Otterscrubber said:
The DD is the bard of PrCs. It's not really good at anything in particular and it's not that good at the one thing it seems to be made for. Sure, I'll give up 9th level spells for some.....oh yeah I almost forgot......claws?! Wow, I get a breath weapon that is weaker than most low level mage spells that i can use once per day as well? BONUS!!!!!!!
I just want to say that on principle I Agree. The DD is one of the worst written PrC’s I have ever seen. More food to the fodder that the all toted WotC “game balance” doesn’t wash. What the ehll were they thinking when they wrote this? I think the only reason it exists is to allow a washed-out, lower effect version of the Half-Dragon template – basically a way to get around a “No HD Templates Allowed” ruling.
With that said…
Erekose said:
I'm really sorry to hear that you are roughing it at the moment. I don't want to pry but I hope it's only temporary.
Thanks for the well wishes. It is something I am managing through. Treatments will hopefully only last 3 months. /shrug Life just sucks sometimes.
Thanks for your help with the class.
To help picturing it, may be a couple of foundation stones from the campaign will help put it into perspective.
Like the new Conan RPG there are no non-human races, just different cultures.
Magic exists but is only sourced from powerful entities. Clerics gain their spells from gods and druids from the elder elemental gods. Wizards believe that they are harnessing (and so bringing a kind of order to) chaos - others would say they are the servants/slaves of chaos.
The sorcerers are the servants of the great dragon (or order/law) and are not entirely human but carry the blood of dragons.
[Bards, Paladins, and Rangers do not have spellcasting abilities. These abilities are replaced with others.]
In this context, the revised sorcerer class is almost a combination of class+race like demihumans were in orginal D&D. Although any culture can have sorcerers.
By becoming more powerful as sorcerers they become more like the dragon they are related to, which in itself is merely a shadow of the great dragon.
If you could post some basics here I would love to see the changes. What is given instead of spellcasting for the Hybrids? What does the progression table look like for Sorcerer?
I like the layout you've given but have a few comments. Principally with regards to bonuses to ability scores. I can appreciate the logic of breaking them down to +1 rather than +2 but this goes against the general spirit of other ability bonuses open to players (like with race - I don't have Unearth Arcana so can't comment on its suggestions). This is a debatable point.
Yes I know
Savage Species and races give you bonuses at a +2 so that you always net a +1 bonus from the increase. However, this is a class build not a race. Remember that in the class advancement table you get a Stat bonus every 4th level and it is only +1, not a racial +2.
In regards to the Campaign vision, you will have to decide is this a more melee focus than the core sorcerer? Exactly HOW much like the dragon do they become? For game balance and “theory”, making them more like clerics makes sense. Since they are gaining their power in a similar fasion. It sounds almost like these sorcerers are much like those found in Ed Greenwood’s “Band of Four” novels – known as the Serpent Priests. They worship the great serpent (the evil god in a trio of deities) and become physically like Yuan-ti or Nagas over time and power. What they do with magic is much more like sorcery though than “divine” magic.
So with that said, these look good.
BAB = Medium
SAVES = Ref (Poor), Fort+Will (Good)
Hit Dice = D8
Skills = Concentration, Diplomacy, Intimidate, Knowledge (All), Listen, Search, Sense Motive and Spot.
Skill Points = 2+INT
Weapons = Simple
Armour = None
Spells = As Bard
Here is the Gold Dragon Bloodline Progression from
Unearthed Arcanan. This can give you a different viewpoint on how to do the bloodline. Again – it all depends on how much like a Dragon you wish to let them become. This bloodline is very different from a Half-Dragon. The way it works is that you gain the listed ability at the character level listed. Then at specified levels (example is by 12th on the minor) you must “burn” ECLs or be barred from further advancement in the bloodline and suffer a flat 20% XP penalty until you do burn the ECL.
Minor (LA +1)
4: +2 Sense Motive checks
8: Alertness
12: Strength +1
16: Resistance to Fire (5)
20: Gold Dragon Affinity +2*
*: Affinity gives +2 to Bluff, Diplomacy, Gather Info, Intimidate and Perform when interacting with your bloodline species.
Intermediate (LA +2)
2: +2 Sense Motive checks
4: Alertness
6: Strength +1
8: Resistance to Fire (5)
10: Gold Dragon Affinity +2
12: +1 Natural Armor
14: +2 Heal checks
16: Resistance to Fire (10)
18: Constitution +1
20: Water Breathing
Major (LA +3)
1: +2 Sense Motive checks
2: Alertness
3: Strength +1
4: Resistance to Fire (5)
5: Gold Dragon Affinity +2
6: +1 Natural Armor
7: +2 Heal checks
8: Resistance to Fire (10)
9: Constitution +1
10: Water Breathing
11: Gold Dragon Affinity +4
12: +1 Natural Armor
13: +2 Swim checks
14: Power Attack
15: Intelligence +1
16: Breath Weapon
17: Gold Dragon Affinity +6
18: +1 Natural Armor
19: +2 Jump checks
20: Immunity to Fire
[Having BAB Good, HD12, 4 Skill Points/level, Light, and Medium armour on top of the abilities and Bard spell progression seems excessive particularly compared to the standard Bard class]
Keep in mind you are developing a campaign specific class, not a core class. Yes it is a powerful class, but it is because you are turning a humanoid into a dragon. That’s pretty powerful. If I were going to do it, I would have to make the class an “Ex-Class”. If you ever multiclass out of the class – you are done.
As for your power progression: This is totally up to you and what you want the class to gain.
I still feel that the above is probably too powerful but I'm unsure of how to tone it down any more.
I would personally agree. I think it is too much like Half-Dragon, which is only ECL 3 to begin with. As I said earlier, you need to decide what you want them to become. What abilities do you want them to gain over time? I think all of these listed here is a bit extreme. If it were me, I would trim it down as follows.
1: Dragon sight (low-light vision & darkvision)
2: Dragon claws and bite
3: Strength +1
4: Resistance to Fire (5)
5: Immunity to sleep
6: +1 Natural Armor
7: Charisma +1
8: Resistance to Fire (10)
9: Constitution +1
10: Strength +1
11: Immunity to paralysis
12: +1 Natural Armor
13: Blindsense 30’
14: Charisma +1
15: Intelligence +1
16: Breath Weapon
17: Strength +1
18: +1 Natural Armor
19: Blindsense 60’
20: Immunity to Fire
Or to follow a more fighter progression…(since I’m not a big fan of humanoids gaining draconic breath weapons and wings)
1: Dragon sight (low-light vision & darkvision)
2: Dragon claws and bite
4: Resistance to Fire (5)
6: Constitution +2
8: Immunity to Sleep & Paralysis
10: Strength +2
12: +2 Natural Armor
14: Charisma +2
16: Resistance to Fire (10)
18: Intelligence +2
20: Blindsense 60’
This mixed with Bard spells makes for a fairly decent class. Its still probably more appropriate to a PrC but that’s just my personal taste. I personally am not a big fan of a 20 level “racial” class per-say.
Hope that at least gives you some ideas to work with.