Midnight Dragon Disciple

Nifft

Penguin Herder
Dragon Disciple (Midnight)

Prerequisites: Knowlege (Arcana) +5, Speak Language (Draconic), Magecraft, 2 Spellcasting Feats, ability to cast 3rd level spells, Dragonblooded Heroic Path.

HD: d8
BAB: Medium (as Channeler)
Good Saves: Fortitude, Will / Bad Save: Reflex
Skill Points: 4 + Int bonus
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowlege (any) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Use Magic Device (Cha).

Code:
[u]Level   BAB   Fort	Ref	Will	Special Abilities[/u]
 1	+0	+2	+0	+2	+1 Natural Armor, Bonus Spell, Draconic Visage I
 2	+1	+3	+0	+3	+1 Spell Point, Ability Increase (+2 Str)
 3	+2	+3	+1	+3	+1 Spell Point, Blindsense 30 ft.
 4	+3	+4	+1	+4	+2 Natural Armor, Bonus Spell, Draconic Visage II, Claws
 5	+3	+4	+1	+4	+1 Spell Point, Ability Increase (+2 Cha)
 6	+4	+5	+2	+5	+1 Spell Point, Breath Weapon
 7	+5	+5	+2	+5	+3 Natural Armor, Bonus Spell, Draconic Visage III
 8	+6	+6	+2	+6	+1 Spell Point, Ability Increase (+2 Con)
 9	+6	+6	+3	+6	+1 Spell Point, Blindsense 60 ft.
10      +7	+7	+3	+7	Dragon Apotheosis, Bonus Spell

Special Abilities:
  • Bonus Spell: The Dragon Disciple gains a bonus spell of any school and level that he can cast.
  • Natural Armor (Ex): The Dragon Disciple gains a racial Natural Armor bonus as indicated.
  • +1 Spell Point: The Dragon Disciple gains a total of 6 spell points over ten levels.
  • Draconic Visage I (Ex): The Dragon Disciple's skin grows patches of scales, and his facial features look distinctly draconic. All Disguise checks are at a -2 penalty.
  • Ability Increase (Ex): The Dragon Disciple gains a total of +2 Charisma, +2 Constitution and +2 Strength. These bonuses are gained as if through level advancement.
  • Draconic Visage II (Ex): The Dragon Disciple grows more distinctly draconic. All Disguise checks are at a -4 penalty.
  • Claws (Ex): The Dragon Disciple gains claw natural attacks, as described in the DMG.
  • Breath Weapon (Su): As a standard action every minute, the Dragon Disciple can convert a number of Spell Points into a powerful breath weapon, at the rate of 1 Spell Point per d8 of damage, to a maximum of 3d8.
  • Draconic Visage III (Ex): The Dragon Disciple grows even more distinctly draconic. All Disguise checks are at a -6 penalty.
  • Dragon Apotheosis: The Dragon Disciple gains the effects of the Half-Dragon template.

EDIT: Changed Prerequisites

-- N
 
Last edited:

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Nifft,

Here is the post I made in reply over on Against The Shadow. I thought you might have given up on those boards so thought I would repeat my reply here:


Nifft,

OK, firstly sorry if my comments came across as, "that's not what I would do" rather than as positive input. Here are some flavour thoughts first:

1. The first entry in the time line is:
Time of Years (Year of the Seer Wind)

Xircxi, Patriarch of the Dragons, gifts a crown of scales to Suthail Aman, High Lady of the elthedar. The present is a token of highest honor and sublime divinity.

I could see the Dragonblooded heroic path as a legacy of this "blessing" of Xircxi and perhaps of the elthedar, particularly if the Dragonblooded character is a fey.

2. The Dragon Disciple might more properly be known as the Disciple of Xircxi... or some other noun combined with Xircxi (rattling brain for ideas... Inheritor... Scion [not bad]... that's all... need more coffee).

3. Perhaps the Dragon Disciples/Disciples of Xircxi/Scions of Xircxi must be "commissioned" by Aradil in a ceremony involving Xircxi's Crown of Scales. That is, of course, assuming that Aradil has this crown in her possession (as the one closest in power to the elthedar)... failing which, that sounds like an adventure hook for a Dragonblooded character.

4. With 2 and 3 in mind, perhaps the Scions of Xircxi ar enot required to be Dragonblooded but, rather, represent Xircxi reaching across time to see his beloved Aryth defended against the Shadow?

OK, rules issues:

1. I think the prestige class is too powerful largely because, under the Midnight magic rules, 10 levels in any class result in a ten level increase in caster ability. When this is combined with the following gains: 10d8 hp, +7 BAB, +4 natural armour, +8 Str, Con +2, Int +2, Cha +2, blindsense, 60% spell energy acquisition (compared to another "full time" caster), claws, bite, breath weapon and a couple of immunities including one to energy, you really have a class that gives you a lot of "bang for your buck". I may have even missed a couple of things. The only drawback is that you have difficulty disguising yourself.
So, basically, you have a channeler with slightly lower spell energy (by only four points... that's not a lot) but with better hit points, ability scores, natural armour, natural attacks, breath weapon and one type of energy immunity. No way I would allow this in my game.
2. Prerequisites are a bit off (NB: Knowledge: arcana, or any other skill prerequisite, should be shown in ranks not as a plus). Also 5 ranks can be gained at only 2nd level. I realise that casting 3rd level spells bumps up the minimum level requirement but perhaps the skill ranks should reflect the minimum level that you foresee the class being entered?

Hmmm... two large points, not a lot positive there. OK, IMO I would drop the Dragon Disciple idea and, if you really want a half-dragon, try some sort of ceremony tied to the Crown of Scales (and that really could make an interresting adventure/mini-campaign) and go with a Savage Species-style three level acqusition of the half-dragon template which also results in no additional caster level, spell energy, hit points or saves.

Conveniently, Sean Reynolds posted such a progression on the WotC website some weeks ago but here it is for you:

Table SP-2: The Half-Dragon Template Class

Level CR Special
1 +1 Str +2, Int +2, resistance (lesser), racial HD type increase, natural armor +2, darkvision 60 ft., low-light vision
2 +1 Str +2, Con +2, resistance (greater), 2 claws, bite, natural armor +1, breath weapon 3d8, immunities (lesser)
3 +2 Str +4, Cha +2, immunities (greater), wings, natural armor +1, breath weapon 6d8, dragon type

Half-Dragon Template Class Features

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Resistances (Ex): A half-dragon has energy resistance 10 to one type of energy. The specific type is determined by the dragon kind that provided the benefits of the template, according to the following table.

Dragon
Variety Energy Type
Resisted
Black Acid
Blue Electricity
Brass Fire
Bronze Electricity
Copper Acid
Gold Fire
Green Acid
Red Fire
Silver Cold
White Cold

At 2nd level, this resistance increases to 20. At 3rd level, the half-dragon becomes completely immune to the indicated energy type (see Immunities, below).

Racial HD Type Increase (Ex): At 1st level, each of a half-dragon's racial Hit Dice increases by one die type: d4 to d6, d6 to d8, d8 to d10, or d10 to d12. Class Hit Dice are unaffected. Rather than rerolling all racial Hit Dice, you can simply add 1 hit point per racial Hit Die to the half-dragon's hit point total.

Natural Armor Improvements: At every level of the prestige class, the half-dragon's natural armor bonus increases by the indicated amount. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level, to +3 at 2nd level, and finally to +4 at 3rd level.

Darkvision (Ex): At 1st level the half-dragon gains darkvision to a 60-foot range.

Low-Light Vision (Ex): At 1st level, the half-dragon gains low-light vision.

Claws: At 2nd level, the half-dragon gains two claw attacks if she didn't already have them. For the base damage of the half-dragon's claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-dragon's claws are natural attacks.

Bite: At 2nd level, the half-dragon gains a bite attack if she didn't already have one. For the base damage of the half-dragon's bite attack, use the appropriate value from the table below if the base creature did not previously have a bite attack. If she did, use either the value from the table or the base creature's bite damage, whichever is better. The half-dragon's bite is a natural attack.

Size Bite
Damage Claw
Damage
Fine 1 --
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

Breath Weapon (Su): At 2nd level, a half-dragon gains a breath weapon similar to that of the dragon that provided the benefits of the template. The breath weapon is usable once per day and allows a Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Constitution modifier) for half damage. The shape and size of the breath weapon are given by the following table.

Dragon
Variety Breath
Weapon
Black 60-foot line of acid
Blue 60-foot line of lightning
Brass 30-foot cone of corrosive (acid) gas
Bronze 30-foot cone of fire
Copper 30-foot cone of cold
Gold 60-foot line of fire
Green 60-foot line of lightning
Red 60-foot line of acid
Silver 30-foot cone of fire
White 30-foot cone of cold

When first acquired, the breath weapon deals only 3d8 points of damage. When the half-dragon reaches 3rd level, the base damage for the breath weapon increases to 6d8.

Immunities (Ex): At 2nd level, the half-dragon becomes immune to sleep and paralysis. When she reaches 3rd level, her template-based energy resistance (see Resistances, above) is replaced by total immunity to that energy type.

Wings (Ex): At 3rd level, a Large or larger half-dragon grows fully functional wings and may use them to fly at up to twice her land speed (maximum 120 feet) with average maneuverability. A Medium or smaller half-dragon either does not grow wings or grows nonfunctional vestigial ones.

Dragon Type: At 3rd level, the half-dragon completes her metamorphosis, and her type changes to dragon. She becomes vulnerable to spells and effects that work on creatures of the dragon type but is immune to effects that target her original type. For example, a half-human/half-dragon would be subject to the extra damage from a dragon bane sword, but she is immune to hold person because that spell affects only humanoids.

I really think that the Dragon Disciple as you have proposed is just waaaaaaaaaaaaaaaay overpowered, largely because the levels count for spellcaster level purposes because of the way magic works in Midnight. The big offset with the core version of the class is losing 10 spellcaster levels: in other words, delaying the acquisition of 5 spell levels and that's huge.

Anyway, what do you think?

_________________
Cheers
D
 

Derulbaskul said:
I really think that the Dragon Disciple as you have proposed is just waaaaaaaaaaaaaaaay overpowered, largely because the levels count for spellcaster level purposes because of the way magic works in Midnight. The big offset with the core version of the class is losing 10 spellcaster levels: in other words, delaying the acquisition of 5 spell levels and that's huge.

1) Channelers get 5 benefits:
  • extra Spell Points, which the DD also gets (though less)
  • two free bonus spells every level, which the DD does NOT get
  • bonus Schools -- this is huge for a primary spellcaster
  • Art of Magic -- again, huge
  • bonus Feats -- not huge, but still good

Do you think that the Midnight Wizard PrC is unbalanced? It gets everything that a normal Wizard gets (d4 HD, prepared spells, etc.) AND a bonus Feat or class ability at every level.

Midnight is a different setting, and blowing off non-magical Disguise problems is missing a major point of the setting.

The Core version also gives Wings & Bite. Wings are huge in the default setting -- non-magical Flight speed is very useful. In Midnight, that would just make it easier for the Shadow to find you, and would hurt the "limited mobility" feel of Midnight. Bite is far more useful than Claws, since you can make Bite attacks while using a weapon & shield or while using a 2-handed weapon.

Considering the power-level of the Channeler class (BAB 3/4, d6 HD, 6 skill points/level), I think your estimation of the relative power of my DD is off.

Finally, did you notice that the DMG's DD gets d12 HD, while my version gets d8? That's the compensation for spellcasting progression -- the DMG's version is clearly a melee class, while mine is part spellcaster / part melee.

-- N
 

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