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Dragon Masters in the World of D&D
"There is an aspect in both Bahamut and Tiamat, which when bound by law
and love is justice and when released in selfish whim is vengence.
It is this primordial force that the Dragon Masters are named for and which they are bound to."
Their power is more primitive than divine and far less controlled stripped from Io's core.
What need you strength of body? Without strength of will your hands would tremble and lurch with power of the dragon flowing through them your bodies speed ill spent and its grace destroyed. Normal physical strength in anything but a friendly duel would not be of much benefit to a Dragon touched one.
Your aura reeks of the Dragon like a madness and power barely contained, before it lesser enemies flee in terror... a distraction even the mighty cannot ignore.
I am thinking a combination Paladin or Fighter Battlerager or Barbarian...at least partially reskinned... instead of invigorating keyword think enraging.
They are their countries Justiciars and by force of will and the mercy in their spirit they are strictly alligned to law and good. The Nemahg manifests in rages which fuel supernal physical actions like a barbarian berzerk ... they are also channeled into wild damaging and dangerous elemental magics normally fire (though rarely other elements have been their personal focus.).
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Racial/Background Features
+2 Wisdom.
+3 Intimidation.. +2 Arcana
The Strength of the Dragon :Wisdom is central to the Dragon Master for it is through discipline she controls the Dragon which empowers her attacks of both flesh and fire and steel. In the heat of battle a Dragon Master may use Wisdom in place of strength. Including for Grabs and other actions.
Internalized healing + Pyromantic Suppression:
"It is said they would be true healers if not for the Dragon"
Variant 1) May make healing checks on self as a free action, but only once per turn.
Variant 2) bonus of +3 versus ongoing damage and may life stabilizing healing checks when unconscious.
Aura of Power and Madness:
you are an incredibly tangible threat to those you mark (increase penalty to attacks made by an enemy you have marked which do not include you to -3). too defender only...
Nightmares :+5 save versus sleep and +2 versus fear (or vice versi), awaken from unconciousness or sleep with d8 extra temporary hit points. ... is this an optional but very appropriate background
Enflame (you may make any basic attack or any attack power of 3 less than your level have the fire keyword either replacing an energy keyword or adding the fire keyword if it lacks one currently)
Mark of the Dragon
The mark of the Dragon is some physiological expression of there connection to the dragon and marks them distinct from their parent race it is erie but usually only cosmetic and centers on the eyes head or hands, their strong aura usually means it isnt needed by anyones able to sense magic.
A couple advanced feats like allowing the dragon to rise giving additional temporary hit points or causing the flames of an attack to be intense flames causing ongoing damage or gaining benefits from their aura.
The idea of Strength of the Dragon and Enflame are in some ways minimizing the perceived need to re-skin a class or classes. It also represents how the Dragons power taints nearly everything the character does.... yeah its inspired by templates. Note now the Strength of the Dragon is doing double duty as there second racial bonus in some ways they are like a Strength + Wisdom race. (But not entirely, wisdom definitely doesn't act as a Strength prereq on skills like armor proficiency nor does it enhance protracted use of Fortitude) ... I almost want to tie Charisma to Constitution to represent the strength of there connection to the unicorn force.... or have it modify healing surges.
Hoping for feedback...
Last edited by Garthanos; 24th April 2009 at 11:31 PM..
Also, the picture has some good stuff going on, but the pose there is a little too static and the composition just doesn't flow well to me.
Also, she's cropped off at the ankles. That's bad. Either don't cut off her feet or zoom in on her more.
Is it a race or a class? I'm not quite sure I understand, but I am intrigued.
See I am not 100 percent certain how to flag them in D&D, in the story context they are background, sub-race and yes usually a class (Justiciar)... they have a fairly heavy stereotype going on, with a certain amount of struggle to express individuality.
I titled the post "class" but should have titled it race since the way I am presenting it here. The race with templating methods in place...
There are actually elements of the Dragon Masters that get fuzzed over If I dont detail a full class for them. They are typically trained in the use of only one large sword as a discipline skill, have unarmed combat they call the justiciars gentle hand which is most useful to create locks and holds and capture enemies ...(Technically the Dragon Master is a twisted version of a Justiciar, and the gentle hand is a bit of an anachronism most of them dont use much...) they have been known to break a weapon to bring themselves out of their rage or accidentally break one performing an intense move in the heat of it, they sometimes experience memory loss as a side effect of the rage. They have armor which even though magical is sometimes seen as more ceremonial than practical by (higher crit chances and similar issue maybe but there aura of fear might manage to make up for there nations touch of artistic vanity.)
Also, the picture has some good stuff going on, but the pose there is a little too static and the composition just doesn't flow well to me.
Also, she's cropped off at the ankles. That's bad. Either don't cut off her feet or zoom in on her more.
Sorry about the cropping the original context has the lower legs back behind lettering which makes it work better for me atleast.
The text also balances a little better the symbol up in the top right but yes it is a pretty static pose. http://www.dyasdesigns.com/roleplay/...renascover.jpg
I do have some more dynamic poses of Nakradan .. but I am less happy with a few other things.
Hey Garthanos. I really like the artwork. The coloring is on-point! Is that photoshop coloring?
As for the race, I think it's neat, but I'm concerned that Internalized Healing is a bit too powerful. Being able to make Heal checks on yourself as a free action means I can basically roll Heal to save against effects to my heart's content, and I could technically allow myself to take a Second Wind without using a Standard Action. I think maybe an encounter power that let's you make an extra saving throw might be more reasonable.
Also, I think the race gets too many bonuses to Saving Throws, but that's just IMO.
Hey Garthanos. I really like the artwork. The coloring is on-point! Is that photoshop coloring?
As for the race, I think it's neat, but I'm concerned that Internalized Healing is a bit too powerful.
Yes originally pencil work with photoshop and maybe a touch of Corel digital paint work.
It is certainly possible that it is too powerful. Lets see if we can tone it down a little.
Quote:
Originally Posted by Dunkelzahn
Being able to make Heal checks on yourself as a free action means I can basically roll Heal to save against effects to my heart's content,
I was actually thinking of once per round but even while fighting or unconscious....if it was a minor action, he wouldn't be magically self stabilizing. At minimum it needs limited as once per round.
What if I made it like the combat medic minor action... but useable even if unconscious?
Quote:
Originally Posted by Dunkelzahn
and I could technically allow myself to take a Second Wind without using a Standard Action.
right but without the normal bonuses associated with a second wind.
The idea is they have the old fashioned regeneration, where blood staunches and wounds magically stitch and if combat medic allows a healing skill to be used as a minor action on some other person... ?what would a magic doing approximately the same but only affecting self do?
I also mixed in a little of their pyromancy putting out the flames and warming flesh thats frozen.
The combat medic effect is only stabilizing I guess... to do a full versatile first aid is still a standard action.
Quote:
Originally Posted by Dunkelzahn
Also, I think the race gets too many bonuses to Saving Throws, but that's just IMO....
I didn't quite notice how completely versatile that Grant a Saving Throw option was and the effects if the healing does kick in is at +2.... it might indeed justify reducing/removing the bonus to saves against ongoing damage as it is basically built in.
Also with the high wisdom this makes the heal check fairly reliable.
Perhaps I could limit it more by only giving 1 healing check per round while unconcious.... and keep a bonus to ongoing damage saves (I guess we could make it +2) that corresponds to what a water genasi gets.
That way its less like the Dragon Masters healing gift is giving two saving throws against everything and its cousin... but can still be good at stopping bleeding and burning and dying.
So they can use wisdom/charisma for any strength-based power? They are then the ultimate clerics and paladins and rangers...no other race can compete at all. That is extremely powerful....even a feat will only allow you to use an ability other than strength for basic attacks. You probably want to limit this.
So they can use wisdom/charisma for any strength-based power?
No it should only be wisdom not charisma.... ie the discipline part of will power not the spirit or wild part. (fluff might call it will power or force of will but its definitely just the wisdom)
Paladins are currently way too dependent on multiple attributes in comparison to other classes. I had decided to remake True Paladins as Charisma based.
Dragon Masters in story can't be healers the Dragon suppresses externalization of that gift... so they shouldn't make good clerics ie no laying on hands. Being great rangers is possible though their Aura freaks out most animals making hunting a challenge -- in story "domesticated animals require special training to deal with them in a positive fashion."
hmmmmm... any ideas of a mechanical way to bring that in?
If you note in other parts of the thread I am thinking I will end up writing a class (I am considering the Strength of the Dragon part as fluff for their justiciar wisdom based martial class use of wisdom as its main attribute and effectively yes giving them melee training but only in heat of battle ...
I know with D&D's battle emphasis that it might not mean much but not in a friendly duel or trying to show off for a princess in fact using the Dragons Strength out of battle to move the boulder for instance might require a minute worth of self hypnosis to psyche themselves up... the truly strong guy pushes it aside while they meditate.
Hmmm part of the problem might be they were envisioned as sub-race and class combined.
there are some that are technically Dragon Masters (of the sub-race) who become record keepers and sequester themselves away from other people... or who have become entertainers and learned how to call up the Dragons strength to do amazing stunts of athletic endeavor outside of conflict.
Last edited by Garthanos; 24th March 2009 at 03:02 PM..
By the way guys thanks for the responses. I have some fairly clear ideas of what I want but not necessarily the best ideas how to express or build it in terms of 4e.
The archetype has limits but I am not sure how to bring some of them out in game. Heck I almost want them resistant to other peoples healing magic... kind of like they have a gift at healing but that gift resents outside "interference". However so much healing in D&D is actually inspiring and invigorating maybe the above isnt really applicable.
I might emphasize the Fear aura interfering with human interaction for most of them... reducing Charisma (and instead have the bonus on Intelligence maybe) but I was thinking that having the bonus on Charisma and Wisdom was like the Eladrin having the bonus on Intelligence and Dexterity, its a subtle limit ... but quite undone by Strength of the Dragon I guess... hey I could simulate the repressed Charisma (there parent race has bonus charisma) by just giving them the +2 on Wisdom. So that Strength of the Dragon becomes their other +2.
here is another of Nakradan
Last edited by Garthanos; 24th March 2009 at 04:01 PM..
Using the hybrid creation rules in cb, I created this and if I blur my eyes a little it seems like a dragon master...
The serious compromise is for an effective character it is Intelligence instead of wisdom and reflex defense is high instead of will.. this also gives more effective armor class ... The swordmage angle sticks me with intelligence but the powers just fit even if the methods are wrong ;-) sigh. For the Aegis of Assault I am picturing the Dragon Master surging across the battle with a lunge and a leap not a teleport, one of the flavor errors. Things not simulated also include aura of fear.
The powers are very good and feel very like Dragon Master, though I chose human in order to have the extra at-will and extra trained skill doesnt hurt, I might have to try one using the long-tooth shifter/dragonborn/genasi and suck it up about only having 2 at-wills probably have to drop athletics. I picked one of the backgrounds that gave fire resistance, though it doesnt appear in the synopsis.
====== Created Using Wizards of the Coast D&DI Character Builder ======
Garthanos, level 6
Human, Fighter|Swordmage
Hybrid Talent: Fighter Talents
Fighter Talents: Battlerager Vigor
Swordmage Aegis (Hybrid): Aegis of Assault
FINAL ABILITY SCORES
Str 19, Con 14, Dex 11, Int 16, Wis 10, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 11, Int 15, Wis 10, Cha 8.
ITEMS
Adventurer's Kit, Longsword, Cape of the Mountebank +1, Bloodclaw Greatsword +2, Magic Drowmesh +3
====== Created Using Wizards of the Coast D&DI Character Builder ======
Last edited by Garthanos; 4th June 2009 at 07:02 AM..
The wierd thing might be... the best way to build a Dragon Master so far.. is reskinning Warforged.
Dragon Masters as very nearly just re-skinned Warforged
Im a bad boy and a couple of the reskinning bits are more useful than the original,
specifically added an extra language and splitting of the war forged resilience
in to two.
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RACIAL TRAITS
Average Height: 6'0" - 6'4"
Average Weight: 170 - 220
Ability scores: +2 Wisdom, +2 Strength
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, Dragon
Skill Bonuses: +2 Arcana, +2 Intimidate. Bonus Ritual: Dragonmasters are taught the ritual of transcendental meditaion (they may use this ritual even if otherwise not trained as a ritual caster) Internalized Healer (Drakonic Metabolism):
+2 bonus to saving throws against ongoing damage
When a Dragon Master rolls a death save, he takes the better of its die roll or 10 as the result.
Dragon Masters generally consume twice the normal food for someone of their size.
Drakonic Will: You gain a +1 racial bonus to your Will defense.
Let Rise the Dragon:
By allowing the dragon to rise you are able to suppress pain and accellerate your flow of adrenaline.
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal to 2d6 + one-half your level.
Suppressing the Beast.
by suppressing the dragon you enable access the healing reserves of the Unicorn Force
Encounter Healing
Move Action Personal
Effect: Lose any remaining temporary hit points. You can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. If you are bloodied regain hit points equal to d6 + one-half your level.
Transcendental Meditation : Depending on their skill (arcana roll) may take from 2 to 6 hours to benefit from extended rest.
Favored Backgrounds : Vengeance Nightmares
Favored Feats: Berzerkers Fury (multiclass barbarian)
Favored Class: Hybrid (Battlerager Vigor Fighter and Arcane Palidan.)
Last edited by Garthanos; 15th June 2009 at 05:24 AM..