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General Tabletop Discussion
*Pathfinder & Starfinder
Dragon Desciple expanded as a Core Class
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<blockquote data-quote="Erekose" data-source="post: 1382155" data-attributes="member: 610"><p>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.</p><p></p><p>Thanks for your help with the class.</p><p></p><p>To help picturing it, may be a couple of foundation stones from the campaign will help put it into perspective.</p><p></p><p>Like the new <em>Conan RPG</em> there are no non-human races, just different cultures.</p><p></p><p>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.</p><p></p><p>The sorcerers are the servants of the great dragon (or order/law) and are not entirely human but carry the blood of dragons.</p><p></p><p><em>[Bards, Paladins, and Rangers do not have spellcasting abilities. These abilities are replaced with others.]</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>Unearth Arcana</em> so can't comment on its suggestions). This is a debatable point. However, if I rejig your assignment slightly to the following:</p><p></p><p>BAB = Medium</p><p>SAVES = Ref (Poor), Fort+Will (Good)</p><p>Hit Dice = D8</p><p>Skills = Concentration, Diplomacy, Intimidate, Knowledge (All), Listen, Search, Sense Motive and Spot.</p><p>Skill Points = 2+INT</p><p>Weapons = Simple</p><p>Armour = None</p><p>Spells = As Bard</p><p></p><p><em>[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]</em></p><p></p><p>1 Dragon sight (low-light vision)</p><p>2 Dragon claws and bite </p><p>3 Improved dragon sight (darkvision)</p><p>4 Natural Armour +1</p><p>5 ---</p><p>6 Immunity to sleep</p><p>7 Charisma +2</p><p>8 Dragon Breath (2d8)</p><p>9 Natural Armour +2</p><p>10 Strength +2</p><p>11 Blindsight 30'</p><p>12 Immunity to paralysis</p><p>13 Dragon breath (4d8)</p><p>14 Natural Armour +3, </p><p>15 Strength +4</p><p>16 Constitution +2</p><p>17 Blindsense 60', Intelligence +2</p><p>18 Immunity to breath weapon type</p><p>19 Wings, Natural Armour +4</p><p>20 Dragon Breath (Full Strength)</p><p></p><p>I still feel that the above is probably too powerful but I'm unsure of how to tone it down any more.</p></blockquote><p></p>
[QUOTE="Erekose, post: 1382155, member: 610"] 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 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 [I]Conan RPG[/I] 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. [I][Bards, Paladins, and Rangers do not have spellcasting abilities. These abilities are replaced with others.][/I] 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. 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 [I]Unearth Arcana[/I] so can't comment on its suggestions). This is a debatable point. However, if I rejig your assignment slightly to the following: 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 [I][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][/I] 1 Dragon sight (low-light vision) 2 Dragon claws and bite 3 Improved dragon sight (darkvision) 4 Natural Armour +1 5 --- 6 Immunity to sleep 7 Charisma +2 8 Dragon Breath (2d8) 9 Natural Armour +2 10 Strength +2 11 Blindsight 30' 12 Immunity to paralysis 13 Dragon breath (4d8) 14 Natural Armour +3, 15 Strength +4 16 Constitution +2 17 Blindsense 60', Intelligence +2 18 Immunity to breath weapon type 19 Wings, Natural Armour +4 20 Dragon Breath (Full Strength) I still feel that the above is probably too powerful but I'm unsure of how to tone it down any more. [/QUOTE]
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Dragon Desciple expanded as a Core Class
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