New Familiar/Mounts/PrC

Shirt Guy John

First Post
I just came up with stuff this morning, so please, have a look.

Dragonfly Creatures
====================
Index:
I. Culture Summary
II. Dragonfly Familiar
III. Montrous Dragonflies
-Notes on Size vs. Use
-Light Load Size
IV. Dragonfly Rider PrC

I. Culture Summary
===================
This material is basically for a single culture. The nation is situated at the center of a massive marshland. The inhabitants long ago fled from some unremembered tyrany to form a utopian society, and unlike most, they succeeded. Living in a marshland means that some creatures are more common, and some are less common. In this area, the "Montrous" sized dragonflies were discovered for the first time. Over time, the culture became more and more integrated with the lives of these creatures until a method was created for training them as mounts. The larger breeds of Dragonfly are now used in the same way that normal cultures used horses, while the smaller breeds have become a common friend and accomplice to arcane spellcasters.

II. Dragonfly Familiar
=======================
As an added option to the familiars lilsted in the Player's Handbook, a Sorcerer or Wizard in the marshlands region may choose a Dragonfly as his familiar. The statistics used for a dragonfly familiar are those for a diminuitive version of the creature (It isn't Montrous).

Dragonfly
Diminutive Vermin
-----------------------------------------------
Hit Dice: 1/4d8 (1)
Initiative: +5
Speed: 5ft., 60ft. (Perfect)
AC: 21 (+4 Size, +5 Dex, +1 Natural)
Attacks: -
Damage: -
Face/Reach: 1ft. by 1ft./ 0ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Refl +5, Will +1.
Abilities: Str 1, Dex 21, Con 11, Int -, Wis 13, Cha 11.
Skills: Hide +21, Move Silently +9, Spot +5.
Feats: -
-----------------------------------------------
Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1/10
Treasure: None
Alignment: Always Neutral
Advancement: -

The Dragonfly grants the following benefits when chosen as a familiar:
*Master Gains +2 to Dexterity Score

III. Monstrous Dragonflies
===========================

Monstrous Dragonfly, Medium-Size
Medium-Size Vermin
-----------------------------------------------
Hit Dice: 2d8+2 (11)
Initiative: +4
Speed: 10ft., 80ft. (Perfect)
AC: 15 (+4 Dex, +1 Natural)
Attacks: -
Damage: -
Face/Reach: 5ft. by 10ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Refl +4, Will +1.
Abilities: Str 10, Dex 19, Con 13, Int -, Wis 13, Cha 11.
Skills: Hide +8, Move Silently +8, Spot +5.
Feats: -
-----------------------------------------------
Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: -

Monstrous Dragonfly, Large
Large Vermin
-----------------------------------------------
Hit Dice: 4d8+12 (30)
Initiative: +3
Speed: 10ft., 80ft. (Perfect)
AC: 15 (-1 Size, +3 Dex, +3 Natural)
Attacks: -
Damage: -
Face/Reach: 5ft. by 15ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +7, Refl +4, Will +2.
Abilities: Str 18, Dex 17, Con 17, Int -, Wis 13, Cha 11.
Skills: Hide +3, Move Silently +7, Spot +5.
Feats: -
-----------------------------------------------
Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -

Monstrous Dragonfly, Huge
Huge Vermin
-----------------------------------------------
Hit Dice: 16d8+80 (152)
Initiative: +2
Speed: 10ft., 50ft. (Perfect)
AC: 16 (-2 Size, +2 Dex, +6 Natural)
Attacks: -
Damage: -
Face/Reach: 10ft. by 25ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +7, Refl +4, Will +2.
Abilities: Str 26, Dex 15, Con 21, Int -, Wis 13, Cha 11.
Skills: Hide -2, Move Silently +6, Spot +5.
Feats: -
-----------------------------------------------
Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -

Sive Vs. Use in the Marsh Culture
----------------------------------
For the culture, the Dragonfly is essential to both war and trade. The smallest of the Monstrous Dragonflies, the Medium-Sized breed, is used for minor physical labor or transport or sometimes even as a pet. They may also serve as mounts for small (usually Halfling) riders, though rider weight is a major factor. The Medium-Sized Dragonflies are primarily used as mounts by medium-sized creatures. Occasionally, the Dragonflies are used simply as transport for goods. The Huge Dragonflies are too big for the average rider, and are thus reserved for special services. They are used as transports to carry goods throughout the marshlands, both because land-based travel is nearly impossible and because of their massive carrying capacity.

Light Load Amount for Each Breed
---------------------------------
Medium-Sized 33 lbs.
Large 200 lbs.
Huge 1224 lbs.

IV. Dragonfly Rider PrC
========================

"There was only a faint sound, like that of a breeze, as they came upon us. The city's defenders rode what appeared, upon first glance, to be giant shining sticks with wings. They circled and circled, unleashing volley after volley of arrows at us. Then they stopped, flew back a little ways, and charged us with spear and sword and lance. In the end, our raiding party of thirty was reduced to only four by only seven riders."-Unknown Journal Entry

Dragonfly Knight
-----------------------
In a culture where horses are obsolete, it is no wonder that the guardians took to the skies. Knights mounted on flying creatures are not all that uncommon in the world, but what sets the Dragonfly Knight apart is his choice of Mount. The massive insects found only in the Marshlands serve as wonderful mounts when properly trained, as most Marshlands inhabitants know. However, for the select few who truly bond woth their mounts in defence of the realm, Dragonflies are more akin to divine gifts.
Dragonfly Knights are the elite guardians of the Marshlands. Although they do not have to stay in one place or adhere to a codified set of rules, the Knights must show dedication only in protecting the marshes from invasion, attack, or disaster. For this reason, most Dragonfly Knights are drawn from the ranks of non-chaotic, non-evil Fighters, Rangers, and Paladins. On rare occasions, Psychic Warriors and ex-Barbarians have also joined the ranks of the Knights.
HD: d10

Requirements:
--------------
*Alignment: Any Non-Chaotic, Non-Evil (ie. LG, NG, LN, N)
*Base Attack Bonus: +6
*Knowledge(Nature) 2 ranks
*Ride(Dragonfly) 8 ranks
*Feats: Mounted Combat and one of the following: Mounted Archery, Ride-By Attack, Spirited Charge.
*Special: Must be accepted by the Mounted Order of the Dragonfly.

Class Skills:
--------------
The Dragonfly Knight's Class Skills are (and the Key ability for each skill) are Animal Empathy(Cha), Handle Animal(Cha), Intuit Direction(Wis), Jump(Str), Knowledge(History)(Int), Knowledge(Nature)(Int), Ride(Dex), Spot(Wis), Wilderness Lore(Wis).

Skill points at each level: 2 + Int Modifier.

Class Features:
----------------
The following are the Class Features of the Dragonfly Knight.

Weapon and Armor Proficiency: The Dragonfly Knight gains no new weapon or armor proficiencies, but maintains any proficiency with anything he was formerly proficient with.

Special Mount: The Dragonfly Knight's dragonfly mount is no longer a "normal" member of it's breed. It gains benefits as per table IV-2(Dragonfly Mount).

Masterful Skill: The Dragonfly Knight learns to better move, control, and direct his mount. When riding or controlling a Dragonfly, he adds the listed bonus to his Ride or Handle Animal check.

"Feather Fall": In case of an emergency, the Dragonfly Knight learns how to slow his decent to the earth. Once per day, the Knight may cast the spell "Feather Fall" as a free action if he falls or is otherwise removed from his mount (or under other cirmumstances, too). Treat his class level as his caster level for this effect.

Dragonfly Carapace: The Dragonfly Knight has his skin grow tough plates, like those of the Dragonflies that he rides. He gains a bonus to his natural armor equal to the bonus listed for the Special Mount in table IV-2(Dragonfly Mount).

"Heal Mount": The Dragonfly Knight learns to keep his mount alive, even when on the brink of death. He may use this ability a number of times each day as listed in Table IV-1(The Dragonfly Knight).

Dragonfly Empathy: The Dragonfly Knight gains some influence over any Dragonfly that he may encounter. He gains a +4 racial bonus on checks when attempting to influence the attitude of a Dragonfly, and also can comunicate such simple concepts as "Friend", "Foe, "Flee", and "Attack".

Dragonfly Apotheosis: Once the Knight has reached the pinacle of his skills, he undergoes a second change, akin to that of the Dragonfly Carapace. The Knight's eyes change to become like the compound eyes of his mount. He gains a permanent +4 racial bonus to Spot checks.

Table IV-1(The Dragonfly Knight)
Level BAB Fort Ref Will Special
----- --- ---- --- ---- -------
1 +1 +0 +2 +0 Special Mount
2 +2 +0 +3 +0 Masterful Skill +1
3 +3 +1 +3 +1 "Feather Fall" 1/day
4 +4 +1 +4 +1 Masterful Skill +2, Dragonfly Carapace
5 +5 +1 +4 +1 "Heal Mount" 1/day
6 +6 +2 +5 +2 Masterful Skill +3
7 +7 +2 +5 +2 Dragonfly Empathy
8 +8 +2 +6 +2 Masterful Skill +4
9 +9 +3 +6 +3 "Heal Mount" 2/day
10 +10 +3 +7 +3 Masterful Skill +5, Dragonfly Apotheosis

Table IV-2(Dragonfly Mount)
Knight
Character Bonus Natural Str Int
Level HD Armor Adj. Special
--------- ----- ------- --- --- -------
7-10 +2 +1 +1 6 Improved Evasion, Empathic Link, Share Saving Throws.
11-14 +4 +3 +2 7 Telepathic Link*
15-18 +6 +5 +3 8 Dragonfly Empathy*
19-20 +8 +7 +4 9 Spell Resistance

Improved Evasion, Empathic Link, Share Saving Throws: See Fiendish Servant Sidebar in DMG (pg. 31).

Telepathic Link: The Mount can communicate telepathically with the Dragonfly Knight at any distance less than 100ft. The Dragonfly Knight may also communicate back in this manner.

Dragonfly Empathy: See ability of the same name in Dragonfly Knight class abilities.

Spell Resistance: The Dragonfly Mount gains spell resitance equal to 5 + the Dragonfly Knight's character level.

[Note: A Paladin/Dragonfly Knight's mount abilities overlap (do not stack), so he must use the best of the two values but may still recieve all of the abilities of each class.]

So... any comments or suggestions? I just sorta compare dmy concepts with the core rulebooks to pull this stuff out, so it should be basically balanced.
 
Last edited:

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The idea is very interesting, and well done, for the most part.

The main probelm I have is with the Carapace ability. According to it a Dragonfly knight whose charater level is 19 gains a +7 (!!!!) to his armor class as a natural armor bonus.

I would suggest this ability grant the dragonfly knight a +2 natural armor bonus, that does not stack with magical items and spells that grant natural armor, and leave it at that.

Other than that I can only say that I might make use of this in my campaign, though likely I will give it to lizardfolk only, giving them a very nice fighter PrC along with my own PrC for their druids.
 

The familiar is too powerfull, maybe +1 against airborn creatures, or using airborn creatures, as the DF make the perfect scout, touch attack dealler.
 

As per the carapace ability, I sorta got lazy with it. I wrote the ability before the table, and I didn't expect the Natural Armor bonus to get so high. I gotta fix that, I know.

How 'bout this then:

Dragonfly Carapace: The Dragonfly Knight has his skin grow tough plates, like those of the Dragonflies that he rides. He gains a natural armor bonus to his AC equal to 1/5 his total character level.

(Maybe equal to his Cha modifier, but that could way too high way too fast. Of course we must remember that this nat armor does not stack with normal natural armor, so maybe high ain't too bad... heck, I don't know, that's why I posted this stuff :D

And as for the familiar, I was originally comparing it to the Toad, but I got a little out of hand there. I wouldn't limit any familiar-based ability to +1 on whatever rolls against airborne creatures... the rest of the familiar abilities seem to be much more general than that. Perhaps I might go with one of these instead:

*+1 dodge bonus to AC (Overpowered because dodge stacks?)
*+1 To Initiative Rolls (Underpowered? Up to +2, that's half a feat, but it would stack)
*+2 to reflex saves (Mimicing the Ferret... not too original, and not flavorly want I want)
*+2 to Wisdom (Overpowered still? Justification would be that the Dragonfly is a sybol of Wisdom, and it grants better attentiveness and understanding)
*Any other suggestions?
 

Shirt Guy John said:
And as for the familiar, I was originally comparing it to the Toad, but I got a little out of hand there. I wouldn't limit any familiar-based ability to +1 on whatever rolls against airborne creatures... the rest of the familiar abilities seem to be much more general than that. Perhaps I might go with one of these instead:

*+1 dodge bonus to AC (Overpowered because dodge stacks?)
*+1 To Initiative Rolls (Underpowered? Up to +2, that's half a feat, but it would stack)
*+2 to reflex saves (Mimicing the Ferret... not too original, and not flavorly want I want)
*+2 to Wisdom (Overpowered still? Justification would be that the Dragonfly is a sybol of Wisdom, and it grants better attentiveness and understanding)
*Any other suggestions?

A dodge bonus isn't that bad. Remember how many situations occur that negate dodge bonuses.
An initiative bonus fits well.
Reflex save is appropriate, but like yousaid, it copies the Ferret.
A wisdom bonus doens't really fit well for a dragonfly, I think.

How about granting the caster Evasion?
 

D'oh!

I completel forgot about evasion! It would fit just right, and with the low Relf saves of the Wiz/Sor, it would work out very nicley balance-wise!

I think I might stick with that one...

Now then, anyone got any comments on Carapace?
 


*Thinks*

I did consider damage reduction, but I have a hard time choosing what it would be... like just 1/-? Or more like 5/+1? See, it's hard to choose (though I would lean towards 1/- or even 2/-... maybe it should scale...).
 

I'd have it scale...

At 1st, 4th, 7th and 10th levels, perhaps?

And use either 1/-, 2/-, 3/-, 4/- (like a barbarian)...

Or (none), 5/+1, 5/+2, 10/+3 (like the Celestial/Fiendish template)
 

Seems like a bit much maybe... isn't 4/- what a Barb gets by 20th level?

I would go with 4th 7th and 10th and 1/-, 2/- and 3/- maybe, but that seems like a bit much to me.
 

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