OK, here's something I just came up with, and I'm wanting opinions on it. Haven't got it all out yet, and I haven't decided between either making this a new class, or a variant on an already existing class. Please, give opinions!
The basis for this is a combination of the Dragon Shaman (PHBII) and the Barbarian.
BAB=HD (As fighter)
Good saving throws: Fort and Will
Skill points: 2+Int (x4 first level)
Class Skills: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump, Knowledge (Arcana) (Int) (only for information relating to Dragons or draconic creatures), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Important Stats: Str, Con, Cha.
Alignment: Must match their Totem Dragon
1st Draconic Form 1/day (+4 str, +4 Con, +2 AC -4Dex), Dragon totem, Frightening Intimidation
2nd Tooth and Nail, Powerful Build, Draconic Immunities
3rd Breath Weapon (1d8), Charm
4th Draconic Form 2/day, Spell-Like Abilities
5th Magic Tooth and Nail, Energy Resistance 10
6th Breath Weapon (2d8)
7th Wings (40 feet, average)
8th Draconic Form 3/day
9th Breath Weapon (3d8)
10th Wings (60 feet) Energy Resistance 20
11th Greater Draconic Form, Spell-Like Abilities
12th Draconic Form 4/day, Breath Weapon (4d8)
13th Wings (Good maneuverability)
14th Summon Dragon, Energy Immunity
15th Breath Weapon (5d8)
16th Draconic Form 5/day
17th Tireless Draconic Form
18th Breath Weapon (6d8)
19th Action while Forming
20th Draconic form 6/day, Mighty Draconic Form
Weapon and Armor Proficiencies: A Dragon Knight is proficient with all simple and martial weapons, and with light armor, but not with shields.
Totem Dragon: A Dragon Knight chooses a Totem Dragon from the list of totem dragons available for the Dragon Shaman. He one skill from the list of class skills from that dragon, and adds that skill to his list of Class Skills.
Dragon Friend/Foe: Any time a Dragon Knight and a Dragon speak, the Dragon's attitude towards the Knight is modified based on the Knights alignment. If either aspect of the Knights alignment matches that of the Dragon's, the Dragon's attitude starts off one step better. If the Knight's alignment matches the Dragon's, then the Dragon's attitude starts off two steps better. However, either aspect of the Knights alignment opposes the Dragons, the Dragon's attitude will start off one step worse. If they oppose completely, it starts off two steps worse.
Draconic Form: Once per day, a Dragon Knight may wreath himself in the illusion of the energy type associated with his totem dragon, completely obscuring himself from view for one round. After this round, the illusion breaks, revealing the Dragon Knight in his Draconic Form. While in Draconic Form, he gains +4 Str, +4 Con, and a +2 Natural Armor bonus, takes a -4 Dex penalty, and gains a Frightful Presence (DC= 10+ Cha modifier plus 1/2 his class level). He may remain in this form for a number of rounds equal to 2 plus his (newly improved) Con modifier. He may choose to end this effect at will, and when the effect ends, either from his choosing to or from the time expiring, he is exhausted. At 4th level, and every 4 levels after that, he gains one additional use of his Draconic Form per day.
Frightening Intimidation: A Dragon Knight may choose to replace his Frightful Presence DC with an Intimidate check as a full round action, which does not provoke attacks of opportunity. To do this, while in Draconic Form, the Dragon Knight makes an Intimidate Check, which then forces all creatures who can be affected by his Frightful Presence to remake their saving throws. If the creature was already shaken from his Frightful Presence, they must make the new saving throw or become Panicked. The effect of the increased DC lasts for 3 rounds. A creature who becomes panicked because of this remains panicked until they succeed on their Will Save, for the higher DC.
Greater Draconic Form: Bonus when in Dragon Form rises to +6 Str and +4AC, Con bonus remains +2, dex penalty falls to -2, and only fatigued afterwards.
Tireless Draconic Form: At 17th level, a Dragon Knight is no longer exhausted or fatigued at the end of his Draconic Form.
Mighty Draconic form: Bonus when in Dragon Form rises to +8 Str, +6AC, Con +4, dex penalty remains to -2.
Tooth and Nail: Beginning at second level, while in Draconic Form, a Dragon Knight gains a bite attack and two claw attacks, as normal for those attacks of his size category. At 7th level, these attacks are considered magical for all applicable purposes (50% miss chance against incorporeal creatures, overcome DR as magic weapons)
Powerful Build: Beginning at second level, while a Dragon Knight is in his Draconic Form, he is treated as one size category larger than he really is, whenever doing so would be beneficial for him. A Dragon Knight of second level or higher qualifies for feats, classes and so forth as though he were one size category larger than he actually is, but he may only gain the benefits of such while in his Draconic Form.
Draconic Immunities: At second level, a Dragon Knight gains the same immunities to any non-damaging effect that his Dragon Totem is immune to.
Charm: Beginning at 3rd level, a Dragon Knight may use Charm on any Dragon, or any creature with the Draconic subtype. The target is allowed a Will save as normal (DC 10 plus the Dragon Shaman's Charisma modifier and Class level).
Spell-Like abilities: Beginning at 4th level, a Dragon Knight begins to gain Spell-Like abilities, based on their Totem Dragon, which he may use a varying number of times per day, as given on the list below. Abilities gained at 4th level may be used a number of times per day equal to 4 plus the character's class level. Abilities gained at 12th level may be used a number of times per day equal to 2 plus 1/2 their class level, and abilities gained at 18th level may be used a number of times per day equal to 1 plus 1/4 their class level. Caster level equals 1/2 their class level.
4th level
Black: Acid Splash
Blue: Flare
Brass: Light
Bronze: Dancing Lights
Copper: Detect Poison
Gold: Burning Hands
Green: Acid Splash
Red: Burning Hands
Silver: Chill Touch
White: Ray of Frost
12th level: (all) Fireball, substituting the element of their breath weapon for normal damage.
18th level:
Black: Horrid Wilting
Blue: Chain Lightning
Brass: Sunburst
Bronze: Chain Lightning
Copper: Disintegrate
Gold: Meteor Swarm
Green: Acid Fog
Red: Meteor Swarm
Silver: Polar Ray
White: Otiluke's Freezing Sphere
Breath Weapon: Beginning at 3rd level, while in his Draconic Form, a Dragon Knight has a breath weapon corresponding to his Totem Dragon. This breath weapon deals 1d8 points of energy damage per 3 class levels, with the standard Reflex save for half. This weapon uses the standard rules for breath weapons
Energy Resistances: Beginning at 5th level, a Dragon Knight gains resistance to the energy type of energy associated with his Totem Dragon 10.
At 10th level, the resistance granted by this class increases to 20
At 14th level, a Dragon Knight becomes immune to the energy type of his totem dragon.
Wings: Beginning at 7th level, when a Dragon Knight enters his Draconic Form, he grows wings. These wings allow him to fly at a speed of 40 feet, average maneuverability. If he already has a fly speed, use the speed and maneuverability from the better source.
At 10th level, his fly speed increases to 60 feet, and at 13th, his maneuverability improves to Good.
Summon Dragon: Starting at fourteenth level, once per week, a Dragon Knight may summon an Adult Dragon of his totem dragon type to aid him. The dragon magically appears at his side, and will do whatever it can to assist him, though the dragon is not under any magical compulsions to do what is bidden of them and may refuse to help if it has a justifiable reason (example, no Dragon would perform a simple courrier mission unless there was sufficient danger to warrant it).
Action while Forming: Beginning at 19th level, a Dragon Knight may take one standard action while entering his Draconic Form. This action must be chosen from the list below.
A single attack
An Intimidate Check
A Grapple Check
Using one available Spell-Like Ability
That's all I've got so far, any ideas for additions?
EDIT: Updated, what do you all think now?
The basis for this is a combination of the Dragon Shaman (PHBII) and the Barbarian.
BAB=HD (As fighter)
Good saving throws: Fort and Will
Skill points: 2+Int (x4 first level)
Class Skills: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump, Knowledge (Arcana) (Int) (only for information relating to Dragons or draconic creatures), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Important Stats: Str, Con, Cha.
Alignment: Must match their Totem Dragon
1st Draconic Form 1/day (+4 str, +4 Con, +2 AC -4Dex), Dragon totem, Frightening Intimidation
2nd Tooth and Nail, Powerful Build, Draconic Immunities
3rd Breath Weapon (1d8), Charm
4th Draconic Form 2/day, Spell-Like Abilities
5th Magic Tooth and Nail, Energy Resistance 10
6th Breath Weapon (2d8)
7th Wings (40 feet, average)
8th Draconic Form 3/day
9th Breath Weapon (3d8)
10th Wings (60 feet) Energy Resistance 20
11th Greater Draconic Form, Spell-Like Abilities
12th Draconic Form 4/day, Breath Weapon (4d8)
13th Wings (Good maneuverability)
14th Summon Dragon, Energy Immunity
15th Breath Weapon (5d8)
16th Draconic Form 5/day
17th Tireless Draconic Form
18th Breath Weapon (6d8)
19th Action while Forming
20th Draconic form 6/day, Mighty Draconic Form
Weapon and Armor Proficiencies: A Dragon Knight is proficient with all simple and martial weapons, and with light armor, but not with shields.
Totem Dragon: A Dragon Knight chooses a Totem Dragon from the list of totem dragons available for the Dragon Shaman. He one skill from the list of class skills from that dragon, and adds that skill to his list of Class Skills.
Dragon Friend/Foe: Any time a Dragon Knight and a Dragon speak, the Dragon's attitude towards the Knight is modified based on the Knights alignment. If either aspect of the Knights alignment matches that of the Dragon's, the Dragon's attitude starts off one step better. If the Knight's alignment matches the Dragon's, then the Dragon's attitude starts off two steps better. However, either aspect of the Knights alignment opposes the Dragons, the Dragon's attitude will start off one step worse. If they oppose completely, it starts off two steps worse.
Draconic Form: Once per day, a Dragon Knight may wreath himself in the illusion of the energy type associated with his totem dragon, completely obscuring himself from view for one round. After this round, the illusion breaks, revealing the Dragon Knight in his Draconic Form. While in Draconic Form, he gains +4 Str, +4 Con, and a +2 Natural Armor bonus, takes a -4 Dex penalty, and gains a Frightful Presence (DC= 10+ Cha modifier plus 1/2 his class level). He may remain in this form for a number of rounds equal to 2 plus his (newly improved) Con modifier. He may choose to end this effect at will, and when the effect ends, either from his choosing to or from the time expiring, he is exhausted. At 4th level, and every 4 levels after that, he gains one additional use of his Draconic Form per day.
Frightening Intimidation: A Dragon Knight may choose to replace his Frightful Presence DC with an Intimidate check as a full round action, which does not provoke attacks of opportunity. To do this, while in Draconic Form, the Dragon Knight makes an Intimidate Check, which then forces all creatures who can be affected by his Frightful Presence to remake their saving throws. If the creature was already shaken from his Frightful Presence, they must make the new saving throw or become Panicked. The effect of the increased DC lasts for 3 rounds. A creature who becomes panicked because of this remains panicked until they succeed on their Will Save, for the higher DC.
Greater Draconic Form: Bonus when in Dragon Form rises to +6 Str and +4AC, Con bonus remains +2, dex penalty falls to -2, and only fatigued afterwards.
Tireless Draconic Form: At 17th level, a Dragon Knight is no longer exhausted or fatigued at the end of his Draconic Form.
Mighty Draconic form: Bonus when in Dragon Form rises to +8 Str, +6AC, Con +4, dex penalty remains to -2.
Tooth and Nail: Beginning at second level, while in Draconic Form, a Dragon Knight gains a bite attack and two claw attacks, as normal for those attacks of his size category. At 7th level, these attacks are considered magical for all applicable purposes (50% miss chance against incorporeal creatures, overcome DR as magic weapons)
Powerful Build: Beginning at second level, while a Dragon Knight is in his Draconic Form, he is treated as one size category larger than he really is, whenever doing so would be beneficial for him. A Dragon Knight of second level or higher qualifies for feats, classes and so forth as though he were one size category larger than he actually is, but he may only gain the benefits of such while in his Draconic Form.
Draconic Immunities: At second level, a Dragon Knight gains the same immunities to any non-damaging effect that his Dragon Totem is immune to.
Charm: Beginning at 3rd level, a Dragon Knight may use Charm on any Dragon, or any creature with the Draconic subtype. The target is allowed a Will save as normal (DC 10 plus the Dragon Shaman's Charisma modifier and Class level).
Spell-Like abilities: Beginning at 4th level, a Dragon Knight begins to gain Spell-Like abilities, based on their Totem Dragon, which he may use a varying number of times per day, as given on the list below. Abilities gained at 4th level may be used a number of times per day equal to 4 plus the character's class level. Abilities gained at 12th level may be used a number of times per day equal to 2 plus 1/2 their class level, and abilities gained at 18th level may be used a number of times per day equal to 1 plus 1/4 their class level. Caster level equals 1/2 their class level.
4th level
Black: Acid Splash
Blue: Flare
Brass: Light
Bronze: Dancing Lights
Copper: Detect Poison
Gold: Burning Hands
Green: Acid Splash
Red: Burning Hands
Silver: Chill Touch
White: Ray of Frost
12th level: (all) Fireball, substituting the element of their breath weapon for normal damage.
18th level:
Black: Horrid Wilting
Blue: Chain Lightning
Brass: Sunburst
Bronze: Chain Lightning
Copper: Disintegrate
Gold: Meteor Swarm
Green: Acid Fog
Red: Meteor Swarm
Silver: Polar Ray
White: Otiluke's Freezing Sphere
Breath Weapon: Beginning at 3rd level, while in his Draconic Form, a Dragon Knight has a breath weapon corresponding to his Totem Dragon. This breath weapon deals 1d8 points of energy damage per 3 class levels, with the standard Reflex save for half. This weapon uses the standard rules for breath weapons
Energy Resistances: Beginning at 5th level, a Dragon Knight gains resistance to the energy type of energy associated with his Totem Dragon 10.
At 10th level, the resistance granted by this class increases to 20
At 14th level, a Dragon Knight becomes immune to the energy type of his totem dragon.
Wings: Beginning at 7th level, when a Dragon Knight enters his Draconic Form, he grows wings. These wings allow him to fly at a speed of 40 feet, average maneuverability. If he already has a fly speed, use the speed and maneuverability from the better source.
At 10th level, his fly speed increases to 60 feet, and at 13th, his maneuverability improves to Good.
Summon Dragon: Starting at fourteenth level, once per week, a Dragon Knight may summon an Adult Dragon of his totem dragon type to aid him. The dragon magically appears at his side, and will do whatever it can to assist him, though the dragon is not under any magical compulsions to do what is bidden of them and may refuse to help if it has a justifiable reason (example, no Dragon would perform a simple courrier mission unless there was sufficient danger to warrant it).
Action while Forming: Beginning at 19th level, a Dragon Knight may take one standard action while entering his Draconic Form. This action must be chosen from the list below.
A single attack
An Intimidate Check
A Grapple Check
Using one available Spell-Like Ability
That's all I've got so far, any ideas for additions?
EDIT: Updated, what do you all think now?
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