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Half-dragon as a class
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<blockquote data-quote="Rampant" data-source="post: 5708075" data-attributes="member: 52859"><p>Basically I'm trying to create class that incorporates the essence and style of the half-dragon but expands it into a full 3.5 class that can cover a large number of character concepts.</p><p></p><p>This is a proto-type version which I'm hoping to improve.</p><p></p><p>HD: D10</p><p>Good saves: Fort, Will,</p><p>Poor saves: Ref</p><p>BaB: Good (as fighter)</p><p>Skill Points at first level: (4+int mod)*4</p><p>Skill Points per level after first: 4+int mod</p><p>Class Skills: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, and Use Magic Device</p><p></p><p>Level Special</p><p>1 Breath weapon 1d8, Dragon Spawn, Gliding, Form of the Least Wyrm</p><p>2 Energy Resistance 10, Predator's Presence (10 ft.)</p><p>3 Breath weapon 2d8, Natural Armor +1</p><p>4 Rampage, Form of the Lesser Wyrm</p><p>5 Limited Flight, Territorial</p><p>6 Breath weapon 3d8</p><p>7 Energy Resistance 20, Natural armor +2</p><p>8 Predator's Presence (20 ft.), Form of the True Wyrm</p><p>9 Breath weapon 4d8 </p><p>10 Flight, </p><p>11 Doom Breath, Natural armor +3</p><p>12 Breath weapon 5d8, Energy Resistance 30, Form of the Dread Wyrm</p><p>13 Tremble Before Me!,</p><p>14 Predator's Presence (30 ft.)</p><p>15 Breath weapon 6d8, Natural armor +4</p><p>16 Form of the Elder Wyrm,</p><p>17 Energy Immunity</p><p>18 Breath weapon 7d8</p><p>19 Natural Armor +5</p><p>20 Predator's Presence (40 ft.), Form of the Great Wyrm</p><p></p><p><strong>Weapons and Armor:</strong> A half-dragon is proficient with simple weapons, light armor, and bucklers.</p><p></p><p><strong>Dragon Spawn:</strong> You gain the dragon type, you are Immune to sleep and paralysis effects, you gain darkvision 60 ft. (or you may choose to increase your darkvision by 30ft. if you already have darkvision), you also gain lowlight vision if you do not already possess it. Levels in this class count as racial dragon HD for the purposes of feat, and prestige class requirements and effects. Choose a type of true dragon (we'll stick to chromatics for now) this is the dragon type from which you are descended, this choice determines the shape and damage type of your breath weapon, your energy resistance and adds three class skills to your list.</p><p></p><p> </p><p>Dragon Type Damage Type Breath Shape Skills</p><p>Black Acid 60 ft by 5 ft line Hide, Move Silently, and Swim</p><p>Blue Lightning 60 ft by 5 ft line Bluff, Hide, and Spellcraft</p><p>Green Acid 30 ft cone Bluff, Hide, and Move Silently</p><p>Red Fire 30 ft cone Appraise, Bluff, and Intimidate</p><p>White Cold 30 ft cone Hide, Move Silently, and Swim</p><p></p><p></p><p><strong>Breath Weapon (su):</strong> You gain a breath weapon, it deals the listed damage in an area defined by your choice of Dragon Blood, and originating with you. Using your breath weapon is a standard action. If someone in the area succeeds on a reflex save (DC 10 +1/2 your HD + your con mod) they take half damage. After you use your breath weapon you must 5 rounds before it recharges. You may acquire and use meta breath feats, the turn cost of the feat is added to the number of turns you must wait.</p><p></p><p><strong>Gliding (Ex): </strong>You have wings that you can use to glide, negating damage from a fall of any height and allowing 15 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load.</p><p></p><p><strong>Form of the Least Wyrm (ex):</strong> Upon taking your first level of half-dragon you gain a natural weapon chosen from the options below:</p><p></p><p><em>Claws of the Least Wyrm:</em> You gain two claw attacks, your claws deal 1d8 base damage and threaten for a critical hit on a roll of 19-20.</p><p></p><p><em>Fang of the Least Wyrm:</em> You gain a bite attack, your bite deals 1d10 base damage and deal triple damage on a crit.</p><p></p><p><em>Tail of the Least Wyrm:</em> You gain a tail attack, your tail deals 1d10 base damage and has a reach of 10 ft, unlike manufactured weapons with the reach ability your tail may still be used to attack adjacent targets.</p><p></p><p><strong>Energy Resistance (Ex): </strong>You have resistance to an energy type defined by your choice of Dragon Blood equal to the listed value. At level 17 this becomes an immunity to that energy type.</p><p></p><p><strong>Predator's Presence (su):</strong> At level two you can project an aura of fear out to 10 ft as a move action. Any non-ally within this aura must make a will save (DC 10+ 1/2 your HD + cha mod) or be shaken for 1 round. At level 8 the aura's radius increases to 20 ft, at level 14 the radius increases to 30 ft, and to 40 ft at level 20.</p><p></p><p><strong>Natural Armor:</strong> You gain a natural armor bonus of +1 at level 3. This bonus increases by +1 every four levels afterwards, +2 at level 7, +3 at level 11, etc.</p><p></p><p><strong>Rampage (su):</strong> At level 4 anytime you score a critical hit you may project your Predator's presence as a free action.</p><p></p><p><strong>Form of the Lesser Wyrm (ex):</strong> The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature.</p><p></p><p><em>Claws of the Lesser Wyrm:</em> Whenever you charge or make an attack of opportunity you may attack with both claws instead of just one.</p><p></p><p><em>Fang of the Lesser Wyrm:</em> Creatures bitten by you take damage equal to 1+1/3 your HD at the start of each of their turns, this damage is the same type as your breath weapon. At the end of each of the creature's turns it may attempt a reflex save (DC 10 + your constitution modifier + 1/2 your hit dice) to end this effect, until you bite them again. Alternatively another creature can attempt a heal check at the same DC to end the effect.</p><p></p><p><em>Tail of the Lesser Wyrm:</em> In the event of failing a trip or disarm attempt you cannot be tripped or disarmed in return. In addition your Tail grants a +2 bonus to trip and disarm attempts made with it.</p><p></p><p><strong>Limited Flight (Ex): </strong>When you reach level 5, you become able to fly at a speed of 30 feet (average maneuverability). You can't fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you're fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only use flight for 1 round at a time without becoming fatigued).</p><p></p><p><strong>Territorial (ex):</strong> You may make a number of additional attacks of opportunity per round equal to your constitution modifier. </p><p></p><p><strong>Form of the True Wyrm (ex):</strong> The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature.</p><p></p><p><em>Claws of the True Wyrm:</em> You gain the Rapid strike feat for your claws, regardless of prerequisites.</p><p></p><p><em>Fang of the True Wyrm:</em> Whenever an opponent who you threaten misses you may make an attack of opportunity against them.</p><p></p><p><em>Tail of the True Wyrm:</em> Whenever an enemy moves into a space you threaten, and gives them flanking against you, you may make an Attack of Opportunity with your tail against that enemy. Attacks of opportunity made with this ability don't count against the normal limit of attacks of opportunity you may make in a round.</p><p></p><p><strong>Flight (Ex):</strong> When you reach level 10, you have enough stamina and prowess to fly for longer periods. You can fly at a speed of 60 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must move a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.</p><p></p><p><strong>Doom Breath (su):</strong> Starting at level 11 any creature within the area of your breath weapon takes a penalty to saves against fear equal to 1/5 your HD, until the end of your next turn.</p><p></p><p><strong>Form of the Dread Wyrm (ex):</strong> The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature.</p><p></p><p><em>Claws of the Dread Wyrm:</em> You gain the pounce ability, you can make a full attack action at the end of a charge.</p><p></p><p><em>Fang of the Dread Wyrm:</em> </p><p></p><p><em>Tail of the Dread Wyrm:</em> You gain the Improved Disarm or Improved Trip feat, and the bonus to disarm and trip attempts made with your tail increases to +4.</p><p></p><p><strong>Tremble Before Me! (su):</strong> Starting at level 13, creatures with five HD less than you or fewer are frightened if they fail a save against your predator's presence, instead of shaken.</p><p></p><p><strong>Form of the Elder Wyrm (ex):</strong> The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature.</p><p></p><p><em>Claws of the Elder Wyrm:</em> You gain the Improved Rapid strike feat for your claws, regardless of prerequisites.</p><p></p><p><em>Fang of the Elder Wyrm:</em> </p><p></p><p><em>Tail of the Elder Wyrm:</em> You gain the Improved Disarm or Improved Trip feat, and the bonus to disarm and trip attempts made with your tail increases to +6.</p><p></p><p><strong>Form of the Great Wyrm (ex):</strong> The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature.</p><p></p><p><em>Claws of the Great Wyrm:</em> Your claw attacks deal x3 damage on a critical hit and threaten on a roll of 18-20.</p><p></p><p><em>Fang of the Great Wyrm:</em> </p><p></p><p><em>Tail of the Great Wyrm:</em> The reach of your tail increases to 15 ft. Creatures are treated as one size smaller when you attempt to grapple, trip, or disarm them with your tail.</p><p></p><p></p><p>Some things I'd like to include:</p><p></p><p>a nicer table for the dragon blood section</p><p></p><p>special abilities for the natural weapons (things like elemental damage for the bite attack, reach for the tail), but I'm not sure how to implement them, should they be feats? built into the feature? or an improvement gained later?</p></blockquote><p></p>
[QUOTE="Rampant, post: 5708075, member: 52859"] Basically I'm trying to create class that incorporates the essence and style of the half-dragon but expands it into a full 3.5 class that can cover a large number of character concepts. This is a proto-type version which I'm hoping to improve. HD: D10 Good saves: Fort, Will, Poor saves: Ref BaB: Good (as fighter) Skill Points at first level: (4+int mod)*4 Skill Points per level after first: 4+int mod Class Skills: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, and Use Magic Device Level Special 1 Breath weapon 1d8, Dragon Spawn, Gliding, Form of the Least Wyrm 2 Energy Resistance 10, Predator's Presence (10 ft.) 3 Breath weapon 2d8, Natural Armor +1 4 Rampage, Form of the Lesser Wyrm 5 Limited Flight, Territorial 6 Breath weapon 3d8 7 Energy Resistance 20, Natural armor +2 8 Predator's Presence (20 ft.), Form of the True Wyrm 9 Breath weapon 4d8 10 Flight, 11 Doom Breath, Natural armor +3 12 Breath weapon 5d8, Energy Resistance 30, Form of the Dread Wyrm 13 Tremble Before Me!, 14 Predator's Presence (30 ft.) 15 Breath weapon 6d8, Natural armor +4 16 Form of the Elder Wyrm, 17 Energy Immunity 18 Breath weapon 7d8 19 Natural Armor +5 20 Predator's Presence (40 ft.), Form of the Great Wyrm [B]Weapons and Armor:[/B] A half-dragon is proficient with simple weapons, light armor, and bucklers. [B]Dragon Spawn:[/B] You gain the dragon type, you are Immune to sleep and paralysis effects, you gain darkvision 60 ft. (or you may choose to increase your darkvision by 30ft. if you already have darkvision), you also gain lowlight vision if you do not already possess it. Levels in this class count as racial dragon HD for the purposes of feat, and prestige class requirements and effects. Choose a type of true dragon (we'll stick to chromatics for now) this is the dragon type from which you are descended, this choice determines the shape and damage type of your breath weapon, your energy resistance and adds three class skills to your list. Dragon Type Damage Type Breath Shape Skills Black Acid 60 ft by 5 ft line Hide, Move Silently, and Swim Blue Lightning 60 ft by 5 ft line Bluff, Hide, and Spellcraft Green Acid 30 ft cone Bluff, Hide, and Move Silently Red Fire 30 ft cone Appraise, Bluff, and Intimidate White Cold 30 ft cone Hide, Move Silently, and Swim [B]Breath Weapon (su):[/B] You gain a breath weapon, it deals the listed damage in an area defined by your choice of Dragon Blood, and originating with you. Using your breath weapon is a standard action. If someone in the area succeeds on a reflex save (DC 10 +1/2 your HD + your con mod) they take half damage. After you use your breath weapon you must 5 rounds before it recharges. You may acquire and use meta breath feats, the turn cost of the feat is added to the number of turns you must wait. [B]Gliding (Ex): [/B]You have wings that you can use to glide, negating damage from a fall of any height and allowing 15 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. [B]Form of the Least Wyrm (ex):[/B] Upon taking your first level of half-dragon you gain a natural weapon chosen from the options below: [I]Claws of the Least Wyrm:[/I] You gain two claw attacks, your claws deal 1d8 base damage and threaten for a critical hit on a roll of 19-20. [I]Fang of the Least Wyrm:[/I] You gain a bite attack, your bite deals 1d10 base damage and deal triple damage on a crit. [I]Tail of the Least Wyrm:[/I] You gain a tail attack, your tail deals 1d10 base damage and has a reach of 10 ft, unlike manufactured weapons with the reach ability your tail may still be used to attack adjacent targets. [B]Energy Resistance (Ex): [/B]You have resistance to an energy type defined by your choice of Dragon Blood equal to the listed value. At level 17 this becomes an immunity to that energy type. [B]Predator's Presence (su):[/B] At level two you can project an aura of fear out to 10 ft as a move action. Any non-ally within this aura must make a will save (DC 10+ 1/2 your HD + cha mod) or be shaken for 1 round. At level 8 the aura's radius increases to 20 ft, at level 14 the radius increases to 30 ft, and to 40 ft at level 20. [B]Natural Armor:[/B] You gain a natural armor bonus of +1 at level 3. This bonus increases by +1 every four levels afterwards, +2 at level 7, +3 at level 11, etc. [B]Rampage (su):[/B] At level 4 anytime you score a critical hit you may project your Predator's presence as a free action. [B]Form of the Lesser Wyrm (ex):[/B] The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature. [I]Claws of the Lesser Wyrm:[/I] Whenever you charge or make an attack of opportunity you may attack with both claws instead of just one. [I]Fang of the Lesser Wyrm:[/I] Creatures bitten by you take damage equal to 1+1/3 your HD at the start of each of their turns, this damage is the same type as your breath weapon. At the end of each of the creature's turns it may attempt a reflex save (DC 10 + your constitution modifier + 1/2 your hit dice) to end this effect, until you bite them again. Alternatively another creature can attempt a heal check at the same DC to end the effect. [I]Tail of the Lesser Wyrm:[/I] In the event of failing a trip or disarm attempt you cannot be tripped or disarmed in return. In addition your Tail grants a +2 bonus to trip and disarm attempts made with it. [B]Limited Flight (Ex): [/B]When you reach level 5, you become able to fly at a speed of 30 feet (average maneuverability). You can't fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you're fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only use flight for 1 round at a time without becoming fatigued). [B]Territorial (ex):[/B] You may make a number of additional attacks of opportunity per round equal to your constitution modifier. [B]Form of the True Wyrm (ex):[/B] The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature. [I]Claws of the True Wyrm:[/I] You gain the Rapid strike feat for your claws, regardless of prerequisites. [I]Fang of the True Wyrm:[/I] Whenever an opponent who you threaten misses you may make an attack of opportunity against them. [I]Tail of the True Wyrm:[/I] Whenever an enemy moves into a space you threaten, and gives them flanking against you, you may make an Attack of Opportunity with your tail against that enemy. Attacks of opportunity made with this ability don't count against the normal limit of attacks of opportunity you may make in a round. [B]Flight (Ex):[/B] When you reach level 10, you have enough stamina and prowess to fly for longer periods. You can fly at a speed of 60 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must move a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line. [B]Doom Breath (su):[/B] Starting at level 11 any creature within the area of your breath weapon takes a penalty to saves against fear equal to 1/5 your HD, until the end of your next turn. [B]Form of the Dread Wyrm (ex):[/B] The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature. [I]Claws of the Dread Wyrm:[/I] You gain the pounce ability, you can make a full attack action at the end of a charge. [I]Fang of the Dread Wyrm:[/I] [I]Tail of the Dread Wyrm:[/I] You gain the Improved Disarm or Improved Trip feat, and the bonus to disarm and trip attempts made with your tail increases to +4. [B]Tremble Before Me! (su):[/B] Starting at level 13, creatures with five HD less than you or fewer are frightened if they fail a save against your predator's presence, instead of shaken. [B]Form of the Elder Wyrm (ex):[/B] The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature. [I]Claws of the Elder Wyrm:[/I] You gain the Improved Rapid strike feat for your claws, regardless of prerequisites. [I]Fang of the Elder Wyrm:[/I] [I]Tail of the Elder Wyrm:[/I] You gain the Improved Disarm or Improved Trip feat, and the bonus to disarm and trip attempts made with your tail increases to +6. [B]Form of the Great Wyrm (ex):[/B] The natural weapon you gained from Form of the Least Wyrm determines the benefit of this feature. [I]Claws of the Great Wyrm:[/I] Your claw attacks deal x3 damage on a critical hit and threaten on a roll of 18-20. [I]Fang of the Great Wyrm:[/I] [I]Tail of the Great Wyrm:[/I] The reach of your tail increases to 15 ft. Creatures are treated as one size smaller when you attempt to grapple, trip, or disarm them with your tail. Some things I'd like to include: a nicer table for the dragon blood section special abilities for the natural weapons (things like elemental damage for the bite attack, reach for the tail), but I'm not sure how to implement them, should they be feats? built into the feature? or an improvement gained later? [/QUOTE]
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