Dragon Bound (Disclaimer: 40 pages long, with subtle balance)

monboesen said:
This may not be what you are looking for. But these are my tweaks, IMO they may make the class playable and possibly balanced. But I'm not even sure about the balance with this major nerf. I have tried to replace any homemade mechanics with tried and tested ones.


Disclaimer: I have not in any shape or form read/seen or been introduced to the Eragon saga and may have removed stuff that is critical to retain flavor.


Hit Die: d8
BAB: medium
Fort: low
Reflex: low
Will: high

Class Skills
The dragon bound’s class skills are Balance (Dex), Concentration (Con), Diplomacy (Int), Handle Animal (Cha), Jump (Str), Knowledge Arcana (Int), Ride (Dex), Spellcraft (Int)
Skills points at 1st Level : (2 + Int modifier) x4
Skills points at Each Additional Level : 2 + Int modifier


Fort Ref Will
Lvl BAB Save Save Save Special
1 +0 +0 +0 +2 Spells, Dragon, Rider’s Blade, Armored Casting
2 +1 +0 +0 +3
3 +2 +1 +1 +3 Hardy +1
4 +3 +1 +1 +4 Riders Blade +1,Elemental blade
5 +3 +1 +1 +4
6 +4 +2 +2 +5 Fresh Breath
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6 Riders Blade +2
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Improved Armored Casting
11 +8/+3 +3 +3 +7 Hardy +2
12 +9/+4 +4 +4 +8 Riders blade +3
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 Explosive Blade
16 +12/+7/+2 +5 +5 +10 Riders Blade +4
17 +12/+7/+2 +5 +5 +10 Greater Fresh Breath
18 +13/+8/3 +6 +6 +11 Hardy +3
19 +14/+9/+4 +6 +6 +11 Greater Armored Casting
20 +15/+10/+5 +6 +6 +12 Blood Oath, Riders Blade +5



Weapon and Armour Proficiency:
A dragon bound has proficiency in all simple and martial weapons, as well as proficiency in light armor (although only can cast spells in the armor with Armored Casting).


Spells: Beginning at 4th level, a dragon bound gains the ability to cast a small number of arcane spells, which are drawn from the dragon bound spell list. He can cast any spell he knows without preparing it ahead of time.

To cast a spell, a dragon bound must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dragon bound’s spell is 10 + the spell level + the dragon bound’s Charisma modifier.

Like other spellcasters, a dragon bound can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
If the table indicates that the dragon bound gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on her Charisma score for that spell level

A dragon bound casts spells the way a sorcerer does. He has the same number of spells per day and spells known as a hexblade of the same level. Through 3rd level, a dragon bound has no caster level. At 4th level and higher, her caster level is one-half her dragon bound level.

When his dragon hatches, the Dragon Bound uses either his Charisma or his Dragon's, whichever is higher, to determine bonus spells per day and saving throw DC.

A Dragon Bound and his dragon share their spell casting ability; the Dragon may cast spells available to the Dragon Bound, and casts from the same set of spell slots. They don’t gain any additional bonus spell slots from temporary changes. Both the dragon bound and the dragon can cast a spell in the same round.


Dragon: The main point of the Dragon Bound is of course his dragon. The bond between Dragon Bound and Dragon is very strong and means that if the dragon dies, the Dragon Bound must make a DC 15 fort + dragon bound level. Failure means he loses 200 experience points per Dragon Bound level; success reduces the loss to one half that amount to 100 per level.

A Dragon Bound can never acquire another dragon, but a slain dragon can be raised from the dead as a character can be, but the dragon does not lose a level or any constitution. If the dragon Bound's dragon is died permanently the dragon Bound can’t tack any more levels in dragon Bound, and loses all class ability’s, but can now take levels in other classes.

These dragons all have the statistics of brass dragons, regardless of their actual color. They do not have any of the brass dragons supernatural abilities except the breath weapon. The breath weapon is of an energy type appropriate to the color of the dragon.

Lvl Dragon Age Special
1 Juvenile (1 HD)
2 Juvenile (2 HD) Empathic link
3 Juvenile (3 HD)
4-5 Juvenile (4 HD)
6-7 Very Young Share Spells
8-9 Young Telepathic link
10-11 Juvenile
12-13 Young adult Mental shield
14-15 Adult Fight as one
16-17 Mature adult
18+ Old Telepathy


Empathic Link:
The Dragon Bound has an empathic link with his dragon for up to one mile. This link communicates emotions.

Spells:
A Dragon Bound and dragon can share spells. They can each cast spells. See spells.

Age:
Because of the strong magic that infuses both Dragon and Dragon Bound, the Dragon grows much, much quicker than a normal dragon.

Share Spells:
At the Dragon Bound’s or Dragon’s option, he may have any spell he cast on themselves to effect the Dragon or Dragon Bound. They must be within 5 feet of each other to receive the benefit. A Dragon Bound and Dragon can share spells even if the spells normally do not affect creatures of that type.

Telepathic Link:
The Dragon Bound and his Dragon hold such a strong connection that they can communicate telepathically.

Mental Shield:
The links between Dragon and Dragon Bound are so powerful now, that one's a round they can shield each other from damage. If one takes damage, the other can make a concentration check – 10 = damage able to take, although the max damage they can absorb is the Dragon Bound's constitution modifier x the Dragon’s constitution modifier x 2 + 10. This is a mental act and the dragon or Dragon Bound can choose not to tack the damage they can. It is only usable once per round.

Example: Torgon takes 20 damage. If Dracex makes a Concentration check of 30, she can take up to 20 damage. Her max damage she able to take is Torgon’s con modifier (3) x Dracex’s con modifier (4) x 2 + 10 = 34 but Dracex only has 15 hp left and so decides to take only 12 damage. This means Torgon takes 8 damage and Dracex takes 12 damage.

Fight As One:
The dragon bound and his dragon have been together for so long that they now act as one entity, one being. When mounted the dragon bound gets a +2 competence bonus to attacks.

Telepathy:
The Dragon has become so accustomed to speaking with her mind, she now talks to all beings telepathically. She still needs to be able to speak the subject’s language.


Rider’s Blade (Su): Beginning at 1st level, the Dragon Bound chooses his ‘Rider’s Blade’. This weapon is made of his dragon's magic; the Dragon Bound must choose a specific type of weapon (melee or ranged) for it to be, such as a longsword or a long bow.

The weapon is timeless; it will never blunt, cannot be sundered, and is masterwork. If stolen or lost it requires one level to make a new riders blade. If wilfully sacrificed, it requires 3 levels (you must state which weapon is to be the new weapon before this time starts).

The Rider's Blade receives a magical enhancement bonus to attack and damage rolls, but only while the Dragon Bound holds it. At 4th level it gains a +1 and every 4 levels after it improves by +1, to +2 at 8th, +4 at 16th and +5 at 20th. The bonus doesn’t stack with any other enhancement bonus the weapon may have.

If the Dragon Bound chooses two light weapons as his Rider's Blades, then he must choose only one of them to receive the enhancement bonus from this class feature. However, only the other weapon receives the Elemental Blade and Explosive Blade abilities, when normally granted by this class.


Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use light armor. At 1st-level he gains proficiency in all light armors and the buckler shield, as well as gaining the ability to cast Dragon Bound spells while using these armors and shields without requiring somatic, material, or focus components.


Hardy: The dragon bound gets a +1 competence bonus to fortitude saves. This bonus increases to +2 at 11th level and +3 at 18th level.


Elemental Blade: At fourth level, the Dragons magic rubs off on the "Rider’s Blade", making it the same hue as the Dragon. The Rider's Blade now gains an energy aura when desired, which functions as per the Shock magic weapon quality, except that the energy type used is the same energy as his dragon's breath weapon. For instance, if the Dragon Bound's dragon deals acid damage with its breath weapon, then the Rider's Blade would have a greenish aura and thus deal bonus acid damage. This is considered a supernatural ability of the Dragon Bound, and only functions while he wields his Rider's Blade in melee.


Fresh Breath: At sixth level, a Dragon Bound has become attuned to his Dragon's breath weapon. If he is accidentally caught in the breath, on a successful save he takes no damage, on a failure he takes only half damage not unlike the evasion special ability. This works only for his dragon's breath weapon, not for anything else, including other dragon's breath. Fresh Breath is a supernatural ability.


Improved Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use medium armor. A 10th-level Dragon Bound gains proficiency in all medium armors as well as light shields, and may cast his spells from this class while using such armor and shield, without requiring somatic, material, or focus components.


Explosive Blade: At 15th level, the Rider’s blade becomes even more powerful and glows brightly with the color of his dragon. This time the Rider's Blade gains an energy burst, which functions as per the Shocking Burst magic weapon quality, except that the burst of energy damage belongs to the same type as the Elemental Blade feature of this class. This replaces Elemental Blade. Explosive Blade is a supernatural ability of the Dragon Bound; it only functions when the Dragon Bound wields his Rider's Blade in melee.


Greater Fresh Breath: By 17th level, the Dragon Bound has become so used to his own dragon's breath weapon; he is now immune to it (but not other dragons' breath weapons). Greater Fresh Breath is a supernatural ability.


Greater Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use heavy armor. At 19th-level onward, the Dragon Bound is proficient in all heavy armors and heavy shields. Additionally, he may henceforth cast spells from this class while using such armor and shield, without requiring somatic, material, or focus components.


Blood Oath: At level 20, the Rider’s bond to his Dragon becomes so strong he undergoes an incredible transformation. He becomes more draconic. His teeth and nails become sharper, but not sharp enough to attack with, and his skin take on a slight tint identical to his dragon’s color. Regardless of race, all scars, blemishes and disfigurations disappear. Non-magical diseases are cured. All negative levels are removed, all ability score damage is healed, and all ability drain is cured. He also become stronger, quicker and wiser, gaining a +1 natural increase to Strength, Dexterity and Wisdom.


1ST-LEVEL DRAGON BOUND SPELLS
Detect Magic: Detects spells and magic items within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Sleep: Puts 4 HD of creatures into magical slumber.

2ND-LEVEL DRAGON BOUND SPELLS
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Continual Flame M: Makes a permanent, heatless torch.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

3RD-LEVEL DRAGON BOUND SPELLS
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Flame Arrow: Arrows deal +1d6 fire damage.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Keen Edge: Doubles normal weapon’s threat range.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

4TH-LEVEL DRAGON BOUND SPELLS
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Remove Curse: Frees object or person from curse.
Shout: Deafens all within cone and deals 5d6 sonic damage.
i am grateful for your version, and will reformat it and post it with the other remakes.
thanks
ben
 

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Well, not to be harsh but.


It wasn't meant as an alternative, but as a playable and hopefully balanced version of your class.


There is just no way to have a dragon companion of any worth AND fighter attack progression. It can't be balanced IMO.
 

monboesen said:
Well, not to be harsh but.


It wasn't meant as an alternative, but as a playable and hopefully balanced version of your class.


There is just no way to have a dragon companion of any worth AND fighter attack progression. It can't be balanced IMO.
i realy dont like it, thats why i made it an alternitive, instead of saying i dont like it......
thanks
ben
 


i realy dont like it, thats why i made it an alternitive, instead of saying i dont like it......


Thats what I figured. But you need to take a reality check. You say that you want your class to be balanced with other D&D classes. So far everyone here has basically said that it can't be done without some major depowering.

If your response to serious attempts of balancing the class is "I really don't like it" there is little reason to help you.


So you don't like the changes I suggest. Thats OK. Could you explain what changes you don't like and why you don't like them. That way you may get some more input.
 

Well, your dragon makes it more work, right now all i have to do is look in the MM and remove spells spell likeability and fear. Your dragon makes it more complex, by having to make your dragon (if you want you still can). It removes the ability for "noobs" to play this.

They have healing because dragons have healing, honestly, they would have wizard and cleric spells because of the dragon, without the spell sharing thingy, and to makke the connection more deep then a normal companion would have.

I added the cash restriction because:
a. it’s a good balancing thing
b. Money always gets in the way of a good game
c. Flavor reasons
d. So the dragon can be more normal, more powerful, and ultimately more fun to play

My custom spells where added because they do cool things and because for those of you who read dragon fantasy, it will feel like your playing in alagasia or pern.

The feats are made to be able to customize your character, like you can normally but with class built feats. That way you aren’t just playing the same thing over and over.

um....is that it? did i forget anything?
thanks
ben
 

PDF Version for you

Hello I haven't got to read all of this yet but while I agree that dragons are a little to powerful an ally I still wouldn't mind integrating a class that is balanced IMC. For your benefit and those of others I printed your Doc file into a PDF file for ease of use, and portability.
 

Attachments


Some suggestions based off of what others have said with a little bit of my own ideas strewn in.

Firstly changes

HD: D6, or D8 (D6 helps the balance more)
Leave BAB, SAVES as is, or lower both Fort, and Will to the Middle progression as found in Wheel of Time.

Middle progression
+1, +2, +2, +2, +3, +3, +4, +4, +4, +5, +5, +6, +6, +6, +7, +7, +8, +8, +8, +9

Have the sword be a quest, (I.E. something that a Dragon bound must work to get, or learn to make himself). Either that or make it so that is gets only the specific enchantment which comes of being a Dragon Rider.

The magic system as written is actually quite balanced.

Rewriting the Dragon (so that is not the same as those of the MM) is recommended. If it is Eragon that you are attempting to quantify in rules, I recommend removing the color based dragon system of the MM (including removing of various breath weapons), Give the new dragons only a few age catagories (though at the top end let them continue to grow in size per every 100 years of life).

Characteristics of the new dragon
Speed, Fire only breath weapon (dragons of 6-8 months of age and above). Color can be any variation of colors from the MM, or elsewhere. The ability to mutate any material (such as from Earth to Stone, or Stone to Gem) into another material (sandstone to diamond, anybody.)

And Rider, and Dragon should be bound.

I would personally take it a step further, If a Rider dies a dragon dies, if a dragon dies a Rider grows sick and has the potential of dying. Also a Rider whose dragon dies looses all class abilities, but retains class skills (such as knowledge skills). This should help to balance the class a bit.
 

Well, your dragon makes it more work, right now all i have to do is look in the MM and remove spells spell likeability and fear. Your dragon makes it more complex, by having to make your dragon (if you want you still can). It removes the ability for "noobs" to play this.

Except at low levels all you have to do with my suggestion is to use numbers already put in a table by the nice people who wrote the Monster Manual. I can make you a table of the low level stats if you want, that would take about 10 minutes. If anything this makes it easier to use IMO. The good thing is that you have a playable dragon at level 1, instead of having to lug around an egg for the first 5 levels (which I think that many players would find dull and annoying).


They have healing because dragons have healing, honestly, they would have wizard and cleric spells because of the dragon, without the spell sharing thingy, and to makke the connection more deep then a normal companion would have.

They still have healing, I just bumped the spells a level up as healing should be the primarily be done by Clerics and Paladins. Other classes that do have healing spells, but not as their focus (Druid, Ranger), have the Cure spells moved a level up in a similar way.

I added the cash restriction because:
a. it’s a good balancing thing
b. Money always gets in the way of a good game
c. Flavor reasons
d. So the dragon can be more normal, more powerful, and ultimately more fun to play

The cash restrictions make it harder to balance the class with other standard D&D classes, so I disagree with reason a. If your stated goal still is for the class to be balanced with the standard classes reason b and c are counterintuitive, the magic items and cash is what many people like about D&D (A notion I dont agree with, but if you want less cash and magic items in the game thats a whole other discussion). As for reason d, aren't the class supposed to be about playing a dragon bound, not about playing a dragon?


My custom spells where added because they do cool things and because for those of you who read dragon fantasy, it will feel like your playing in alagasia or pern.

As mentioned by others your custom spells are either a) to good for their level (hair), b) should be items (dragon saddle) or c) overlaps with existing spells (improved mend)


The feats are made to be able to customize your character, like you can normally but with class built feats. That way you aren’t just playing the same thing over and over.

I haven't really looked much at the feats. Most of them looks allright by first glance. The only one I noticed as problematic was the Human racial one. +2 to all attacks from 1 feat is flat out to strong. The comparison would be weapon focus that grants +1 to attacks with one specific weapon type.


um....is that it? did i forget anything?

You didn't comment on the fact that most here don't think your class is balanced and will be hard to balance as long as it can do so many different things, has the best BAB and a powerful dragon companion.


To keep this discussion meaningful and on track could you state your goals for the class. Is it a pet project seperate from normal D&D rules and balance to match the flavor of some specific novels (which I'm not that familiar with) or are you striving for a class that can be used in standard D&D games without problems?
 
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