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    Troll in the Playground
     
    Milo v3's Avatar

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    Default Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Everyone wants to be able to be a dragon. But no one ever does because of the dreaded LA's of it. Many people technically become a dragon by being dragonwrought but they still don't feel like dragons should.

    This Prestige class is ment to make players feel like Dragons.

    Note that it different from every other prestige class as it uses my homebrew idea of Full Prestige Classes. These are PrC's with 20 level's instead of 10 or 5, but getting to level 11 and beyond requires an extra requirement.

    Disciple of the Noble Blood

    Most require years of hard work and brutal training of the arcane to become a Disciple. I was born to do it!
    -Dragonwrought Kobold Sorcerer 1/Disciple of the Royal Blood 7

    Millions of mortals have non-humanoid heritage. Thousands of mortals have draconic heritage. Hundreds of mortals have the skill to control their draconic blood to cast spells in the way of sorcerery . Tens of mortals can not only control their draconic blood to give them a different gift. These rare individuals can use the dragon blood within them to slowly warp their own soul and body into that of a dragon.

    But this skill is not only rare but astoundingly difficult, and only those who have trained properly can truly use it. A disciple without training might be able to warp their hands into claws and use breath weapons like a dragon, but without proper training they will never reach their true potential. Only then will they be able to truly be called a Disciple of the Noble Blood.

    GAME RULE INFORMATION
    Disciples of the Noble Blood have the following game statistics.
    Abilities: The most important ability for a Disciple of the Noble Blood is Charisma. The Charisma is what allows a Disciple to manifest their power and use their spell-like abilities. Dexterity and constitution is useful as you likely won't be wearing medium or heavy armour.
    Hit Die: d12

    ENTRY REQUIREMENTS
    Base Attack Bonus: +3
    Subtype: Dragonblood.
    Skills: 6 ranks in concentration, 8 ranks in Knowledge (Arcana), and 4 ranks in Use Magic Device.
    Feats: Draconic Heritage, and Magical Aptitude.
    Spellcasting: Must be able to spontaneously cast arcane spells of 3rd level.

    Disciple of the Noble Blood
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Dragonblood Bond, Breath Weapon 1d8, Dragon Magic|

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Draconic Ivory, Draconic Power|+1 level of existing arcane spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Breath Weapon 2d8, Dragon Magic|

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Dragon Skin +1|+1 level of existing arcane spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Low-Light Vision, Draconic Muscle|

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Breath Weapon 3d8, Dragon Magic|+1 level of existing arcane spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Darkvision 60ft|

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Dragon Skin +2|+1 level of existing arcane spellcasting class

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Breath Weapon 4d8, Gifts of Leather and Flesh, Dragon Magic|

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Draconic Understanding 30ft., Dragon Apotheosis, Draconic Muscle|+1 level of existing arcane spellcasting class

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Frightful Presence|

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Breath Weapon 5d8, Dragon Skin +3, Dragon Magic|+1 level of existing arcane spellcasting class

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Arcane Scales|

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Draconic Potential|+1 level of existing arcane spellcasting class

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Breath Weapon 6d8, Draconic Muscle, Dragon Magic|

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Dragon Skin +4, Draconic Understanding 60ft|+1 level of existing arcane spellcasting class

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Breath Weapon 7d8, Dragon Magic|+1 level of existing arcane spellcasting class

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    ||

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |True Dragon Apotheosis, Dragon Skin +5|+1 level of existing arcane spellcasting class[/table]

    Class Skills
    The Disciples of the Noble Bloods's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft, Swim (Str) and Use Magic Device (Cha).
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    All of the following are class features of the Disciple of Noble Blood.

    Weapon and Armor Proficiency: The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features.

    Dragonblood Bond: At 1st level, your connection to the Dragon selected for the Dragon Heritage Feat becomes more powerful. This heritage determines several Disciple of the Noble Blood features.

    Dragon Magic: At level one, three, and every three levels afterward, select one spell from a spellcasting class that your Dragon heritage can cast from naturally that is equal to or lower than your Disciple of the Noble Blood Level divided by 3 (Round Up)(Minimum Level Zero spells).

    You now have that spell as a spell-like ability that is usable once per day(except for Cantrips and Orisons; see below), though they are not spells and so have no verbal, somatic, material, or focus components.

    Any Cantrips or Orisons selected can be used an unlimited amount of times per day.
    Once a Disciple of the Noble Blood reaches level five any level 1 spells or lower selected can be used an unlimited amount of times per day.
    Begining at level ten any, level 2 spells or lower selected can be used an unlimited amount of times per day.
    Starting at at level fifteen, any level 3 spells or lower selected can be used an unlimited amount of times per day.
    Finally at level twenty, any level 4 spells or lower selected can be used an unlimited amount of times per day.

    You may not select any spell with an experience point cost or a gold cost of 10,000 or above (For spells with gold costs which vary, you can't cast the spell if the GP cost for what you are attempting is 10,000 or higher).

    Breath Weapon (Su): The Disciple of the Noble Blood gains the breath weapons from the dragon you are descended from, which may be used once every 1d4 rounds. If the breath weapon deals damage it deals 1d8 damage. The ranges for these breath weapons are a 30 foot if a cone and a 60 foot if a line (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).

    At 3rd level and every three levels beyond, your breath weapon does 1d8 more damage.

    Note that this effect is different if you have Amber Dragon, Amethyst Dragon, Crystal Dragon, Dry Dragon, Emerald Dragon, Sapphire Dragon, or Topaz Dragon Heritage.

    For Amber Dragon Heritage the breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per three class levels but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per three class levels and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + Class level/3, Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per three class levels of the Disciple of the Noble Blood (hardness 5 + 1 per three class levels of the Disciple of the Noble Blood). Note that Suffocation rules are in effect to all immobilized in the sap.

    For Amethyst Dragon heritage it functions as normal, except it can deal non-lethal damage instead of lethal damage at the decsion of the Disciple.

    For Crystal Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Reflex save (Same DC as the Breath Weapon) or are blinded for 1d4 rounds.

    For Dry Dragon Heritage the breath weapon is a spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage). This breath weapon deals deals 1d6 slashing and 1d4 desiccating damage. The ranges for this breath weapon is a 30 foot cone (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).
    At 3rd level and every three levels beyond, your breath weapon does 1d6 more slashing damage and 1d4 more desiccating damage.

    For Emerald Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a fortitude save (Same DC as the Breath Weapon) or are deafened for 1d4 rounds.

    For Sapphire Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Will save (Same DC as the Breath Weapon) or are panicked for 1d4 rounds.

    For Topaz Dragon heritage it functions as normal, except that when directed against an aquesous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per point of damage dealt.

    The breath invokes a Reflex save, DC 10 + 1/2 class level + Con modifier, half damage on a successful save. Metabreath effects may be applied as per any dragon's breath weapon.

    Draconic Ivory (Ex): At 2nd level, a Disciple of the Noble Blood gains two claws and a bite as natural weapons if he does not already have them. Medium creatures have a claw attack of 1d6, and a bite attack of 1d8. Smaller and larger characters scale their damage accordingly. Your bite is your primary attack, while your claws are secondary.

    Draconic Power (Ex): At 2nd level you begin to pick up the innante power of a dragon. You may add half your class level, rounded down, as a bonus to saves against sleep and paralysis, and gains one ability or resistance to energy, which is dependent on your Heritage Dragon.

    Amber: Gains the ability use Wild Shape as a druid one per three class levels times a day, this can only be used to become small animals. This increases to Medium animals at level 8, and tiny and large animals at level 11.
    Amethyst: Gains resistance to force damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of earth as a spell-like ability at will.
    Black: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
    Blue: Gains resistance to electricity equal to half your class level, rounded down, as well as the Create/Destroy Water ability of a Blue Dragon.
    Brass: Gains resistance to fire equal to half your class level, rounded down, as well as the ability Speak with Animals as the spell, along with vulnerability to cold.
    Bronze: Gains resistance to electricity equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
    Brown: Gains resistance to acid equal to half your class level (rounded down), as well as the Tremorsense ability of a Brown Dragon.
    Copper: Gains resistance to acid equal to half your class level, rounded down, as well as the ability Spider Climb as the spell.
    Crystal: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
    Dry: Gains resistance to desiccation damage equal to half your class level, rounded down, as well as the Hold Breath ability of a Dry Dragon.
    Emerald: Gains resistance to Sonic damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
    Gold: Gains resistance to fire equal to half your class level, rounded down, as well as Waterbreathing as a Gold Dragon, along with vulnerability to cold.
    Green: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Green Dragon.
    Mercury: Gains the Fire Subtype, as well as the Brilliance ability of a Mercury Dragon.
    Plague: Gains resistance to acid equal to half your class level, rounded down, as well as gains immunity to disease as a Plague Dragon.
    Red: Gains the Fire Subtype, as well as your breath weapon damage increases by one die (From 1d8 to 1d10 or from 3d8 to 3d10)
    Sapphire: Gains resistance to electricity damage equal to half your class level (rounded down), as well as the ability Spider Climb as a Sapphire Dragon.
    Sand: Gains resistance to fire damage equal to half your class level (rounded down), as well as gaining Tremorsense 60ft.
    Silver: Gains resistance to cold equal to half your class level, rounded down, as well as the Cloudwalking ability as a Silver Dragon, along with vulnerability to Fire.
    Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. At level two it only affects level 0 and 1 spells and spell-like abilities. At level 8 it affects level 2 and 3 spells and spell-like abilities. At level 17 it affects level 4, 5, and 6 spells and spell-like abilities.
    Steel: Gains the Resistance to Poison ability of a Steel Dragon, as well as gaining the ability to cast polymorph five times per day.
    Topaz: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability water breathing as a Topaz Dragon.
    White: Gains resistance to cold equal to half your class level, rounded down, as well as the Icewalking ability as a White Dragon, along with vulnerability to Fire.

    Dragon Skin (Ex): At 4th level and every 4 levels beyond, you gain a +1 increase to natural armor as your skin hardens into visible dragon scales (To a maximium of +5 Natual Armor).

    Low-Light Vision (Ex): At 5th level a Disciples's eyes become cat-like and striking, gaining low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    If a Disciple of the Noble Blood already has Low-Light Vision, the distance he can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

    Draconic Muscle (Ex): At 5th level a Disciples surges with the strength of his parentage. He gains a +2 bonus to Str. At 10th and 15th level he gains another +2 Str.

    Darkvision (Ex): At 7th level a Disciples's eyes glow with a soft inner light, and the color seeps over the whites of their eyes turning them into seas of hue. He can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded can function just fine with no light at all. As the dragonblooded ages his pupils fade away, making his eyes look like molten spheres of color.

    If a Disciple of the Noble Blood already has Darkvision, the distance he can see with Darkvision increases by 30ft.

    Gifts of Leather and Flesh(Ex): At 9th level, a Disciple of the Noble Blood grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability. The Disciple of the Noble blood can slam opponents with its wings, even when flying. Wing attacks deal 1d4 damage for medium creatures plus Ĺ the dragonís Strength bonus (round down) and are treated as secondary attacks. These wings grant the Disciple a +10 racial bonus on jump checks.

    In addition, they grow a tail. This tail starts to warp their body into a more monstrous shape. This tail grants the Disciple a +4 racial bonus on Balance and Swim checks. A Disciple of the Noble Blood must wear armor made for inhuman characters, doubling the base item price. They may get their current armor re-fitted by paying the difference.

    A Disciple of the Noble Blood with Brown Dragon Heritage doesn't grow wings instead its gains burrow speed equal to its normal land speed. Also their claw damage increases by one die.

    Draconic Understanding (Ex): At 10th level, the Disciple of the Noble Blood gains blindsense with a range of 30 feet. Using nonvisual senses the Disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

    Any opponent the Disciple cannot see still has total concealment against him, and the Disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 16th level, the range of this ability increases to 60 feet.

    Dragon Apotheosis: The transformation from humanoid to dragon continues. At 10th level, if it hasn't already occurred yet, the Disciples body becomes completely draconic, much like a Dragonborn. The dragonblooded's type changes to Dragon (If it isn't already). The Disciple is now resistant to damage and has damage reduction 5/magic.
    After the transformation the Disciple's mind is now grown as such they gain +2 Int and Cha as they surge with new mental prowess. In addition, they are now immune to the frightful presence of dragons.

    Their mind begins to change and they show more draconic qualities (especially those qualities associated with their color). They may also consume, and may develop a taste for, indigestible metals which may now be digested. Each pound of metal counts as one pound of decent food for the purposes of starvation.

    Also in order to level up further in this class you require training, this can come from two sources a dragon from which you have the heritage for that is Ancient or Older, or from the MABLIK KITRIL.

    MABLIK KITRIL is an order of Dragonwrought Kobolds who live in the mountains of the Dragon Isles were they teach the Disciples how to use their powers. All the teachers in the Mablik Kitril are powerful Disciple of the Noble Blood who understand who to manifest draconic potential. Strangely the Temple of the Mablik Kitril is one of the only places in the Dragon Isles were people don't care about race and they will teach any who have the talent.

    The specifics of how this occurs and works is up to the DM. But note that it should be eaiser if the Disciple has high Wisdom and/or Intelligence.

    Frightful Presence (Ex): At 11th level a Disciple of the Noble Blood can unsettle foes with its mere presence. The ability takes effect automatically whenever the Disciple attacks, charges, or flies overhead. Creatures within a radius of 10 feet ◊ Disciple of the Noble Blood class level are subject to the effect if they have fewer HD than the Disciple. A potentially affected creature that succeeds on a Will save (DC 10 + Ĺ Disciplesís HD + Disciplesís Cha modifier) remains immune to that Disciplesís frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons and Disciple of the Noble Blood.

    Arcane Scales (Ex): At 13th level, a Disciple of the Noble Blood gains spell resistance equal to his character level + 10. In order to affect the Disciple with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Disciple's spell resistance.

    Draconic Potential (Ex): The fortifications of your draconic abilities are further developed. At 14th level you gain complete immunity to sleep, paralysis, and your heritage specific abilities advance.

    Amber: Gains the ability use Blink as the spell twice per day, as well as the Magnetise ability of an Amber Dragon usable once per day.
    Amethyst: Gains the Stomp ability of an Amethyst Dragon, as well as immunity to force damage.
    Black: Gains the ability to use Darkness as the spell three times per day, as well as immunity to acid.
    Blue: Gains the ability to use Ventriloquism as the spell twice per day, as well as immunity to electricity.
    Brass: Gains the ability to use Endure Elements as the spell three times per day, as well as immunity to fire.
    Bronze: Gains the ability to use Change Shape as a Bronze Dragon, as well as immunity to electric.
    Brown: Gains the ability to use Create water as the spell once per day, as well as immunity acid.
    Copper: Gains the ability to use Stoneshape as the spell once per day, as well as immunity to acid.
    Crystal: Gains the the ability to use charm person 3/day as a psionic, as well as immunity to cold damage.
    Dry: Gains the ability Swift Strike +2d6 and Tremorsense 40ft as a Dry Dragon, as well as immunity to desiccation.
    Emerald: Gains the the ability to use Fog Cloud and Improved Invisbility 3/day, as well as immunity to sonic damage.
    Gold: Gains the ability to use Bless as the spell three times per day, as well as immunity to fire.
    Green: Gains the ability to use Suggestion as the spell once per day, as well as immunity to acid.
    Mercury: Gains the ability to use Gaze Screen as the spell at will, as well as the ability to use Mirror Image as the spell three times per day.
    Plague: Gains the following abilities of a Plague Dragon; Diseased Saliva, Withstand Magic, and Festering Wounds, as well as immunity to acid.
    Red: Gains the ability to use Locate Object as the spell four times per day, as well as the ability to use Suggestion as the spell twice per day.
    Sapphire: Gains the Sense Psychoportation abilities of a Sapphire Dragon, as well as immunity to Electricity damage.
    Sand: Gains the ability to use Haboob (Sandstorm) as the spell at will, as well as immunity to fire.
    Silver: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to cold.
    Spellwaste: Gains the ability to use Create Spell as a Spellwaste Dragon, as well as the Wild Power ability of a Spellwaste Dragon.
    Steel: Gains the ability to cast Enthrall as the spell once per day, as well as the Minor Arcane Shield and Moderate Arcane Shield abilities of a Steel Dragon.
    Topaz: Gains the ability to use Feather Fall as a psionic twice per day, as well as immunity to cold damage.
    White: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to Cold.
    The immunities gained through this feature override the resistances gained from Draconic Power.

    True Dragon Apotheosis: The physical form of the Disciple of the Noble Blood has changed irrevocably to that of a dragon. They often begin walking on all fours, living in lairs, and being almost impossible to tell that they were every humanoid.
    They become True Dragons (and thus may qualify for true dragon only prestige classes and feats), and gain an elemental subtype according to their draconic blood. They gain an additional +4 Str, and their damage reduction rises to 10/epic.
    Finally their size increases to one larger (Gaining all bonuses and penalties of the new size), and they gain age categories as a dragon of their kind. Their age category is changed to the youngest age category for the dragon that is of your new size (For previously medium sized creatures this is generally Young Adult). This removes all penalties acquired through aging, but bonuses still remain.

    As a Disciple of level twenty ages he increases his age category accordingly (Refer to the Age Category Chart for True Dragons for info). Advancing through age categories doesn't grant any new abilities, but it does increase size when a Dragon of your species would increase in size when they reach a new age category.

    Now that they are a size larger the length or spread of their breath weapon increases as a true dragon of the same size (minimum 30ft cone, 60ft line).
    They also are able to use their tail to attack, dealing 1d8 damage for large, 1d6 for medium. The Disciples can slap one opponent each round with its tail. A tail slap deals the indicated damage plus half the Disciple's Strength bonus (round down) and is treated as a secondary attack.
    Last edited by Milo v3; 2012-02-10 at 03:41 AM.
    Currently Holds the Title of "Earl of Innocence"

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    Default Re: Everyone wants to be a True Dragon [3.5e PrC, PEACH]

    Dragon Bump, Dragon Bump, Does what ever a Dragon Bump does.
    Currently Holds the Title of "Earl of Innocence"

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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Why is this a prestige class???
    Just make a base class and be done with it...
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    A Warforged Warlock who thinks he's a gnome in a power-suit?

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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Why is this a prestige class???
    Just make a base class and be done with it...
    So that by the time you become a true dragon, you are already Epic levels (therefore, you can't gain access to Epic feats pre-epic, and you can't cheese your way into Epic true dragon prestige classes). I think it's an admirable solution.

    Now, on to the real PEACH.

    Skills: This list is very small and harrowing. Your prerequisites practically limit this class to sorcerer-only, so you should be more accepting of sorcerers. Let them keep their Bluff skill as a class skill, and give them Craft as well (practically every class has Craft as a class skill anyway, and with UMD, you might want to make your own shinies). Also, you shouldn't have Climb and Jump without Swim as well. (There was a reason PF and 4.E combined them all into Athletics).

    Finally, seeing an Epic-level spellcasting class without Spellcraft makes me cry.

    Weapon and Armor Proficiency: You should add "The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features."

    Dragon Magic: Typo here. You say "Nobel Blood".

    Claws and Bite: Generally speaking, a bite attack deals more damage than a creature's claws. (Because the creature has more claws than it does mouths). Looking at the True Dragon SRD table, a Medium dragon's bite deals 1d8, not 1d4. Also, I like this ability, but could you spice the name up a bit? Something like "Fang of the Dragon" or "Draconic Weapons" or..something more flavorful.

    Wings and Tail: Same problem here.

    Low-Light Vision/Darkvision: You should increase the range of these abilities if the base creature already has them. Like three times as far in starilght for a creature who already had low-light vision, and increasing the range of a creature's natural darkvision by 30'.

    Blindsense: Again, nice ability, very flavorful, but the name has so much potential here. Something like "Sight of the Dragon" or "Draconic Instincts" or...I dunno, something cool.

    Arcane Scales: This ability is incredibly underwhelming. Considering you need to be at least level 6 to qualify for this class, that means your average SR is going to be CL+4, and a spellcaster with a caster level equal to your CL will succeed on overcoming your SR 80% of the time, while casters with feats and abilities that increase caster level or help penetrate SR will ignore it completely. (A caster with Greater Spell Penetration would have a 100% chance of ignoring your SR).

    Average SR of a creature in the Monster Manual is 12+CR. I would do the same for this character. 12+Character Level. Also, I really don't think Spell Resistance is an extraordinary ability (I think it would be supernatural).

    And here, this is an example of a well-thought original name. I like it.

    True Dragon Apotheosis: Booooo! DR 10/magic? Monks got that 6 levels ago! True Dragons have DR/Epic, my friend, and since you're an epic level character, there is no reason you shouldn't have it. DR 10/magic past level 21 is completely useless.

    Also, you have a typo: A tail slap deals the indicated damage plus the Disciple's Strength bonus (round down).

    A secondary natural attack always deals 1/2 Str mod. You seem to have known that (since you can't round a full Strength bonus down) but you forgot the "Half" part.


    The class itself is pretty freaking awesome. I really like the progression, it makes sense, and if I was playing a sorcerer (Other than Vergil, he's gotta be a stormcaster) I would totally use it. (With your permission, of course )

    Logical Progression: 10/10
    Flavor: 8/10
    Power: 7/10
    Playability: 8/10
    Final Score: 8/10

    Very good job, Milo.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Quote Originally Posted by togapika View Post
    Why is this a prestige class???
    Just make a base class and be done with it...
    So that by the time you become a true dragon, you are already Epic levels (therefore, you can't gain access to Epic feats pre-epic, and you can't cheese your way into Epic true dragon prestige classes). I think it's an admirable solution.
    Strangely that was only one of the reasons for it NeoSeraphi.

    The second reason is because as it has Dragonblooded Prerequiste Dragonwroughts can get into this class at level 2 and I wanted the Capstone to be transforming into a True Dragon. And I think it would be best if their wasn't level 11 Ex-Dragonwrought Dragons running around. I actually subtley mentioned it in the quote.

    The third reason was because I found that 10 levels is very restrictive if you want a PrC which while still being focused you gain a good number of abilities without having to get tonnes of abilities each level.

    Skills: This list is very small and harrowing. Your prerequisites practically limit this class to sorcerer-only, so you should be more accepting of sorcerers. Let them keep their Bluff skill as a class skill, and give them Craft as well (practically every class has Craft as a class skill anyway, and with UMD, you might want to make your own shinies). Also, you shouldn't have Climb and Jump without Swim as well. (There was a reason PF and 4.E combined them all into Athletics).

    Finally, seeing an Epic-level spellcasting class without Spellcraft makes me cry.
    I've Updated the Skills. Also Spellcraft was ment to be in their but I must of missed it.

    Weapon and Armor Proficiency: You should add "The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features."
    Done.

    Dragon Magic: Typo here. You say "Nobel Blood".
    Fixed.

    Claws and Bite: Generally speaking, a bite attack deals more damage than a creature's claws. (Because the creature has more claws than it does mouths). Looking at the True Dragon SRD table, a Medium dragon's bite deals 1d8, not 1d4. Also, I like this ability, but could you spice the name up a bit? Something like "Fang of the Dragon" or "Draconic Weapons" or..something more flavorful.
    Fixed the damage and the name.

    Wings and Tail: Same problem here
    Changed the name to Gifts of Leather and Flesh.

    Low-Light Vision/Darkvision: You should increase the range of these abilities if the base creature already has them. Like three times as far in starilght for a creature who already had low-light vision, and increasing the range of a creature's natural darkvision by 30'.
    Fixed.

    Blindsense: Again, nice ability, very flavorful, but the name has so much potential here. Something like "Sight of the Dragon" or "Draconic Instincts" or...I dunno, something cool.
    Changed the name of Draconic Understanding.

    Arcane Scales: This ability is incredibly underwhelming. Considering you need to be at least level 6 to qualify for this class, that means your average SR is going to be CL+4, and a spellcaster with a caster level equal to your CL will succeed on overcoming your SR 80% of the time, while casters with feats and abilities that increase caster level or help penetrate SR will ignore it completely. (A caster with Greater Spell Penetration would have a 100% chance of ignoring your SR).

    Average SR of a creature in the Monster Manual is 12+CR. I would do the same for this character. 12+Character Level. Also, I really don't think Spell Resistance is an extraordinary ability (I think it would be supernatural).

    And here, this is an example of a well-thought original name. I like it.
    Changed it to Character level but kept it +10.

    True Dragon Apotheosis: Booooo! DR 10/magic? Monks got that 6 levels ago! True Dragons have DR/Epic, my friend, and since you're an epic level character, there is no reason you shouldn't have it. DR 10/magic past level 21 is completely useless.

    Also, you have a typo: A tail slap deals the indicated damage plus the Disciple's Strength bonus (round down).

    A secondary natural attack always deals 1/2 Str mod. You seem to have known that (since you can't round a full Strength bonus down) but you forgot the "Half" part.
    Upgraded the DR and fixed the Tail Slap.

    The class itself is pretty freaking awesome. I really like the progression, it makes sense, and if I was playing a sorcerer (Other than Vergil, he's gotta be a stormcaster) I would totally use it. (With your permission, of course )

    Logical Progression: 10/10
    Flavor: 8/10
    Power: 7/10
    Playability: 8/10
    Final Score: 8/10

    Very good job, Milo.
    Thanks. And of course I'd give you permission. My homebrew (Like most people's homebrew on this forum) is ment to be used.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Where you put dragon abilities (based on heritage) I would mention that these are samples because clearly you don't cover all heritages. For example I play a Shadow Kobold Dragonwrought which would inherit from his Shadow Dragon logically. But a closed minded GM may limit it only to those abilities listed (though if allowing you to play this PrC they would be open to that).


    Under True Dragon Apotheosis You may mention how one ages? or gains the age catagories. I know it mentions this in the Draconomican, but you may want to discuss this if how it may change if at all for the characters.

    because this is targeted at EPIC characters and is important.

    Also is there an EPIC progression? Feats?

    You may want to discuss how if a character can take dragon feats? EPIC Feats?

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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Quote Originally Posted by Vlos View Post
    Where you put dragon abilities (based on heritage) I would mention that these are samples because clearly you don't cover all heritages. For example I play a Shadow Kobold Dragonwrought which would inherit from his Shadow Dragon logically. But a closed minded GM may limit it only to those abilities listed (though if allowing you to play this PrC they would be open to that).
    Made this for my campaign setting so I only put info on the Core Dragons and the ones from my Setting. Thing is I don't really have stats for many dragons as I have a rather limited selection of books (I don't even have Draconomicon). So because of that I decided to only put these up.

    Under True Dragon Apotheosis You may mention how one ages? or gains the age catagories. I know it mentions this in the Draconomican, but you may want to discuss this if how it may change if at all for the characters.
    What do you mean? They age by Draconic Age Categories which is in Monster
    Mannual.

    because this is targeted at EPIC characters and is important.
    This isn't actually target aimed at Epic Characters. This isn't 10 levels of PrC and 10 levels of Epic PrC. Its 20 levels of PrC. Its the same as being a 1sorcerer/rogue 20. Your character level may be 21 but you still don't have epic levels in the Class.

    Also is there an EPIC progression? Feats?
    I don't have the Epic Rules Book and I've never really read the Epic Rules in the DM guide so I didn't put any info for it.

    You may want to discuss how if a character can take dragon feats? EPIC Feats?
    For Dragon Feats, as normal as far a I know. You need to have the Dragon Type.

    If you can get Epic Feats then you can get epic feats. Its the same as being a 10 sorcerer/rogue 12.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Base Attack Bonus: +3
    Meaning a spellcaster like a Sorcerer will need to be 6th level or higher, a Bard at 4th level, or a Melee class 3/Spellcaster class 1. This makes it a nice prerequisite that prevents easy entry.

    Subtype: Dragonblood
    Easy enough to get to let almost any spellcaster benefit if they so choose to try and enter this class.

    Skills: 6 ranks in concentration, 8 ranks in Knowledge (Arcana), and 4 ranks in Use Magic Device.
    Yet another nice prerequisite that bars earlier entry by delaying it to getting your 8th rank in Know. (Arcana) at 5th level keeps those more melee characters out closer to when a pure Sorcerer would be getting in.

    Feats: Draconic Heritage, Draconic Skin, and Magical Aptitude.
    3 feats make it so unless your using Flaws a human/other race with bonus feats, or some class that gives them as bonus feats you'll have to wait closer to lvl 9 to start taking the PrC. I'm kind of torn about this since it does keep early entry out, but out of all the prerequisites this one takes the longest to obtain by 2-3 levels. But that's just me.

    Spellcasting: Must be able to spontaneously cast arcane spells of 3rd level.
    Obvious prerequisite is obvious. Nothing to say about it.

    Dragonblood Bond
    Maybe put in if it has to be the same dragon you chose for Draconic Heritage? Otherwise, as written I could have a Copper Draconic Heritage, but choose Bronze for Dragonblood Bond. Also, will this [as you get more info] include dragons like the Gems, Chromatics and Metallics from Dragon Magazine, etc?

    Dragon Magic
    To many 'Also's bother me. Maybe 'Starting at', or the like would be better?
    Maybe put in a bit of a description for spells choosen with Material, Exp, or other special components? Do they still have to pay for them?

    Breath Weapon
    Nicely scaled, despite that most Class/Template gained breath weapons are 1d6 damage I'm not going to complain. Why does it take so long for the range to change?
    Its also nice that you mentioned a couple of problematic dragons, but what about others such as Shadows with their Negative Levels, or the Fang who doesn't have a breath weapon?

    Draconic Ivory
    Seraphi beat me to it, so nothing to complain about from my point of view.

    Draconic Power
    You seem to be missing Bronze in the list of dragons. Are these the only ones we can choose from, or do you plan on expanding this to include more dragons?

    Dragon Skin
    I'm guessing by levels you mean of the PrC for a max of +5? Makes sense since most classes/PrCs go up to +5 anyways.

    Low-Light Vision
    Nothing to say here

    Draconic Muscle
    Max of +6 to Str isn't something to really complain about since Templates can get you that much. This makes it a bit more ideal for Gish builds which is nice.

    Darkvision
    See Low-Light Vision above.

    Gifts of Leather and Flesh
    By 9th level of this class [in addition of a estimated 6 from Sorcerer] typically characters would have other ways to of obtained an equal speed if not better. But they typically can't get the Wing attack without Polymorphing into a dragon so that is a nice bonus.
    So besides making it harder to wear non-magical armor [since magical armor supposedly reshapes/resizes to fit] the tail is just a static feature for later use? Maybe a bonus to Balance or Swim would make it less useless till then?

    Draconic Understanding
    See Low-Light Vison above

    Dragon Apotheosis
    I don't like DR 5/Magic at 10th [or 10+# of class levels to gain entry] because the Dragonfire Adept gets this by 16th level and that class feature is practically useless anyways. Minor bonus to Int and Cha is nice, along with immunity for Frightful Presence from dragons.
    Able to digest inedible metals [there are edible metals?] is purely fluff as written. How much does one have to consume to gain the benefits of a meal? Does specific metals fill you more then others?
    I understand the Ancient or Older dragon training, but I don't understand the "MABLIK KITRILMAY" bit. Maybe point out where/how we can find this for those not in your campaign world?

    Frightful Presence
    Makes sense to gain this feature.

    Arcane Scales
    You mention "to affect the dragonblooded" when by that level its a dragon now. Other then that its no more powerful then most other classes that grant SR based on Class levels.

    Draconic Potential
    Again Bronze is missing. Kinda wish there were more choices, but I understand the lack of material...

    True Dragon Apotheosis
    Total of +10 from these class levels is alright, DR 10/epic better then magic but not by much when in the epic levels. Do they gain the size increase bonuses/penalties as described in the Monster Manual that sparks the arguement about how the Half-Minotaur template is over powered for a +1 template? "Always" young adult? Even if I was a Venerable Dragonwrought Kobold prior? Do I lose the aging benefits/penalties, and how does the new aging process effect my gaining said aging benefits/penalties? Breath weapon range increase is nice, natural attack damage increase is nice, reason to have a tail is good.
    ======
    Some dragons that can be used as possible Dragon Heritage choices are mostly in the Races of the Dragon/Draconomicon books, with a few dabbles in various other sources. I used to have a link to a page with alternate Dragon Shaman totems, so maybe if I can find them I could link you to it for some ideas.

    Dragon List I have [just a list of dragon names]
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    -Monster Manual-
    Black
    Blue
    Brass
    Bronze
    Copper
    Gold
    Green
    Red
    Silver
    White

    -Races of the Dragon/Draconomicon/Oriental Adventures-
    Amethyst
    Battle
    Brown
    Chaos
    Chiang Lung
    Crystal
    Deep
    Emerald
    Ethereal
    Fang
    Force
    Howling
    Li Lung
    Lung Wang
    Oceanus
    Pan Lung
    Platinum*
    Prismatic
    Pyroclastic
    Radiant
    Rust
    Sand
    Sapphire
    Shadow
    Shen Lung
    Song
    Styx
    Tarterian
    T'ien Lung
    Tun Mi Lung
    Topaz
    Yu Lung
    *Races of the Dragon, only Dragonborn's could choose this

    -Other Sources-
    Mercury
    Steel
    Yellow
    Rainbow
    Obsidian
    Amber
    Ectoplasmic
    Mist
    Maztican/Rain
    Hellfire Wyrm

    -Dragon Mag-
    =321=
    Adamantine
    Arboreal
    Axial
    Beast
    Concordant
    =344=
    Astral
    Chole
    Elysian
    Gloom
    =356=
    Chromium
    Cobalt
    Iron
    Nickel
    Tunsten
    =359=
    Time
    =Compendium=
    Orange
    Purple
    Yellow
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Sorry for taking so long to answer, for some reason the forum didn't tell me this thread was updated.
    Quote Originally Posted by Igneel View Post
    3 feats make it so unless your using Flaws a human/other race with bonus feats, or some class that gives them as bonus feats you'll have to wait closer to lvl 9 to start taking the PrC. I'm kind of torn about this since it does keep early entry out, but out of all the prerequisites this one takes the longest to obtain by 2-3 levels. But that's just me.
    Removed the Dragon Skin feat from the Prerequistes.

    Maybe put in if it has to be the same dragon you chose for Draconic Heritage? Otherwise, as written I could have a Copper Draconic Heritage, but choose Bronze for Dragonblood Bond. Also, will this [as you get more info] include dragons like the Gems, Chromatics and Metallics from Dragon Magazine, etc?
    Good point, Edited.

    To many 'Also's bother me. Maybe 'Starting at', or the like would be better?
    Maybe put in a bit of a description for spells choosen with Material, Exp, or other special components? Do they still have to pay for them?
    Sorry about that. Fixed. Also Added a section for info on the components.

    Nicely scaled, despite that most Class/Template gained breath weapons are 1d6 damage I'm not going to complain. Why does it take so long for the range to change?
    Its the same as the range a True Dragon would get of the same size. The only reason the range ever increases is because it increases its size to one larger.
    Its also nice that you mentioned a couple of problematic dragons, but what about others such as Shadows with their Negative Levels, or the Fang who doesn't have a breath weapon?
    I will add them once I obtain the dragons stats. After this post I will searching through every single one of my books for Dragon Stats and them if their breath weapon wouldn't translate properly.

    You seem to be missing Bronze in the list of dragons. Are these the only ones we can choose from, or do you plan on expanding this to include more dragons?
    Thank you for telling me I'll fix that. Also I'm going to going to add more as I get more material.

    I'm guessing by levels you mean of the PrC for a max of +5? Makes sense since most classes/PrCs go up to +5 anyways.
    Added a max.

    By 9th level of this class [in addition of a estimated 6 from Sorcerer] typically characters would have other ways to of obtained an equal speed if not better. But they typically can't get the Wing attack without Polymorphing into a dragon so that is a nice bonus.
    So besides making it harder to wear non-magical armor [since magical armor supposedly reshapes/resizes to fit] the tail is just a static feature for later use? Maybe a bonus to Balance or Swim would make it less useless till then?
    Added Jump, Swim, and Balance bonuses.

    I don't like DR 5/Magic at 10th [or 10+# of class levels to gain entry] because the Dragonfire Adept gets this by 16th level and that class feature is practically useless anyways. Minor bonus to Int and Cha is nice, along with immunity for Frightful Presence from dragons.
    Improved the DR to equal half of your Disciple level to make it abit for useful, but I have the feeling its still pretty weak..

    Able to digest inedible metals [there are edible metals?] is purely fluff as written. How much does one have to consume to gain the benefits of a meal? Does specific metals fill you more then others?
    Added food rules and changed it to Indigestible metals.

    I understand the Ancient or Older dragon training, but I don't understand the "MABLIK KITRILMAY" bit. Maybe point out where/how we can find this for those not in your campaign world?
    Sorry for giving no info on the Mablik Kitrilmay. This was orginally on DND Wiki and had a section giving info on them I'll put more information into the OP.

    Again Bronze is missing. Kinda wish there were more choices, but I understand the lack of material...
    I don't know how I missed Bronze twice but I've added it in now. Also as said above, I'll add new dragons once I get new material.

    Total of +10 from these class levels is alright, DR 10/epic better then magic but not by much when in the epic levels.
    Do you have a suggestion on an alternative?

    Do they gain the size increase bonuses/penalties as described in the Monster Manual that sparks the arguement about how the Half-Minotaur template is over powered for a +1 template?
    Yes they will gain the size increase bonuses as they have changed size.
    "Always" young adult? Even if I was a Venerable Dragonwrought Kobold prior? Do I lose the aging benefits/penalties, and how does the new aging process effect my gaining said aging benefits/penalties?
    Edited it so it makes more sense.

    Also I just noticed that in the True Dragon Apothesis it says they live in Liars. That would be disgusting so I changed it to lairs.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    *looks at quote, gets hung up*

    You realize that Sorc 1 won't get you into this class, right?

    EDIT: To be helpful, I'd remove the Sorc1/True Dragon 7 thing.
    Last edited by SamBurke; 2012-02-10 at 01:41 AM.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    The damage reduction should stay as it is Milo. Even if people argue it's not that good, that's what true dragons get. They get DR/Magic and DR/Epic. If you're emulating a true dragon, you should be concerned with being as good as the true dragon, not better than it.
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    Default Re: Everyone wants to be a True Dragon [3.5e PrC][PEACH]

    Quote Originally Posted by SamBurke View Post
    *looks at quote, gets hung up*

    You realize that Sorc 1 won't get you into this class, right?

    EDIT: To be helpful, I'd remove the Sorc1/True Dragon 7 thing.
    Its actually a concealed joke.
    Dragonwrought Kobolds can take this PrC at level two (One if your DM allows you to pick feats before class) because of the wording of the Dragonblooded Subtype in Races of the Dragon.

    Edit: I've now added all of the following dragons: SRD Dragons, Keran Dragons, Gem Dragons, Sand, Mercury, Steel and Brown Dragons.
    Last edited by Milo v3; 2012-07-13 at 09:20 AM.
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