shouts the Dovahkiin knows, as follows:
    • If one (or zero) other Shout(s) is known, the Shout is at the Whisper stage.
    • If two other Shouts are known, each Shout is advanced to the Intonation stage.
    • If three other Shouts are known, each Shout is finally endowed with its true power, thus earning its name as a True Thu’um.


    All Shouts function in areas of silence or where sound would not otherwise be possible. All Dragon Shouts are detailed in below, with the exception of Unrelenting Force, shown here.

    Unrelenting Force:
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    Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may unleash a blast of force, dealing 2d6 Force damage to a single creature within 10 feet (the Dovahkiin must have line of effect). Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.

    Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may create a massive Cone of Force, dealing 5d6 Force damage to all creatures in a 30 foot cone. The Dovahkiin must have line of effect. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.

    True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may create a massive explosion of force, dealing 15d6 Force damage to all creatures within 30 feet of them. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage..


    Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation. In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.
    --Hela Thrice-Versed, Dragon Language: Myth No More

    Inspiring Hero (Ex): Even those without mystical inclinations can feel the power exuded by one of the Dovahkiin. As such, at 2nd level, all allies within 5 ft/level of the Dovahkiin gain a +1 moral bonus on attack and damage rolls. This bonus increases by 1 at 5th level, and every five levels thereafter (to a maximum of +5 at 20th level). The Dovahkiin may not be counted as his own ally for purposes of this effect.


    Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. By spending 10 minutes contemplating a particular task, the Dovahkiin may gain an insight bonus on their next attempted skill check equal to 1/4 Dovahkiin levels. After the check is made, the bonus ends, regardless of success or failure. This ability is usable 3/day.


    Dragon’s Bane (Ex): A Dovahkiin, though possessed of their blood, is an enemy of dragon’s everywhere. Whenever they attack with a creature of draconic origin or blood, Dovahkiin gain a +2 competence bonus to Strength and Constitution for 5 rounds, and may make coup de grace attempts on such creatures as a free action once they are reduced below 0 hit points during that same time period. Attacking again resets the number of rounds remaining for this ability. The Dovahkiin is also immune to the Frightful Presence ability.


    Draconic Fortitude (Ex): Because of the dragon’s blood flowing through his veins, a Dovahkiin becomes able to withstand incredible blows without injury. Dovahkiin gain DR equal to ½ their class level, rounded down based on their moral alignment. Thus a Good Dovahkiin gains DR/evil, while an Evil Dovahkiin gains DR/good. A neutral Dovahkiin may choose between either DR/good or DR/evil (once made, the decision may not be altered).


    Resist Disease (Ex): Thanks to their incredible recuperative powers, the blood of a Dovahkiin actively resists all microbes introduced to the body. As a result, Dovahkiin of 6th level or higher are immune to mundane disease. At 12th level, this improves to become immunity to magical disease as well.


    Indomitable Spirit (Ex): Hardened by battle, all Dovahkiin possess incredible mental resilience. If a Dovahkiin of 7th level or higher is is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.


    Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 7th level or higher becomes immune to the effects of mundane poisons. At 14th level, this improves to become immunity to magically created or infused poisons as well.


    Without Fear (Ex): Having long hardened themselves against the fright of confronting even dragons, a Dovahkiin of 8th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.


    On Dragon’s Wings (Ex): Harnessing the power of their draconic blood, upon reaching 9th level, the Dovahkiin grows a pair of leathery wings, granting them a fly speed equal to twice their land speed at Average maneuverability. At 18th level, this becomes Good maneuverability.


    Blessing of the Nine Divines (Su): Once per day, as an immediate action, the Dovahkiin may call on the blessing of the Nine Divines to aid or protect them. This ability negates any damage which the Dovahkiin might receive or have received over the course of one round. Alternatively, this ability may be used to negate any one spell used against them that would allow for spell resistance, forcing the caster to expend the slot to no result.


    Detect Draconic Presence (Su): After spending years in battle against dragons, the Dovahkiin gains the ability to sense the general direction of draconic creatures within 1 mile by concentrating for thirty seconds. The ability lasts as long as the Dovahkiin spends a swift action each turn to maintain it.


    Shared Resolve (Su): A Dovahkiin is one who fights back to back with his allies, never for a moment allowing them to come to harm. As a result, a Dovahkiin of 14th level or higher may, 1/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own.


    Thane: Upon reaching 15th level, word of the Dovahkiin’s exploits has spread far and wide. As a result, they receive a Cohort of their level -2 to journey with them and share their burden.


    Practiced Intonation: Slowly, a Dovahkiin gains greater ability with his Shouts. At 17th level Dovahkiin become able to alter their Shouts using techniques typically reserved for magic. 3/day, a Dovahkiin may alter a Shout with the metamagic feat of his choosing, that he possesses, as long as it could workably apply (i.e. Persistent Spell cannot be applied to Unrelenting Force). As part of this ability, the Dovahkiin also gains a Metamagic feat of his choosing, though he must meet any prerequisites.


    Unstoppable Versatility: Because of his incredible inherent abilities, a Dovahkiin of 18th level gains a powerful ability relating to each of the Paths he has chosen that he has taken to the level of Dragon. If he has taken the Path of the Mage to Dragon, the Dovahkiin gains a 9th level spell. If he has taken the Path of the Warrior to Dragon, a 9th level maneuver (whose prerequisites he must meet). And if he has taken the Path of the Thief to Dragon, he gains 3 Inspiration Points which he may use as a Factotum of 11th level might, which refresh each day.


    Mastery of the Dragon’s Tongue: A Dovahkiin of 19th level is a being of unimaginable power and skill. Having at last gained a full understanding of the Draconic language, the Dovahkiin is able to change his Shouts known at the beginning of each day by spending 15 minutes in linguistic contemplation.


    Forbidden Shout: A Dovahkiin of 20th level has found his way to some of the darkest secrets of Dragonkind. He gains the use of a single Forbidden Shout from the list below. Unlike his other Shouts, however, it may not changed through the use of his Mastery of the Dragon's Tongue ability. Thus, the choice cannot be altered once made. A Forbidden Shout is usable 1/day and does not contribute additional uses to other Shouts.


    Hero of Legend: At 20th level, a Dovahkiin has transcended his normal mortal state. He is now more than a man, he is a name, an idea, a legend. Whenever the Dovahkiin would be killed, his body instead vanishes in an enormous gout of flame dealing 10d6 Fire damage to all creatures within 10 feet. One week later, the Dovahkiin is revived at the same location in which he “died” at full health, with his memory intact. This ability takes effect even in areas of anti-magic or Dead Magic and does not cause level loss.

    Change Log:
    Spoiler
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    1.0: Original version.
    1.1: Detect Draconic Presence clarified, Initiator level clarified, Skills fixed, Dragon's Bane and Draconic Fortitude fixed, Blessing of the Nine Divines altered and clarified, added clause to Hero of Legend about level loss and anti-magic fields. Added Practiced Intonation and Unstoppable Versatility. Moved Mastery of the Dragon's Tongue to 19th level and added Forbidden Shout at 20th.
    1.2: Added opening Fluff, and filled in Shouts.
    Last edited by TravelLog; 2012-01-09 at 01:17 AM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: [3.5, Base] With the Blood of Dragons!!!

    Dragon Shouts


    Animal Allegiance:
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    Whisper (Raan, “Animal”): As a standard action, a Dovahkiin may call to all non-hostile animals within 30 feet and request their aid. Animals must make a DC 10 Will save or be compelled to come to the Dovahkiin's aid, performing any non-self-destructive action. The Dovahkiin can only control twice his Hit Dice worth of creatures with this ability. This ability lasts for 5 rounds.

    Intonation (Mir, “Allegiance”): As above, but the DC is increased to 20 and now affects non-hostile Magical Beasts and all animals (even hostile ones). The Dovahkiin can force the creatures to make self-destructive actions with a second Will save. The ability lasts for 10 rounds.

    True Thu’um (Tah, “Pack”): As above, but the DC is increased to 30 and now affects non-hostile Monstrous Humanoids and all Magical Beasts and animals (even hostile ones). The Dovahkiin can now control up to three times his Hit Dice worth of creatures with this ability. This ability lasts for 15 rounds.


    Aura Whisper:
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    Whisper (Laas, “Life”): By spending a swift action each round, the Dovahkiin gains Darkvision and Blindsight out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 10 rounds.

    Intonation (Yah, “Seek”): By spending a swift action each round, the Dovahkiin gains Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 20 rounds.

    True Thu’um (Nir, “Hunt”): By spending a swift action each round, the Dovahkiin gains Mindsight, Touchsight, Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 50 rounds.


    Become Ethereal:
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    Whisper (Feim, “Fade”): As an immediate action, a Dovahkiin may turn himself Ethereal for one round. If the Dovahkiin wishes, he may also render one willing creature he is touching Ethereal at this time as well.

    Intonation (Zii, “Spirit”): As an immediate action, a Dovahkiin may turn himself Ethereal for 1 round/5 levels. During this time, he gains Fast Healing equal to 1/2 his class level. If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well.

    True Thu’um (Gron, “Bind”): As either an immediate action or a full-round action, the Dovahkiin may turn himself Ethereal. If he chooses to do so as an immediate action, this ability functions as above, though it is extended to 1 round/3 levels (rounded down) and he gains Fast Healing equal to his full class level. If, however, he chooses to do so as a full-round action, this ability lasts for 1 round/5 levels. However, during this time he may selectively count as being physical if it would be beneficial to him to do so (for purposes of spell casting, making attacks, etc.) If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well, though they are unable to manifest on the material plane during this time, regardless of which version the Dovahkiin uses.


    Call Dragon:
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    Whisper (Od, “Snow”): As a full-round action, the Dovahkiin may summon a Wyrmling dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either a Wyrmling Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Wyrmling Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Wyrmling Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Friendly disposition.

    Intonation (Ah, “Hunter”): As a full-round action, the Dovahkiin may summon a Juvenile dragon to fight at his side for 1 rounds/level. If the Dovahkiin is evil, he may summon either a Juvenile Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Juvenile Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Juvenile Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Helpful disposition.

    True Thu’um (Viing, “Wing”): As a full-round action, the Dovahkiin may summon an Adult dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either an Adult Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either an Adult Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either an Adult Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Fanatic disposition.


    Call of Valor:
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    Whisper (Hun, “Hero”): By issuing a call to arms as a standard, the Dovahkiin may grant his allies a +1/4 levels morale bonus to attack and damage rolls for 5 rounds. This bonus, unlike most morale bonuses, stacks.

    Intonation (Kal, “Champion”): As a standard action, the Dovahkiin issues a mighty bellow, granting his allies the above bonus, and further granting them a +1/4 levels morale bonus to saving throws and armor class. This effect lasts for 1 round/level and unlike most morale bonuses, stacks.

    True Thu’um (Zoor, “Legend”): As a standard action, the Dovahkiin empowers his allies to beyond their normal limits, granting them the above bonuses, and also rendering them immune to the confusion, fascination, fear, fatigue, daze, and nausea for the duration of this effect (and removing those effects if they are currently in place). This effect lasts for 1 round/level and unlike most morale bonuses, stacks.


    Clear Skies:
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    Whisper (Lok, “Sky”): As a standard action, the Dovahkiin may call to the world itself and request consideration. As a result, all weather related spells and effects end and the environment becomes Temperate and Sunny. If this is used anywhere other than outside, it merely ends all temperature effects and sets it to Temperate (+/- 30 degrees Farenheit at the Dovahkiin's choosing). This effect lasts for 1 minute.

    Intonation (Vah, “Spring”): As a standard action, the Dovahkiin may now actively oppose weather and spell effects related to the environment and may choose to gain control of the effect and use it to the extent that the ability, spell, power, etc. would normally allow. Further, the Dovahkiin may choose who is effected and who is not should others be present. This effect lasts for 2 minutes or the duration of the opposed effect, whichever is shorter.

    True Thu’um (Koor, “Summer”): As a standard action, the Dovahkiin may exert full control on his environment. He and all allies within 30 feet automatically gain freedom of movement for the duration of this effect. Furthermore, in addition to the abilities provided above, the Dovahkiin may replace any environmental effect with its opposite (such that he might alter a desert to be under the effects of a blizzard spell). This effect lasts for 3 minutes or the duration of the effect replaced, whichever is shorter.


    Disarm:
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    Whisper (Zun, “Weapon”): As an immediate action, the Dovahkiin may cause an opponents weapon to become immobile and immovable, rendering its user unable to attack with it for 1 round. They also cannot move unless they let go of the weapon in question.

    Intonation (Haal, “Hand”): In addition to the ability granted above (which now lasts for 2 rounds), the Dovahkiin may cause the effect to target two weapons instead, and they do not need to be in use by the same creature. Further, the opponents must make a Fortitude save DC (10+1/2 levels+Dovahkiin's Strength modifier) or be the subject of their own attack (if they had initiated one at the time the ability was activated).

    True Thu’um (Vik, “Defeat”): In addition to the abilities granted above (which may now affect three weapons), the Dovahkiin may instead to elect to use a full round action to have his Disarm Shout affect all enemies within 30 feet.


    Dismay:
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    Whisper (Faas, “Fear”): By issuing a string of draconic curses at a creature within 30 feet (to whom the Dovahkiin must have line of effect), he may cause that creature to make a Will save DC (10+Dovahkiin's level+Dovahkiin's Charisma modifier) or be shaken for 1 round/4 levels.

    Intonation (Ru, “Run”): By issuing a string of draconic curses at up to three creatures within 30 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be frightened for 1 round/4 levels. A successful save leaves the creatures shaken.

    True Thu’um (Maar, “Terror”): By issuing a string of draconic curses at all creatures within 45 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be panicked for 1 round/3 levels. A successful save leaves the creatures frightened. The Dovahkiin may designate creatures he does not desire to feel the effects of this Shout.


    Dragonrend:
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    Whisper (Joor, “Mortal”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin, within a 30 foot cone are dealt 5d8 sonic damage (Reflex halves) and must make a Will Save DC (10+1/2 level+Dovahkiin's Strength, Dexterity, or or Charisma modifier, whichever is higher) or be rendered confused as by the confusion spell.

    Intonation (Zah, “Finite”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin within 30 feet are dealt 10d8 sonic damage (reflex halves) and must make a Will Save DC (10+1/2 class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered insane as by the insanity spell.

    True Thu’um (Frul, “Temporary”): As a full-round action, the Dovahkiin may speak draconic in reverse, imbuing it with even more power than previously thought possible, the very sounds anathema to dragonkind. All creatures of draconic heritage within 60 feet (excluding the Dovahkiin himself) with the exception of True Dragons are dealt 20d8 sonic damage (reflex halves) and must make a DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered helpless for 5 rounds. A successful save halves this time. Should the target be a True Dragon however, they must make a Fortitude save DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or find themselves reduced by two age categories. A successful save results in the loss of only a single age category. This effect is permanent, but may not affect the same True Dragon more than once.


    Elemental Fury:
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    Whisper (Su, “Air”): By calling out to the spirits of the air as a swift action, the Dovahkiin may imbue himself with some of the wind's incredible speed and grace. The Dovahkiin gains the effects of the haste spell using his level -2 as the caster level.

    Intonation (Grah, “Battle”): By calling out to the spirits of the air as a swift action, the Dovahkiin may now harness a greater portion of their power. He gains the effects of the haste spell as above, but now gains a single extra attack in addition to those granted by haste and his BAB, and his base land speed doubles for the duration of this effect.

    True Thu’um (Dun, “Grace”): Now truly at one with the air spirits, the Dovahkiin may, as an immediate action, gain the effects of the celerity spell, though he is not dazed afterward. However, because of the stress to his body, after two minutes have passed, the Dovahkiin becomes fatigued until such time as he rests for one hour. If he so wishes, the Dovahkiin may use this ability as a swift action instead, as above, but instead gains two extra attacks and his base land speed is tripled.


    Fire Breath:
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    Whisper (Yol, “Fire”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a gout of flame in a 30 foot cone, dealing 3d10 fire damage to all creatures within it. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature takes an additional 2 points of fire damage each round for 1 round/2 levels.

    Intonation (Toor, “Inferno”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a massive burst of flame in a 45 foot cone, dealing 6d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, and the creature takes an additional 2 points of fire damage for 1 round/4 levels. A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -2 penalty to attack rolls and AC, and may only make one attack of opportunity each round, even if would otherwise be able to make more (as from Combat Reflexes, etc.).

    True Thu’um (Shul, “Sun”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a truly devasting blast of hellfire in a 60 foot cone, dealing 12d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -5 penalty to attack rolls and AC, and may not make attacks of opportunity.


    Frost Breath:
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    Whisper (Fo, “Frost”): As a standard action, the Dovahkiin may call upon his draconic heritage to spray forth a torrent of icy malice in a 30 foot cone, dealing 3d8 cold damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature becomes fatigued for 5 rounds. If you have Frostburn, you may use the frostbitten condition instead.

    Intonation (Krah, “Cold”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a frozen burst of deadly ice shards in a 45 foot cone, dealing 6d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is reduced by 1/4. A failed save results in full damage, and the creature becomes fatigued for 1 round/level and has it's movement speed halved. If you have Frostburn, you may use the frostbitten condition instead.

    True Thu’um (Diin, “Freeze”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a veritable blizzard in a 60 foot cone, dealing 10d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is halved. A failed save results in full damage, and the creature becomes exhausted for 1 round/2 levels and has it's movement speed reduced by 3/4ths. If you have Frostburn, you may use the frostbitten condition instead. Furthermore, if it has a fly speed, that speed is reduced to zero, and the creature falls to the ground, unable to fly because of its frozen wings for 5 rounds.


    Ice Form:
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    Whisper (Iis, “Ice”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +2 circumstance bonus. If the attack hits, the target receives any damage as normal, and there is a 25% chance that the targeted creature will be paralyzed for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of paralysis, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to negate the remaining duration. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

    Intonation (Slen, “Flesh”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +4 circumstance bonus. If the attack hits, the target receives an additional 3d6 damage in addition to any normal damage, and there is a 50% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

    True Thu’um (Nus, “Statue”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +6 circumstance bonus. If the attack hits, the target receives an additional 7d6 damage in addition to any normal damage, and there is a 70% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 3/4 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the second round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.


    Kyne’s Peace:
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    Whisper (Kaan, “Kyne”): As a standard action, the Dovahkiin may speak a word of such startling purity that all creatures within 30 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to 1/2 the Dovahkiin's Charisma modifier. Creatures who cannot hear are unaffected by this [mind-affecting] ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

    Intonation (Dream, “Peace”): As a standard action, the Dovahkiin may unleash a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to twice the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Friendly to the Dovahkiin. Creatures who cannot hear are unaffected by this ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

    True Thu’um (Ov, “Trust”): As a standard action, the Dovahkiin may proclaim a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of minutes equal to half the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Helpful to the Dovahkiin. On a failed save, creatures are unable to initiate any hostile or violent action for 5 rounds. Creatures who cannot hear are unaffected by this ability. Each time the Dovahkiin or his allies attempt violence or harm to the affected creatures, this effect is shortened by 1/3 until such time as the effect would last for 4 or lower rounds, at which point the effect ends.


    Marked for Death:
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    Whisper (Krii, “Kill”): By speaking fell words in the draconic tongue, the Dovahkiin may initiate a ranged touch attack as a standard action against a target within 20 feet. If the target fails a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier), they take a -4 profane penalty to their AC, and a -2 profane penalty to all saves for 3 rounds. Furthermore, all successful melee or ranged attacks made against them have a 20% of inflicting bleeding damage, causing an extra 2 points of ongoing damage to them each round for 3 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed to beyond his normal maximum hit points.

    Intonation (Lun, “Leech”): By speaking vile words in the draconic tongue, the Dovahkiin may further weaken their foes. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -7 profane penalty to their AC, and a -4 penalty to all saves for 5 rounds. Furthermore, all successful melee or ranged attacks made against them have a 40% of inflicting bleeding damage, causing an extra 5 points of ongoing damage to them each round for 5 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. If they succeed on their save, they take a -4 profane penalty to AC, and a -2 penalty to all saves for 3 rounds. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed beyond his normal maximum hit points.

    True Thu’um (Aus, “Suffer”): By speaking depraved words in the draconic tongue, the Dovahkiin may render their foes nearly helpless. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -10 profane penalty to their AC, and a -6 penalty to all saves for 7 rounds. Furthermore, all successful melee or ranged attacks made against them have a 60% of inflicting bleeding damage, causing an extra 7 points of ongoing damage to them each round for 7 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Finally, the attack does an additional 4d8 negative energy damage, and the creature's maximum hit points are reduced by 10% for 5 rounds. If they succeed on their save, the attack does an extra 2d8 negative energy damage and they take a -5 profane penalty to AC, and a -3 penalty to all saves for 5 rounds. Any damage inflicting by bleeding heals the Dovahkiin an amount of hit points equal to twice the damage inflicted, though he may not be healed beyond his normal maximum hit points.


    Slow Time:
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    Whisper (Tiid, “Time”): As either a standard or a full-round action, the Dovahkiin may attempt to manipulate time around him to either benefit his allies or hinder his enemies. If the Dovahkiin uses this Shout for the benefit of his allies, he selects one creature, granting it the benefit of the haste spell for 3 rounds. If the Dovahkiin attempts to use this Shout against his foe, he selects one creature, forcing it to make a DC (10+1/2 class level+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be slowed as the spell, for 3 rounds. A successful save negates this affect. If the Dovahkiin chooses to use the full-round action version of this ability, he may select three creatures to be affected (if he chooses his foes, each creature makes a save separately).

    Intonation (Klo, “Sand”): By manipulating the time stream with greater skill, the Dovahkiin gains new power. He may use the ability, as above, only the duration of either haste or slow becomes 1 round/3 levels. Furthermore, if this ability is used for the benefit of the Dovahkiin's allies, they all gain an additional 30 foot bonus to their movement speed, and gain freedom of movement for the duration of this ability. Likewise, when applied to enemies, their movement speed is halved, and they must treat all terrain as difficult. On a successful save, they are still slowed for 2 rounds.

    True Thu’um (Ul, “Eternity”): Using only his voice, the Dovahkiin may bend the will of Time itself. The Dovahkiin has two choices. First, he may use the ability as above as a full-round action, only it affects both his allies (who now gain an additional attack in addition to the one normally granted by haste) and his enemies simultaneously (benefitting his allies and hindering his foes), or he may exert his temporal mastery in another fashion. As a standard action, the Dovahkiin may initiate a period of frozen time, as the spell time stop. He may choose to apply this only to himself, or he may apply it to himself and a single foe of his choosing who he has successfully damaged with an attack during the encounter. If he applies the Time Stop to himself, he treats it exactly as the spell, using his level as his caster level. If he applies it to both himself and a foe, the effect lasts for 3 rounds, during which neither may effect any creature outside the Time Stop, but may do battle with one another at their choosing.


    Storm Call:
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    Whisper (Strun, “Storm”): As a standard action, the Dovahkiin may speak to the heavens themselves, directing their fury towards those who would oppose him. This ability causes the skies to cloud, at which point the Dovahkiin must designate an area of no more than 10 cubic feet. All creatures in the designated area immediately subject to the effects of a Great Thunderclap spell. Regardless of successful saves, they are also dealt 3d6 points of electricity damage.

    Intonation (Bah, “Wrath”): As a standard action, the Dovahkiin may howl that the skies might smite his enemies with all their magnificent force. All creatures within 20 feet of the Dovahkiin are subject to the effects of a Great Thunderclap spell. Further, they must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be dealt 10d6 points of electricity damage, which ignores energy resistance. A successful save halves the damage, though it may still bypass 20 points of energy resistance.

    True Thu’um (Qo, “Lightning”): With a roar of unimaginable fury, the Dovahkiin may, as a standard action, cause the heavens to roil, as the elemental power of lightning courses through the skies, thirsting for vengeance. With a flash, the lighting strikes the Dovahkiin himself, embodying it in all it's power. This ability works as above, with the following addition. For a number of rounds equal to 1/4 levels, the Dovahkiin becomes a living avatar of destruction. He gains immunity to [Electricity] and all his attacks deal +2d8 damage which bypasses up to 15 points of energy resistance, half of which is sonic damage. All of his attacks also have a 20% chance to cause the affected creature to drop anything they may be holding and fall to the ground, immobile, as the electricity courses through their body. There is no save, but each round after the first, they are entitled to a Fortitude Save (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) to end this effect. This part of the effect lasts for 1 round/6 levels (rounded down), and is not affected by [Electricity] immunity.


    Throw Voice:
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    Whisper (Ful, “Fool”): As a swift action, the Dovahkiin may manipulate all sound within 50 feet as desired. This ability allows him to render the area as if under a silence effect, magnify even a whisper to become as a roar, or even to cause sounds to appear where there was none before (as ghost sound). He may even throw his own voice or the voice of others to make it appear that the sounds originated in another location. Finally, this ability allows the Dovahkiin to apply the Silent Spell metamagic feat if he so desires to all verbal spells cast within range with no level adjustment, either for himself or those involved. To do so however, forces the Dovahkiin to use a full-round action action. The swift action application of this ability may be used for up to 1 round/2 levels as long as the Dovahkiin continues to devote a swift action to it. The full-round application lasts only for 1 round/6 levels (rounded down).

    Intonation (Mey, “Voice”): Having gained greater ability with his powers, the Dovahkiin may now actively steal control of one spell with verbal components cast within 30 feet of him through the use of an immediate action. He makes a caster level check using his Dovahkiin level with an additional plus 2 competence bonus as his caster level against his opponent to determine whether the attempt succeeds. If it does, the Dovahkiin gains control of the spell as if he had cast it himself, and may make any decisions the caster normally would. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by two additional rounds.

    True Thu’um (Gut, “Far”): Having at last reached the pinnacle of his abilities, the Dovahkiin may now use the ability as above, though he may now steal up to three spells cast within one round of his immediate action, and his caster level check gains a +4, rather than a +2, competence bonus. Any spell caster from whom he successfully wrests control of a spell is affected as by the silence spell for 1 round/5 Dovahkiin levels. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by four additional rounds (this does not stack with the Intonation bonus, it overrides it.


    Unrelenting Force:
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    Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may make a ranged Bull Rush attempt against any creature within 20 feet with a +2 insight bonus to the Strength check, provoking an attack of opportunity from that creature as normal. Furthermore, whether or not the attempt is successful, the creature takes 1d8 damage. All other aspects of this Bull Rush attempt are as normal.

    Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may make a ranged Bull Rush attempt against all creatures within a 30 foot line, without provoking attacks of opportunity. The Dovahkiin makes the attempt with a +4 insight bonus against the lead creature. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 3d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin’s Strength modifier) or be Staggered for 1d6 rounds.

    True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may launch himself forward, performing a ranged Bull Rush attempt against all creatures within a 45 foot cone. The Dovahkiin makes the attempt with a +6 insight bonus. Each creature with nothing between itself and the Dovahkiin makes this check separately, but those behind are affected based on the success or failure of the creature or creatures in front of itself. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 7d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+2/3 class levels+the Dovahkiin’s Strength modifier) or be Stunned for 1d6 rounds.


    Whirlwind Sprint:
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    Whisper (Wuld, “Whirlwind”): As a move action, the Dovahkiin may propel himself forward a distance equal to 2x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 2d6 sonic damage as a result of the shockwave.

    Intonation (Nah, “Fury”): As a move action, the Dovahkiin may propel himself forward a distance equal to 4x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 5d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened and checked for 1 round/2 levels. A successful save leaves the creature deafened for a period of 1 round/4 levels.

    True Thu’um (Kest, “Tempest”): As a move action, the Dovahkiin may propel himself forward a distance equal to 6x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line but does not require line of effect, as there is so much force behind him that he may break through 50 hit points worth of objects during this movement. At the end of his movement, all creatures passed during his movement take 10d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened for 1 round/2 levels and knocked down. A successful save leaves the creature deafened and checked for 1 round/4 levels.



    Forbidden Shouts

    Meteor Swarm:
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    Whisper (Saqhon, “Crimson”):

    Intonation (Vokun, “Shadow”):

    True Thu’um (Mah, “Fall”):


    Return to Nirn:
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    Whisper (Nahl, “Living”):

    Intonation (Daal, “Return”):

    True Thu’um (Vus, “Nirn”):


    Resurrect Dead:
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    Whisper (Slen, “Flesh”):

    Intonation (Tiid, “Time”):

    True Thu’um (Vo, “Undo”):


    Summon Fog:
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    Whisper (Ven, “Wind”):

    Intonation (Mul, “Strong”):

    True Thu’um (Riik, “Gale”):


    Summon Spectral Clone:
    Spoiler
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    Whisper (Fiik, “Mirror”):

    Intonation (Lo, “Deceive”):

    True Thu’um (Sah, “Phantom”):


    Designer's Note: These Shouts are based on those not available to the Player Character.
    Last edited by TravelLog; 2012-01-13 at 05:22 PM.
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    Default Re: [3.5, Base] With the Blood of Dragons!!!

    I'm torn. On the one hand, the premise of this class is awesome, and you executed it perfectly. On the other hand...dead levels.

    Worse, 3 dead levels in a row! The wizards are getting 9th level spells, the initiators are getting 9th level maneuvers, the manifesters are getting 9th level powers and you...get nothing.

    Also, you have Listen, but not Spot. I know it's on the Mage's skill list, but seriously. That should be a general one, if Listen is. It would be like giving him Hide, but not Move Silently, or Climb, but not Jump or Swim.

    From the Blood of Dragons: Needs the (Sp) tag, but more importantly, needs a spell list. You say "cantrips", so I assume you're choosing arcane spells, but from what list? Sor/Wiz? Dread Necro? Hexblade? Bard?

    You also didn't state any prerequisites for the martial maneuvers. As written, a first level dragonborn could grab Time Stands Still and White Raven's Charge at 1st level.

    Finally, getting Trapfinding is a slap in the face when you don't have Disable Device or Search as a class skill. Seriously. I know the Thief class gets DD and Warrior gets Search, but since this From Blood of Dragons feature seems to be independent of the paths (from what I can tell, you get all three at 1st level, regardless of the path you chose), then it's just bad.

    And that's another thing. Why does the warrior get Search, but not the Thief? Are you intending to stretch the Thief thin, and force a dragonborn who wants to play a rogue-like character to take Warrior at least once just so he can use the most basic of basic rogue abilities effectively? That just seems...bad. Sorry man, I'm trying to be nice here, but this doesn't make sense to me.

    Paths (Thief): Hide in Plain Sight, in any environment, at level 4? Geez...well, if you think that's balanced. The other abilities look nice, though I would definitely change your wording on Poison Use to say "a weapon" instead of "a blade". As written now, you still poison yourself when attempting to poison an arrow, which shouldn't be happening. Also, Search needs to be a class skill here.

    Mage: This looks fine, though I would start them off with Scribe Scroll, because why not, right?

    Warrior: Noooooo! You cut off at the best part! How does the Warrior get strength beyond any man? TELL ME! Damnit! I hate cliffhangers. Anyway, this looks good, though you need to put some restrictions on the initiator level cap for stances you gain (there isn't one, as written, so RAW you can gain any stance every time you advance, rather than one you would qualify for as a warblade of your level -2)

    Shouts: Interesting mechanic. Well made. I like it.

    Inspiring Hero: One little quibble, this will probably really make the bard feel useless, but if there is no bard in the party, it's pretty good.

    Intuitive Aptitude: It's arguably better than taking 10, but since you can't use it while taking 10 (since there is a relevant modifier that would disappear on your first attempt) I don't see the problem. Decent tradeoff.

    Dragon's Bane: This is vague, and vague is not good in D&D. (Vagueness is why Ironheart Surge gets ToB banned at tables). You need to state exactly what qualifies as "engagement" for this class feature.
    Draconic Fortitude: Wait wait, so your own alignment is what damages you? You're super immune to evil, but a holy source harms you, if you're a good creature? Based on how alignment spells like unholy blight work, this is very unsupported. I think this should be reversed. The DR being penetrated by the opposite alignment isn't signifying that you're weak to that alignment, it's showing how resistant you are to your own. As written here, you're weak to your own alignment which just doesn't make any sense.

    Resist Disease: Sure, why not.

    Poison Immunity: Druid gets the 14th level ability at level 9, so yeah, I can see this being balanced.

    Without Fear: Er....alright. One big pile of immunities, but okay...

    Indomitable Spirit: Okay, this ability is useful.

    On Dragon's Wings: This is actually generally based on the Size of a creature (larger creatures get triple their land speed when they have wings, at least, with dragons). I guess that would be kind of unfair to include in a class feature though. This is useful. Extraordinary flight always is.

    Blessing of the Nine Divines: Again, this is a little vague. You should instead grant yourself immunity to one spell that must overcome spell resistance, similar to a magic immunity of a golem. After all, you can't ignore a spell "that was cast against you" if that spell were, say, summon monster IX, you know. Or even major image.

    Detect Draconic Presence: Is this automatic, like scent, or is it something the dragonborn has to concentrate on?

    Hero of Legend: Phoenix ability. Nice. You should add that it doesn't cause level loss. But what happens if, when he was going to be revived, the spot where he died was encased in an antimagic field?
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: [3.5, Base] With the Blood of Dragons!!!

    Quote Originally Posted by NeoSeraphi View Post
    I'm torn. On the one hand, the premise of this class is awesome, and you executed it perfectly. On the other hand...dead levels.

    Worse, 3 dead levels in a row! The wizards are getting 9th level spells, the initiators are getting 9th level maneuvers, the manifesters are getting 9th level powers and you...get nothing.
    I agree with you, but I hit a dead spot and was having trouble thinking of something. I'm working on it. Suggestions always welcome though.

    Also, you have Listen, but not Spot. I know it's on the Mage's skill list, but seriously. That should be a general one, if Listen is. It would be like giving him Hide, but not Move Silently, or Climb, but not Jump or Swim.
    Fixed.

    From the Blood of Dragons: Needs the (Sp) tag, but more importantly, needs a spell list. You say "cantrips", so I assume you're choosing arcane spells, but from what list? Sor/Wiz? Dread Necro? Hexblade? Bard?

    You also didn't state any prerequisites for the martial maneuvers. As written, a first level dragonborn could grab Time Stands Still and White Raven's Charge at 1st level.

    Finally, getting Trapfinding is a slap in the face when you don't have Disable Device or Search as a class skill. Seriously. I know the Thief class gets DD and Warrior gets Search, but since this From Blood of Dragons feature seems to be independent of the paths (from what I can tell, you get all three at 1st level, regardless of the path you chose), then it's just bad.

    And that's another thing. Why does the warrior get Search, but not the Thief? Are you intending to stretch the Thief thin, and force a dragonborn who wants to play a rogue-like character to take Warrior at least once just so he can use the most basic of basic rogue abilities effectively? That just seems...bad. Sorry man, I'm trying to be nice here, but this doesn't make sense to me.
    Spell-like tag and spell-list clarification added and note about maneuvers. As for trap finding, I toyed with giving Sneak Attack dice, but I didn't like that so put in trap finding.

    The search skill for Warrior was an oversight. That's what I get for working on this during classes.

    Also, you only pick one at first level. You don't get all of them. I added clarification

    Paths (Thief): Hide in Plain Sight, in any environment, at level 4? Geez...well, if you think that's balanced. The other abilities look nice, though I would definitely change your wording on Poison Use to say "a weapon" instead of "a blade". As written now, you still poison yourself when attempting to poison an arrow, which shouldn't be happening. Also, Search needs to be a class skill here.
    That was supposed to be a bonus on Hide checks, which grows, then becomes Hide in Plain Sight at Master. Fixed.

    And fixed.

    Mage: This looks fine, though I would start them off with Scribe Scroll, because why not, right?
    Why not.

    Warrior: Noooooo! You cut off at the best part! How does the Warrior get strength beyond any man? TELL ME! Damnit! I hate cliffhangers. Anyway, this looks good, though you need to put some restrictions on the initiator level cap for stances you gain (there isn't one, as written, so RAW you can gain any stance every time you advance, rather than one you would qualify for as a warblade of your level -2)
    Added. And fixed.

    Shouts: Interesting mechanic. Well made. I like it.
    Thank you. I rather like it.

    Inspiring Hero: One little quibble, this will probably really make the bard feel useless, but if there is no bard in the party, it's pretty good.
    Reasonable, but it feels right. If you have an alternate suggestion I'd happily entertain it.

    Dragon's Bane: This is vague, and vague is not good in D&D. (Vagueness is why Ironheart Surge gets ToB banned at tables). You need to state exactly what qualifies as "engagement" for this class feature.
    Fixed. Oh Iron Heart Surge, you have taught us much.

    Draconic Fortitude: Wait wait, so your own alignment is what damages you? You're super immune to evil, but a holy source harms you, if you're a good creature? Based on how alignment spells like unholy blight work, this is very unsupported. I think this should be reversed. The DR being penetrated by the opposite alignment isn't signifying that you're weak to that alignment, it's showing how resistant you are to your own. As written here, you're weak to your own alignment which just doesn't make any sense.
    It was indeed supposed to be reversed.

    Poison Immunity: Druid gets the 14th level ability at level 9, so yeah, I can see this being balanced.
    Can't tell if sarcasm or serious. Please advise.

    Without Fear: Er....alright. One big pile of immunities, but okay...
    In fairness, Fear is neither the most powerful nor the most common type of Mind-Affecting effect player's are faced with.

    On Dragon's Wings: This is actually generally based on the Size of a creature (larger creatures get triple their land speed when they have wings, at least, with dragons). I guess that would be kind of unfair to include in a class feature though. This is useful. Extraordinary flight always is.
    I love (Ex) flight. Yes I do.

    Blessing of the Nine Divines: Again, this is a little vague. You should instead grant yourself immunity to one spell that must overcome spell resistance, similar to a magic immunity of a golem. After all, you can't ignore a spell "that was cast against you" if that spell were, say, summon monster IX, you know. Or even major image.
    Good point. Fixed.

    Detect Draconic Presence: Is this automatic, like scent, or is it something the dragonborn has to concentrate on?
    Concentrated on. I made a note of it.

    Hero of Legend: Phoenix ability. Nice. You should add that it doesn't cause level loss. But what happens if, when he was going to be revived, the spot where he died was encased in an antimagic field?
    Hadn't thought of that bit. I'll add a clause for it.

    Thanks for the PEACH!
    Last edited by TravelLog; 2012-01-06 at 08:16 PM.
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    Default Re: [3.5, Base] With the Blood of Dragons!!!

    Quote Originally Posted by TravelLog View Post
    Can't tell if sarcasm or serious. Please advise.
    I'm quite serious. If druids can have complete immunity to poisons at level 9, there's no reason you can't have immunity to mundane at level 7 and full immunity at level 14.
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    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Excellent. Just need to figure out a feature or two for levels 17-19. Then it's time for Dragon Shouts.
    Last edited by TravelLog; 2012-01-06 at 08:42 PM.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Does Practiced Intonation require the dragonborn to have the Metamagic feat he uses?

    Unstoppable Versatility- You should probably attach a recharge clarification for the Inspiration Points. Looks really good though.
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    Does Practiced Intonation require the dragonborn to have the Metamagic feat he uses?

    Unstoppable Versatility- You should probably attach a recharge clarification for the Inspiration Points. Looks really good though.
    1) Yes. Otherwise wouldn't it be OP?

    2) Added.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Quote Originally Posted by TravelLog View Post
    1) Yes. Otherwise wouldn't it be OP?
    That's a thin line.

    On the one hand, if a dragonborn takes Mage all the way to Dragon, then of course he'll probably pick up a metamagic feat or two. And this feature only serves to give him more ways to use his metamagic feats, in a flavorful and very helpful manner.

    On the other hand, if a dragonborn takes Warrior or Thief all the way to Dragon, dipping in the other, and never touching Mage, then you are requiring him to spend a feat slot on an otherwise useless feat simply to enjoy the benefits of his class feature! That is broken, and not the "Incantatrix" broken either. It's "Truenamer DC scales higher than your skill check does" broken.

    Edit: My suggestion? Grant him his choice of a metamagic feat as a bonus feat as part of the class feature. It's not too powerful, especially if he's not a Mage, but it saves the feature from just being a slap in the face to the player.
    Last edited by NeoSeraphi; 2012-01-06 at 10:34 PM.
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    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    That's a thin line.

    On the one hand, if a dragonborn takes Mage all the way to Dragon, then of course he'll probably pick up a metamagic feat or two. And this feature only serves to give him more ways to use his metamagic feats, in a flavorful and very helpful manner.

    On the other hand, if a dragonborn takes Warrior or Thief all the way to Dragon, dipping in the other, and never touching Mage, then you are requiring him to spend a feat slot on an otherwise useless feat simply to enjoy the benefits of his class feature! That is broken, and not the "Incantatrix" broken either. It's "Truenamer DC scales higher than your skill check does" broken.

    Edit: My suggestion? Grant him his choice of a metamagic feat as a bonus feat as part of the class feature. It's not too powerful, especially if he's not a Mage, but it saves the feature from just being a slap in the face to the player.
    Good idea. It's done. I also added Animal Allegiance and Aura Whisper.

    Edit: Also added Become Ethereal and Call Dragon and the Forbidden Shout class feature.
    Last edited by TravelLog; 2012-01-07 at 01:45 AM.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Added five more Shouts. 200+ views and only one commenter? Come on people! This is the Dragonborn!
    Last edited by TravelLog; 2012-01-07 at 01:53 PM.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    "From the blood of the dragons" doesn't grant the dragon-blooded subtype
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Quote Originally Posted by The Underlord View Post
    "From the blood of the dragons" doesn't grant the dragon-blooded subtype
    You are correct. Fixed. And added three more Dragon Shouts.
    Last edited by TravelLog; 2012-01-07 at 02:53 PM.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    I'm going to be adding more Shouts today. And 400 views but only two people have commented?

    Please PEACH! Even if only to say you like it or hate.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    I was sure I posted, but let's try this again.

    Well, I like it. You did the shouts pretty well, I like the system for choosing your path as a concept, even if the details need a little fleshing out, and overall it's pretty decent. I'm not sure how I feel about the wings, but eh, that's not a huge deal.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    Added opening Fluff, and more Shouts.
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    I gotta warn you, I really like the concept of the class (though I haven't played enough Skyrim to know how accurate your renditions of all the lore and mechanics are), and I see a LOT of potential for it, but I disagree with some of your design decisions. So, this may come across as a bit harsh, but I only want to help you make a better class.

    Let's begin!


    Quote Originally Posted by TravelLog View Post
    Hit Die: Varies, see Path of the Dragonborn for details
    Having a set HD definitely isn't a sacred cow, but as you'll read later on, I think you'd be better served focusing this class on the fact that it is Dragonborn and that it uses Draconic Shouts, rather than the various Paths set out. As such, I think something like... d8 for HD and probably a Constitution focus on mechanics would work best.

    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    A Dovahkiin class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Speak Language

    Designer’s Note:
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    The Dovahkiin’s skill list is dependent on his choice of Paths. This is the base skill list.
    If you really want to emulate the open-endedness of the Elder Scrolls series, then I'd go with all skills as class skills. Then 4 + Int skill points per level is still fine.

    Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons, and one martial weapon of their choice. They also gain proficiency with light armor, but not shields. Weapon and Armor proficiencies may change based on selection of Paths. However, all Dovahkiin start with this level of proficiency.
    Again, I disagree with the implementation of Paths. As far as I know all characters in Skyrim, including pure spellcasters, are "proficient" with all equipment, which is to say that they can pick up and wield/wear anything without trouble. So, I can't say that I see a problem with the Dovahkiin being proficient with all simple/martial weapons, all armor, and with shields (probably without Tower, because I don't think those exist in Elder Scrolls).

    Path of the Dragonborn: Because of their innate abilities, Dovahkiin are able to harness their dragon blood to gain unimaginable power. However, their powers are divided into three sections, or Paths, that the Dovahkiin must select between. In total, there are four stages to each Path (Novice, Initiate, Master, and Dragon). At 1st level, he selects a single Path to start his adventuring career with. At 4th level, and each four levels thereafter, he may choose to either advance a Path he has already chosen by one stage (from Novice to Initiate for example), or he may select a new Path, which he begins at the rank of Novice. The Paths are as follows:
    Now, here are my problems with Path of the Dragonborn:

    1) It doesn't do a very good job of emulating the open-ended nature of Elder Scrolls.

    2) It's very derivative in that it uses the mechanics of existing classes to create the majority of the Dovahkiin's power.

    2a) The majority of the Dovahkiin's power, in my opinion, should revolve around his unique power set: Dragon Shouts. In fact, this is actually my major gripe. The choice of Path is the Dovahkiin's most important choice and has a profound impact on the playstyle and power of the resulting character. The raison d'etre of the Dovahkiin, it's Shouts, take a back seat to the Paths, and that doesn't feel right.

    3) It also creates inherent imbalances, not only between each Path, but between the Dovahkiin and existing classes. The Dovahkiin warrior is almost certainly more powerful and versatile than a Warblade, despite the stunted maneuvers progression. The Dovahkiin Mage is a full caster without 9th level spells but with lots of awesome stuff. The Dovahkiin Thief is the red-headed stepchild of the Paths, weaker than the other two, and yet probably reasonably well-balanced against existing classes.

    If you're more concerned with emulating the Elder Scrolls experience, then you should probably include a pool of Magicka with the class and use Talents (at every level, or every even level) with skill-based prerequisites to round out the Dovahkiin's abilities.

    If you're more concerned with creating a dragonslayer that uses Dragon Shouts as his power source, which I personally feel you should be more concerned about, then all of this focus on Warrior/Mage/Thief should be tossed to the wayside. Focus all your efforts of making the Dragon Shouts as awesome as possible, so that the resulting character's playstyle and power level depends more on his choice of Shouts and how he uses them, than anything else. That's my advice.

    Dragon Shouts (Su): Because of their unique heritage, Dovahkiin can, through effort, gain the ability to speak the language of Dragons, using the tongue’s mystical powers to great effect. All Dovahkiin begin the game with Draconic as a known language. Beginning at 1st level, Dovahkiin are able to make use of Thu’um or Dragon Shouts. Shouts may be used a number of times per day equal to the total number of Dragon Shouts that the Dovahkiin knows. Thus a Dovahkiin who knows both Unrelenting Force and Ice Form may use two Shouts per day (using each once, or making use of a single Shout twice).

    All Dovahkiin start with the ability to use the Unrelenting Force Shout, and at 5th, 10th and 15th levels may select new shouts to be learned from among those listed.
    In my opinion, the Dovahkiin doesn't know nearly enough Dragon Shouts and he can't use them nearly often enough. Maybe I'm misinterpreting your intention behind the class (but see above for my suggestions for other mechanics if I am). For a class whose claim to fame is slaying dragons and using their language as his primary source of power, he doesn't seem to get enough bang for his buck.

    I won't comment on the stages of power mechanics yet, because if you were to change the way they acquired Shouts and how many uses per day they had, then those mechanics probably should no longer apply.

    Unrelenting Force
    However, I have played enough Skyrim to know that Unrelenting Force's ability to deal damage is rather trivial. The point behind this shout, in the game at least, is it's ability to knock foes back and stagger them.

    I should think the basic effect should be a ranged Bull Rush, the second effect should be a ranged Bull Rush in a Line effect with a save or be Staggered rider, and the third effect should be a ranged Bull Rush in a large Cone effect with a save or be Stunned rider.

    Inspiring Hero (Ex): Even those without mystical inclinations can feel the power exuded by one of the Dovahkiin. As such, at 2nd level, all allies within 5 ft/level of the Dovahkiin gain a +1 moral bonus on attack and damage rolls. This bonus increases by 1 at 5th level, and every five levels thereafter (to a maximum of +5 at 20th level). The Dovahkiin may not be counted as his own ally for purposes of this effect.
    This does seem appropriate.

    Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. By spending 10 minutes contemplating a particular task, the Dovahkiin may gain an insight bonus on their next attempted skill check equal to 1/4 Dovahkiin levels. After the check is made, the bonus ends, regardless of success or failure. This ability is usable 3/day.
    This, however, seems weak and out of left field. I don't see what this has to do with being Dragonborn.

    Dragon’s Bane (Ex): A Dovahkiin, though possessed of their blood, is an enemy of dragon’s everywhere. Whenever they attack with a creature of draconic origin or blood, Dovahkiin gain a +2 competence bonus to Strength and Constitution for 5 rounds, and may make coup de grace attempts on such creatures as a free action once they are reduced below 0 hit points during that same time period. Attacking again resets the number of rounds remaining for this ability. The Dovahkiin is also immune to the Frightful Presence ability.
    Interesting, but it seems fairly lackluster. Perhaps more appropriate would be a +2 (untyped) bonus to attack rolls and 1d6 extra damage per two class levels. The immunity to frightful presence, though, is a given.

    Draconic Fortitude (Ex): Because of the dragon’s blood flowing through his veins, a Dovahkiin becomes able to withstand incredible blows without injury. Dovahkiin gain DR equal to ½ their class level, rounded down based on their moral alignment. Thus a Good Dovahkiin gains DR/evil, while an Evil Dovahkiin gains DR/good. A neutral Dovahkiin may choose between either DR/good or DR/evil (once made, the decision may not be altered).
    I have no problem with this.

    Resist Disease (Ex): Thanks to their incredible recuperative powers, the blood of a Dovahkiin actively resists all microbes introduced to the body. As a result, Dovahkiin of 6th level or higher are immune to mundane disease. At 12th level, this improves to become immunity to magical disease as well.
    Makes sense.

    Indomitable Spirit (Ex): Hardened by battle, all Dovahkiin possess incredible mental resilience. If a Dovahkiin of 7th level or higher is is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.
    Hmm. I have mixed feelings about this ability. If all Dovahkiin have incredible mental resilience, then all Dovahkiin should just have a Good Will save. I also wonder why this ability doesn't just function against all mind-affecting abilities.

    Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 7th level or higher becomes immune to the effects of mundane poisons. At 14th level, this improves to become immunity to magically created or infused poisons as well.
    This is fine.

    Without Fear (Ex): Having long hardened themselves against the fright of confronting even dragons, a Dovahkiin of 8th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.
    Also good.

    On Dragon’s Wings (Ex): Harnessing the power of their draconic blood, upon reaching 9th level, the Dovahkiin grows a pair of leathery wings, granting them a fly speed equal to twice their land speed at Average maneuverability. At 18th level, this becomes Good maneuverability.
    I also gotta say, that this makes me uneasy. I don't like this as a default Dovahkiin class feature. If you think that flight becomes necessary, then there are several alternatives to this (the most obvious being "there's a shout for that") we can discuss.

    Blessing of the Nine Divines (Su): Once per day, as an immediate action, the Dovahkiin may call on the blessing of the Nine Divines to aid or protect them. This ability negates any damage which the Dovahkiin might receive or have received over the course of one round. Alternatively, this ability may be used to negate any one spell used against them that would allow for spell resistance, forcing the caster to expend the slot to no result.
    This is quite nice, but I would make it a standard action. More uses per day wouldn't hurt as a standard action, but aren't explicitly necessary either.

    Detect Draconic Presence (Su): After spending years in battle against dragons, the Dovahkiin gains the ability to sense the general direction of draconic creatures within 1 mile by concentrating for thirty seconds. The ability lasts as long as the Dovahkiin spends a swift action each turn to maintain it.
    Not bad, but I wouldn't require a swift action each round, and I'd actually place this at 1st level (with a much smaller radius of effect) and possibly improve it throughout the levels. Detect Dragon 60ft, always active, that sort of thing.

    Shared Resolve (Su): A Dovahkiin is one who fights back to back with his allies, never for a moment allowing them to come to harm. As a result, a Dovahkiin of 14th level or higher may, 1/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own.
    I don't know about this. It's only once per day, and it just doesn't do very much. Seems unnecessary to me. A Dragonborn never seemed to be about actively commanding/inspiring his allies.

    Thane: Upon reaching 15th level, word of the Dovahkiin’s exploits has spread far and wide. As a result, they receive a Cohort of their level -2 to journey with them and share their burden.
    I share my intense dislike of the Leadership feat with this class feature.

    Practiced Intonation: Slowly, a Dovahkiin gains greater ability with his Shouts. At 17th level Dovahkiin become able to alter their Shouts using techniques typically reserved for magic. 3/day, a Dovahkiin may alter a Shout with the metamagic feat of his choosing, that he possesses, as long as it could workably apply (i.e. Persistent Spell cannot be applied to Unrelenting Force). As part of this ability, the Dovahkiin also gains a Metamagic feat of his choosing, though he must meet any prerequisites.
    Vague and odd. I don't think I like this class feature. Nope, I don't. You would be MUCH better served by creating Metashout feats that can be taken by the Dovahkiin whenever they want.

    Unstoppable Versatility: Because of his incredible inherent abilities, a Dovahkiin of 18th level gains a powerful ability relating to each of the Paths he has chosen that he has taken to the level of Dragon. If he has taken the Path of the Mage to Dragon, the Dovahkiin gains a 9th level spell. If he has taken the Path of the Warrior to Dragon, a 9th level maneuver (whose prerequisites he must meet). And if he has taken the Path of the Thief to Dragon, he gains 3 Inspiration Points which he may use as a Factotum of 11th level might, which refresh each day.
    Power creep of a design that I already don't approve of. You can imagine how I feel about this. Also, how the heck does that "Thief Mastery" ability work at all? "Use these inspiration points as a Factotum of 11th level" doesn't mean anything.

    Mastery of the Dragon’s Tongue: A Dovahkiin of 19th level is a being of unimaginable power and skill. Having at last gained a full understanding of the Draconic language, the Dovahkiin is able to change his Shouts known at the beginning of each day by spending 15 minutes in linguistic contemplation.
    This seems to be a poor attempt to make up for the Dovahkiin's lack of Dragon Shouts. I shouldn't have to wait 19 levels to make good use of my class' only unique ability.

    Forbidden Shout: A Dovahkiin of 20th level has found his way to some of the darkest secrets of Dragonkind. He gains the use of a single Forbidden Shout from the list below. Unlike his other Shouts, however, it may not changed through the use of his Mastery of the Dragon's Tongue ability. Thus, the choice cannot be altered once made. A Forbidden Shout is usable 1/day and does not contribute additional uses to other Shouts.
    Fine.

    Hero of Legend: At 20th level, a Dovahkiin has transcended his normal mortal state. He is now more than a man, he is a name, an idea, a legend. Whenever the Dovahkiin would be killed, his body instead vanishes in an enormous gout of flame dealing 10d6 Fire damage to all creatures within 10 feet. One week later, the Dovahkiin is revived at the same location in which he “died” at full health, with his memory intact. This ability takes effect even in areas of anti-magic or Dead Magic and does not cause level loss.
    I have long approved of features like this, so this I like.

    So, wow, there you go, a LONG review. I hope you didn't find it too overbearing. If my vision is simply something way different than your own, then by all means just ignore me.
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  18. - Top - End - #18
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    At this point I have only read down through Path of the Dragonborn, but I'll offer feedback on what I've read so far.

    1. A 1st-level Dovahkiin is much more powerful than most other 1st-level characters. I'd suggest you be less generous until 2nd level.
    2. From the Blood of Dragons has a bunch of clunky restrictions. I'd suggest you eliminate it and create two new feats, one granting limited spellcasting, and one granting limited maneuver use. At 1st level, grant the Dovahkiin the dragonblood subtype, the trapfinding feature, and both of your new feats as bonus feats. The abilities also need to be fleshed out with
    3. The path of the thief is considerably worse than the other two paths. This extends from the trapfinding feature inherent in Blood of Dragons (mostly useless without Search as a class skill) to the path itself (offering a number of weak features from a Tier 4 class, many levels later than that class would have earned them). It needs considerable buffing to come up to the level of the other paths.
    4. At 1st level, a follower of the Path of the Mage has a caster level of -1.
    5. The easy anti-magic field casting at Path of the Mage - Dragon is an outlier for the class power-wise: it's a feature two tiers stronger than the rest of the class so far.
    6. The fiddling with proficiencies, hit dice, saves, and class skills is well enough as-is, but it needs a more elegant presentation. As written, it's confusing and a little difficult to absorb.
    7. Because of how initiator level interacts with maneuvers are learned, a dovahkiin who dips novice-level Path of the Warrior at level 20 can gain access to a very large number of 9th level maneuvers, potentially more than that gained by a Dragon-level follower of the Path of the Warrior.
    More to follow as I read through the class this week.
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  19. - Top - End - #19
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    Default Re: [3.5, Base] With the Blood of Dragons, he is Dragonborn!!! (PEACH)

    You guys have given me a lot to consider in terms of redesign. However, I'm swamped with work at the moment, so a full response to comments will have to wait until sometime this weekend.

    That said, thank you very much for both of your thoughtful notes. While not what I hoped to hear, they will be very valuable for turning this into the class I want it to be.
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  20. - Top - End - #20
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    Default Re: [3.5, Base] With The Blood of Dragons, He Is Dragonborn!!! (PEACH)

    I'm sorry... I looked at this thread. I thought it was neat. But, I'm really not qualified to judge or offer a peach about it. Most of what I would say is probably encouragement instead of criticism anyway. So I hope that answers a small piece of the Too-Many-Views-For-Two-Few-Responses issue for you.

    Have a good day.

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