Author Topic: Noble Draconians  (Read 16646 times)

Offline Libertad

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Noble Draconians
« on: June 27, 2012, 10:17:43 PM »
Noble Draconian, Frost
HD: d10



LevelBABFortRefWillClass Features
1st1200Draconian Body, Death Throes, Hardy
2nd2300Glide, Traction, Spell Resistance, +1 Str, +1 Con

Class Skills (4 + Int modifier, quadrupled at 1st level): Balance, Bluff, Climb, Disguise, Intimidate, Listen, Spot, and Survival.

Proficiencies: A Frost Draconian is proficient with its natural weapons, all simple weapons, short swords, longswords, scimitars, greatswords, light armor, and shields.

Class Features

Draconian Body: A Frost Draconian loses all racial bonuses and gains the Dragon (Cold) type and traits.  He’s immune to sleep and paralysis effects, and has Darkvision out to 60 feet and Low-light Vision. He is Medium size, has a base speed of 30 feet, and a natural armor bonus equal to his Constitution bonus.  He also has two claws and a bite as natural weapons, each dealing 1d4 + Str bonus in damage.  He can attack with a weapon at his normal attack bonus and a natural attack as a secondary attack.

Ability Increase: A Frost Draconian gains a +1 bonus to his Strength and Constitution scores at 2nd level.

Death Throes: If a Frost Draconian becomes unconscious or dying, a thick sheet of ice envelops his body.  The ice can absorb an amount of hit point damage equal to double his HD before breaking, and takes double damage from fire.  Additionally, a flurry of icy shards erupts out of the Frost Draconian’s body whenever any hostile opponent who attacks the Frost Draconian in melee.  All creatures within a 10 foot radius must roll a Reflex Save (DC 10 + ½ HD + Con mod) or take 1d6 points of slashing damage per level of the Frost Draconian.  If a Frost Draconian dies, his body freezes over and crumbles into chunks of ice.  The ice (whether solid or melted) is considered intact remains for the purposes of the Raise Dead spell, as the ice sticks together and molds into the Frost Draconian’s original form upon completion of the casting.
   At 6 HD, the Frost Draconian has gained conscious control over this ability and can shoot out a flurry of icy shards 1/day/HD as a standard action.  The Frost Draconian can also expend one of his uses to form an “ice spear.”  The ice spear is treated as a natural weapon, has a 10 foot reach, and deals 2d6 points of damage + Strength modifier (half cold, half piercing).  The spear lasts for a number of minutes equal to the Frost Draconian’s HD.

Hardy (Ex): Frost Draconians inherit the ruggedness of their White Dragon ancestors.  The Frost Draconian gains Endurance as a bonus feat, and can subsist on 1/10th the normal amount of food and water it takes to nourish a human.  He also gains a +5 bonus on all Fortitude saves made to resist diseases.  If the Frost Draconian already has Endurance, then he can select another feat that he can qualify for.

At 3 HD, the Frost Draconian gains Run as a bonus feat.  If he already has this feat, then he can take another feat provided he meets the prerequisites.

At 5 HD, the Frost Draconian becomes immune to all diseases.

At 7 HD, 1/day/HD, the Frost Draconian can use the natural cold energy in its body to freeze the surrounding air and form a suit of “ice armor” as a standard action.  The Frost Draconian gains DR X/bludgeoning (X=1/2 HD) and a number of temporary hit points equal to its HD.  The ice armor lasts a number of minutes equal to its HD.

Glide (Ex): At 2nd level, a Frost Draconian’s wings become strong enough to carry him across the air for limited periods.  As long as the wings remain free and he has no more than a light load, he is subject to the effects of a feather fall spell, and can glide four times the distance he descends.

Traction (Ex): At 2nd level, a Frost Draconian gains a keen sense of footing.  He gains a racial bonus on Balance checks equal to half his HD, and his speed is not hindered by ground-based difficult terrain.  At 8 HD, he can move normally across frictionless surfaces (even magical ones).

Spell Resistance (Su): At 2nd level, a Frost Draconian gains a Spell Resistance equal to 11 + HD.

Feats: A Frost Draconian with the Breath Weapon feat breathes a 30 foot cone of icy air (1d6 cold damage per 2 HD, Reflex half).

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« Last Edit: July 06, 2012, 02:00:42 AM by Libertad »

Offline Libertad

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Re: Noble Draconians
« Reply #1 on: June 27, 2012, 10:22:25 PM »
Noble Draconian, Venom
HD: d6



LevelBABFortRefWillClass Features
1st0020Draconian Body, Death Throes, +1 Dexterity
2nd1030Hardy, Fast Hands, +1 Charisma
3rd2131Glide, Sharp Tongue, +1 Dexterity
4th3141Learn Weakness, Spell Resistance, +1 Charisma

Class Skills (6 + Int modifier, quadrupled at 1st level): Balance, Bluff, Craft, Diplomacy, Disable Device, Hide, Intimidate, Listen, Move Silently, Search, Spot, Survival, and Tumble.

Proficiencies: A Venom Draconian is proficient with all simple weapons, short swords, hand crossbows, shortbows, the garrote (Arms & Equipment Guide), the blowgun, and light armor.

Class Features

Draconian Body: A Venom Draconian loses all racial bonuses and gains the Dragon type and traits.  He’s immune to sleep and paralysis effects, and has Darkvision out to 60 feet and Low-light Vision. He is Medium size, has a base speed of 30 feet, and a natural armor bonus equal to his Constitution bonus.  He has a single bite as a natural attack which deals 1d4 + Strength modifier in bludgeoning and piercing damage.  He can attack with a weapon at his normal and a natural attack as a secondary attack.

Ability Increase: A Venom Draconian gains +1 to his Dexterity score at 1st and 3rd level, and +1 to his Charisma score at 2nd and 4th level.

Death Throes (Ex): If a Venom Draconian becomes unconscious or dying, its body exudes a poisonous substance.  All creatures within 5 feet of the Venom Draconian must roll a Fortitude save (DC 10 + ½ HD + Con mod) or be afflicted with poison (initial and secondary damage 1d6 Con).  If the Venom Draconian dies, its body liquefies into a green sticky puddle.  This liquid is considered to be intact remains for the purposes of the Raise Dead spell, as it forms into the shape of the Venom Draconian’s body upon completion of casting.
   At 6 HD, the Venom Draconian has gained conscious control of this ability and can deliver the substance via a bite attack 1/day/HD.  The initial and secondary ability damage increases to 1d8 Constitution.

Hardy (Ex): Much like their marsh-dwelling ancestors, the Venom Draconians’ bodies can weather the ravages of starvation and disease.  At 2nd level, the Kapak gains Endurance as a bonus feat and can subsist on 1/10th the normal food and water a human needs for nourishment.  He also gains a +5 bonus on all Fortitude saves made to resist disease.  If the Venom Draconian already has Endurance, then he select another feat in which he meets the prerequisites.

At 3 HD, the Venom Draconian gains Run as a bonus feat.  If he already has this feat, then he can select another one that he can qualify for.

At 5 HD, the Venom Draconian is immune to all diseases.

Fast Hands (Ex):  Once per day per HD, the Venom Draconian can make an attack roll with a natural, light, or one-handed weapon as a swift action.  The opponent is treated as flat-footed against this attack.  This ability can only be used once every three rounds.  The Venom Draconian also gains Quick Draw as a bonus feat.

Glide (Ex): At 3rd level, a Venom Draconian’s wings become strong enough to carry him across the air for limited periods.  As long as the wings remain free and the Venom Draconian has no more than a light load, he is subject to the effects of a feather fall spell, and can glide four times the distance he descends.

Sharp Tongue (Ex): At 3rd level, a Venom Draconian’s adept at using his quick wits and sharp tongue to get the jump on opponents.  Whenever rolling a Bluff check, the Venom Draconian can roll twice and take the better result.  Additionally, 1/day/HD, the Draconian can roll an opposed Bluff check as an immediate action whenever a target within 30 feet uses a Bluff, Diplomacy, or Intimidate skill against the Venom Draconian or a target within 30 feet of him.  If the Venom Draconian beats the roll, the target’s skill check is treated as a failure.

Learn Weakness (Ex): At 4th level, a Venom Draconian gains a special insight into enemy opponents.  When meeting a new opponent or type of monster, the Venom Draconian rolls a special check (1d20+ ½ HD +Intelligence modifier) against the target’s CR.  If the check is successful, the Venom Draconian learns one piece of information regarding the target, plus an additional piece for every 5 points he exceeded the DC.  The Venom Draconian first learns of any energy weaknesses the monster has, followed by materials which negate its damage reduction, followed by its lowest saving throw, followed by its lowest ability score, followed by alignment-specific weaknesses, followed by any other kinds of weaknesses.  If a certain weakness does not exist for that particular target, the Venom Draconian goes to the next category.

Spell Resistance (Su): At 4th level, a Kapak gains Spell Resistance equal to 11 + HD.

Feats: A Venom Draconian with the Breath Weapon feat breathes out a 60 foot line of acid (1d6 damage per 2 HD).  Save DC is Reflex.

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« Last Edit: July 06, 2012, 02:01:46 AM by Libertad »

Offline Libertad

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Re: Noble Draconians
« Reply #2 on: June 27, 2012, 10:39:53 PM »
Noble Draconian, Vapor
HD: d8



LevelBABFortRefWillClass Features
1st0002Draconian Body, Death Throes, Divine Sorcery, +1 Wis
2nd1003Nature’s Shield, Hardy, +1 Int
3rd2113Woodland Stride, Glide, +1 Wis
4th3114Spell Resistance, +1 Int
5th3114One With Nature, +1 Wis

Class Skills (2 + Int modifier, quadrupled at 1st level): Bluff, Concentration, Intimidate, Knowledge (Nature), Listen, Search, Spellcraft, Spot, and Survival.

Proficiencies: A Vapor Draconian is proficient with all simple weapons and light armor.

Class Features

Draconian Body: A Vapor Draconian loses all racial bonuses and gains the Dragon type and traits.  He’s immune to sleep and paralysis effects, and has Darkvision out to 60 feet and Low-light Vision. He is Medium size, has a base speed of 30 feet, and a natural armor bonus equal to his Constitution bonus.  He has two claws and a bite as natural attacks which deal 1d4 + Strength modifier damage.  He can attack with a weapon and a natural attack as a secondary attack.

Ability Increase: A Vapor Draconian gains a +1 to his Wisdom score at 1st level, 3rd level, and 5th level, and +1 to his Intelligence score at 2nd and 4th level.

Death Throes (Ex): When a Vapor Draconian becomes unconscious or dying, its body gives a cloud of thick vapor.  The Vapor Draconian and all targets within a 10 foot radius gain concealment from attacks; the targets must also roll a Fortitude Save (DC 10 + ½ HD + Con mod) or be nauseated for 1 round.  If the Vapor Draconian dies, his corpse turns into a pile of water and sprouts vegetation if it hits soil.  The water (and possible vegetation) is considered intact remains for the purposes of the Raise Dead spell; upon completion of the spell, the vegetation grows into an approximate form of the Vapor Draconian and regains its original status.  Casting Speak with Plants on a Vapor Draconian’s vegetation is treated as a Speak With Dead spell for the purposes of communication.
   At 6 HD, the Vapor Draconian has gained conscious control of this ability.  Once per day per HD as a standard action, the Vapor Draconian can exude a 10 feet by 10 feet cloud of vapor up to 30 feet away.  All opponents within the cloud must make a Fortitude Save (DC 10 + ½ HD + Con mod) or be nauseated for 1 round.  The Vapor Draconian can also choose to make the cloud harmless and provide concealment instead, or both.

Divine Sorcery: Vapor Draconians are skilled in the arts of mysticism, spontaneous divine spellcasting.  A Vapor Draconian casts spells as a Sorcerer equal to 2/3rd his HD (rounded up at 1st level), except that they’re treated as divine spells instead of arcane, and he uses Wisdom as his key spellcasting ability and for any future levels of sorcerer.  A Vapor Draconian can also select one Cleric domain and automatically add its spell to his list of spells known upon attaining the proper spell level.  These effective sorcerer levels stack with actual levels of sorcerer for the purposes of spells known and spells per day.

Draconian LevelEffective Sorcerer Level
1st1
2nd1
3rd2
4th3
5th3


Nature’s Shield (Su): At 2nd level, 1/day/2 HD as a move action, a Vapor Draconian can erect a 10 foot radius of dense, thorny undergrowth around itself or another square within 30 feet.  The undergrowth deals 2 points of piercing damage per HD of the Vapor Draconian per round to all hostile opponents within, and grants a +2 deflection bonus to Armor Class to the Vapor Draconian and all its allies within (both of whom can move normally).  Nature’s Shield lasts for 5 rounds, after which the undergrowth shrivels and decays into ash.
   At 4 HD the undergrowth’s area increases to a 20 foot radius.  At 8 HD the undergrowth deals 3 points of piercing damage per HD per round.

Hardy (Ex): Vapor Draconians don’t need many essentials necessary for survival.  At 2nd level, a Vapor Draconian gains Endurance as a bonus feat and can subsist on 1/10th of the normal food and water that a human needs for nourishment.  He also gains a +5 bonus on all Fortitude saves made to resist disease.  If the Vapor Draconian already has Endurance, then he can select another feat, provided he meets the prerequisites.

At 3 HD, a Vapor Draconian gains Run as a bonus feat (he can select another feat if he already has it).

At 5 HD, the Vapor Draconian is immune to all diseases.

Woodland Stride (Ex): As the Druid class feature of the same name.

Glide (Ex): At 3rd level, a Vapor Draconian’s wings become strong enough to carry him across the air for limited periods.  As long as the wings remain free and the Vapor Draconian has no more than a light load, he is subject to the effects of a feather fall spell, and can glide four times the distance he descends.

Spell Resistance (Su): At 4th level, a Vapor Draconian gains Spell Resistance equal to his HD + 11.

One With Nature (Sp): At 5th level, gains a unique bond with the land around him and all the living creatures within.  The Vapor Draconian can cast Summon Nature's Ally  III as a spell-like ability 1/day/2 HD, with a Caster Level equal to his HD.  Summon Nature's Ally III upgrades to IV at 7 HD, V at 9 HD, and so on to a maximum of IX at 17 HD.  Additionally, any summoned creatures with the Animal, Plant, or Vermin type gain a +2 morale bonus on attack rolls, skill checks, and saving throws for the spell's duration.  This applies to such creatures summoned via other means as well.

A Vapor Draconian with the Breath Weapon feat breathes a 30 foot cone of corrosive gas (the hardness of all objects is halved, while enemy targets’ armor, shield, and natural armor bonuses are halved).  The effect lasts for 1 round, and the Save DC is Fortitude.

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« Last Edit: October 24, 2012, 03:12:40 AM by Libertad »

Offline oslecamo

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Re: Noble Draconians
« Reply #3 on: June 30, 2012, 07:37:31 AM »
Great, three at once to review here. At first glance:

Frost- needs activation action for the 7 HD hardy ability and death throes conscious abilities. And way too frontloaded, it should cut at least the ability score bonus at 1st level.

Venom-Fast Hands is kinda crazy good, it should at least have a "cooldown" of sorts between uses. I particularly like Sharp Tongue.

Vapor-Death Throes conscious abilities need activation again. Divine sorcery starts at 1st level which may lead to some confusion. Contemplation would probably be crazy good enough even whitout the Wisdom bonus, and also needs an action to start (sugest at least swift). They kinda feel more like druids than "zen".




Offline Libertad

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Re: Noble Draconians
« Reply #4 on: June 30, 2012, 02:17:29 PM »
Great, three at once to review here. At first glance:

Frost- needs activation action for the 7 HD hardy ability and death throes conscious abilities. And way too frontloaded, it should cut at least the ability score bonus at 1st level.

Venom-Fast Hands is kinda crazy good, it should at least have a "cooldown" of sorts between uses. I particularly like Sharp Tongue.

Vapor-Death Throes conscious abilities need activation again. Divine sorcery starts at 1st level which may lead to some confusion. Contemplation would probably be crazy good enough even whitout the Wisdom bonus, and also needs an action to start (sugest at least swift). They kinda feel more like druids than "zen".

Frost- gave standard actions to the abilities.

Venom- gave the Fast Hands ability a cooldown period of 3 rounds.

Will work on Vapor later.

Offline oslecamo

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Re: Noble Draconians
« Reply #5 on: July 05, 2012, 07:16:27 PM »
Can't see anything else wrong with frost and venom, added to the index!

Offline Libertad

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Re: Noble Draconians
« Reply #6 on: July 06, 2012, 02:14:07 AM »
Added activation times to Vapor Draconian's abilities.  The Trance thing is too similar to the Phaerimm's spell range increase and thus no "unique."  I'll think of a more appropriate capstone ability.

Some ideas:

One With Nature (Sp): At 5th level, gains a unique bond with the land around him and all the living creatures within.  The Vapor Draconian can cast Summon Nature's Ally  III as a spell-like ability 1/day/2 HD, with a Caster Level equal to his HD.  Summon Nature's Ally III upgrades to IV at 7 HD, V at 9 HD, and so on to a maximum of IX at 17 HD.  Additionally, any summoned creatures with the Animal, Plant, or Vermin type gain a +2 morale bonus on attack rolls, skill checks, and saving throws for the spell's duration.  This applies to such creatures summoned via other means as well.

What do you think?
« Last Edit: July 06, 2012, 07:00:39 PM by Libertad »

Offline oslecamo

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Re: Noble Draconians
« Reply #7 on: July 06, 2012, 05:26:15 PM »
I like it, it is always Zen to get animals to rip off your enemy's faces for you. :p

Offline Libertad

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Re: Noble Draconians
« Reply #8 on: July 06, 2012, 06:59:23 PM »
I like it, it is always Zen to get animals to rip off your enemy's faces for you. :p

Replaced Contemplation with one With Nature.  Added in the clause that the bonus applies to such creature summoned via other means (other spells, etc).
« Last Edit: July 06, 2012, 07:02:11 PM by Libertad »

Offline oslecamo

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Re: Noble Draconians
« Reply #9 on: July 07, 2012, 05:22:57 AM »
Nice, added to the index, and also made a subsection for your draconians since you already have quite a number of them.

Offline Libertad

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Re: Noble Draconians
« Reply #10 on: July 10, 2012, 05:36:22 PM »
Noble Draconian, Lightning
HD: d10




LevelBABFortRefWillClass Features
1st1200Draconian Body, Death Throes, Aura of Good, Holy Soldier, +1 Str
2nd2300Hardy, Divine Grace, Tail Attack, +1 Cha
3rd3311Glide, Trip, Aura of Courage, +1 Str
4th4411Growth, Lay On Hands, +1 Cha
5th5411Smite Evil 1/day, Spell Resistance, +1 Str
6th6522Lightning Strike, Turn Undead, +1 Cha
7th7522Smite Evil 2/day, Spells, +1 Str


Class Skills (4 + In mod, quadrupled at 1st level): Bluff, Climb, Concentration, Diplomacy, Disguise, Gather Information, Intimidate, Jump, Knowledge (Arcana, Religion), Listen, Search, and Spot.

Proficiencies: Lightning Draconians are proficient with all simple weapons, all martial weapons, light, medium, and heavy armor, and shields (including tower shields).

Class Features

Draconian Body: A Lightning Draconian loses all racial bonuses and gains and gains the Dragon type and traits.  He’s immune to sleep and paralysis effects, and has Darkvision out to 60 feet and Low-light Vision. He is Medium size, has a base speed of 30 feet, and a natural armor bonus equal to his Constitution bonus.  He also has two claws and a bite as natural weapons; the claws deal 1d3 points of slashing damage, the bite 1d6 points of bludgeoning and piercing damage.  At 2nd level, the Sivak gains a tail attack which deals 1d6 points of bludgeoning damage.  He can use a natural attack as a secondary attack.  A Sivak’s natural weapons increase to 1d4/1d8/1d8 damage for his claws, bite, and tail attacks when he reaches Large Size.

Ability Increase: A Lightning Draconian gains a +1 increase to his Strength score at 1st level, 3rd level, and every odd level thereafter, and +1 to his Charisma score at 2nd, 4th, and 6th levels, to a maximum of +4 Strength and +3 Charisma at 7th level.

Death Throes (Ex): When a Lightning Draconian becomes unconscious or dying, an arc of electricity shoots out of its body to the nearest enemy opponent within 30 feet as a reaction.  The opponent must succeed on a Reflex Save (DC 10 + ½ HD + Con mod) or take 1d6 points of electricity damage per HD of the Lightning Draconian.  The electricity can arc to a second target at 4 HD, dealing half the amount of damage of the original attack, and another target every 4 HD thereafter.  Additional targets must be within 30 feet of the previous target.  A Lightning Draconian’s Death Throes can only activate once per day per HD.
   At 6 HD, a Lightning Draconian has gained conscious control of this ability and can use of his daily uses as an attack against the target of his choice as a standard action.

Aura of Good (Ex): The power of a Lightning Draconian’s aura of good (see the detect good spell) is equal to his HD, just like the aura of a cleric of a good deity.

Holy Soldier (Ex): A Lightning Draconian who multiclasses into Paladin counts his Lightning Draconian levels as Paladin levels for the purposes of Aura of Good, Lay on Hands, Spells, and Smite Evil.

Hardy (Ex): The Lightning Draconian is second in toughness only to the Flame and Sivak Draconians.  At 2nd level, the Lightning Draconian gains Endurance as a bonus feat and can subsist on 1/10th the normal food and water a human needs for nourishment.  He also gains a +5 bonus on all Fortitude saves made to resist disease.  If the Draconian already has Endurance, then he select another feat in which he meets the prerequisites.

At 3 HD, the Lightning Draconian gains Run as a bonus feat.  If he already has this feat, then he can select another one that he can qualify for.

At 5 HD, the Lightning Draconian is immune to all diseases.

Divine Grace (Su): At 2nd level, a Lightning Draconian gains a bonus equal to his Charisma bonus (if any) on a saving throw of his choice.  The Lightning Draconian can switch the bonus to another save as a swift action.  If the Lightning Draconian gets Divine Grace class feature of the Paladin, then the bonus applies to all saves and he can choose one save to not auto-fail on a natural 1 (he can change which save this applies to as a swift action).

Tail Attack (Ex): At 2nd level, a Lightning Draconian's tail becomes dangerous enough to use as an additional natural weapon.  It deals 1d6 points of bludgeoning damage; when the Lightning Draconian becomes Large size, its damage dice increases to 1d8.

Glide (Ex): At 3rd level, a Lightning Draconian’s wings become strong enough to carry him across the air for limited periods.  As long as the wings remain free and the Lightning Draconian has no more than a light load, he is subject to the effects of a feather fall spell, and can glide four times the distance he descends.

Trip (Ex): At 3rd level, a Lightning Draconian can make a free trip attack against an opponent it hits with its tail attack without having to make a touch attack or provoke an attack of opportunity.  If the attempt fails, the opponent cannot react to trip the Lightning Draconian.  At 6 HD, the Lightning Draconian gains a +4 bonus on checks to trip an opponent.

Aura of Courage (Su): At 3rd level, a Lightning Draconian is immune to fear (magical or otherwise).  Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear affects.  This ability functions while the Lightning Draconian is conscious, but not if he is unconscious or dead.
   If the Lightning Draconian gains the Aura of Courage class feature of the Paladin, allies within 20 feet of the Lightning Draconian gain a +4 morale bonus on saving throws against fear effects.  Additionally, if the Lightning Draconian falls in battle (becomes unconscious or otherwise incapacitated), then all allies within 20 feet become immune to fear for 1 round.

Growth (Ex): At 4th level, a Lightning Draconian grows to Large size.  He gains no ability bonuses, but he gains all the other benefits and penalties of a larger size.  His movement rates increase by 10 feet; this includes the fly speed gained from the True Flight feat.

Lay on Hands (Su): At 4th level, a Lightning Draconian with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch.  Each day he can heal a total number of hit points of damage equal to his Lightning Draconian levels times his Charisma bonus.  A Lightning Draconian may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once.  Using Lay on Hands is a standard action.
   Alternatively, a Lightning Draconian can use any or all of this healing power to deal damage undead creatures.  Using Lay on Hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.  A Lightning Draconian decides how many of his daily allotment of to use as damage after successfully touching an undead creature.

Smite Evil (Su): At 5th level, once per day, a Lightning Draconian may attempt to smite evil with one normal melee attack.  He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Lightning Draconian level.  At 7th level, a Lightning Draconian can smite evil 2 times a day.
   A Lightning Draconian who gains Smite Evil from other sources adds the above amount of his daily uses.

Spell Resistance (Su): At 5th level, a Lightning Draconian gains Spell Resistance equal to his HD + 11.

Lightning Strike (Ex): At 6th level, a Lightning Draconian’s natural weapons and melee weapons gain the Shocking weapon property if he so desires.  The property is lost on a manufactured weapon if it leaves the Lightning Draconian's hands.  He can activate and deactivate this ability as a free action.

Turn Undead (Su): At 6th level, a Lightning Draconian can turn undead as a Cleric of a level equivalent to his HD.

Spells: At 7th level, a Lightning Draconian can prepare and cast divine spells as a Paladin of his Draconian level-3, except he has a Caster Level equal to his HD and uses his Charisma modifier for determining maximum spellcasting potential and Save DCs.  The Lightning Draconian also gains double the normal number of spell slots per level (bonus slots from a high Charisma are added after the doubling).  Levels taken in Paladin stack with the effective Draconian levels.

Code of Conduct: A Lightning Draconian must be of Good alignment and loses several of his class features if he ever willingly commits an evil act.  These class features are Aura of Good, Divine Grace, Aura of Courage, Lay on Hands, Smite Evil, Turn Undead, and Spells.  Additionally, the Lightning Draconian’s powers are derived from a deity of Good alignment, and can lose these abilities if he acts in a manner opposed to the god’s alignment and purposes.

A Lightning Draconian with the Breath Weapon feat breathes out a line of electricity (1d6 electricity damage per level).

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« Last Edit: July 12, 2012, 02:02:15 PM by Libertad »

Offline oslecamo

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Re: Noble Draconians
« Reply #11 on: July 11, 2012, 05:03:10 PM »
It feels kinda cheap to use so many paladin abilities just like that, but on otherwise looks pretty solid.

Shocking grasp is a spell. The weapon property is just shocking. Also may want to specifiy it ends if it leaves your hands.

Ah, and Death throes ability needs activation action.

Offline Libertad

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Re: Noble Draconians
« Reply #12 on: July 11, 2012, 05:08:17 PM »
1. It feels kinda cheap to use so many paladin abilities just like that, but on otherwise looks pretty solid.

2. Shocking grasp is a spell. The weapon property is just shocking. Also may want to specifiy it ends if it leaves your hands.

3. Ah, and Death throes ability needs activation action.

1. What abilities would you suggest I remove or replace?

2. Changed it to shocking.  Will specify.

3. reaction if the Draconian becomes unconscious or dying, standard action to use it consciously.

Offline oslecamo

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Re: Noble Draconians
« Reply #13 on: July 12, 2012, 08:55:52 AM »
Divine Grace-starts only to one save of your choice (which can be changed as, say, a swift action). If you take paladin's divine grace, you add Cha mod to all saves, and you can pick one of them to don't auto-fail on a 1 with that save anymore, also swapable as a swift action.

Aura of courage-grow to 20 feet only if you take the paladin one, and if you do get it, then if you fall all allies in range become imune to fear for 1 round.

Spells- change to draconian level-3 for calculating what spells you get (still CL=HD), but double spell slots per level, still stacking with paladin.

Offline Libertad

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Re: Noble Draconians
« Reply #14 on: July 12, 2012, 02:03:18 PM »
I implemented these changes.  What do you think?

I was wondering if Divine Grace and Aura of Courage can stack if the Draconian gets it from a source other than Paladin (such as a holy warrior-themed PrC).  Thoughts?

Offline oslecamo

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Re: Noble Draconians
« Reply #15 on: July 13, 2012, 02:51:46 PM »
It should be ok, and it's always a nice touch to allow extra multiclassing potential.

Offline Libertad

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Re: Noble Draconians
« Reply #16 on: July 21, 2012, 02:19:11 PM »
Noble Draconian, Flame
Hit Die: d12



LevelBABFortRefWillClass Features
1st1200Draconian Body, Death Throes, +1 Str
2nd2300Hardy, Uncanny Dodge, +1 Con
3rd3311Rage 1/day, Glide, +1 Str
4th4411Growth, Slippery Mind, +1 Con
5th5411Fireball, +1 Str
6th6522Rage 2/day, +1 Dex
7th7522Spell Resistance, +1 Str
8th8622Breath Weapon (B), Improved Uncanny Dodge, +1 Dex

Class Skills (4 + Intelligence modifier, quadrupled at 1st level): Climb, Craft, Intimidate, Jump, Listen, Spot, Survival

Proficiencies: A Flame Draconian is proficient with all simple and martial weapons and light and medium armor, but no shields.

Class Features

Draconian Body: A Flame Draconian loses all racial bonuses and gains and gains the Dragon type and traits.  He’s immune to sleep and paralysis effects, and has Darkvision out to 60 feet and Low-light Vision. He is Medium size, has a base speed of 30 feet, and a natural armor bonus equal to his Constitution bonus.  He is immune to fire damage, but vulnerable to cold attacks.  He also has two claws and a bite as natural weapons; the claws deal 1d3 points of slashing damage, the bite 1d6 points of bludgeoning and piercing damage.  He can use a natural attack as a secondary attack.  A Flame Draconian’s natural weapons increase to 1d4/1d8 damage for his claw and bite attacks when he reaches Large Size.

Ability Increase: A Flame Draconian gains a +1 to his Strength score at levels 1, 3, 5, and 7, a +1 to his Constitution score at levels 2 and 4, and +1 to his Dexterity score at levels 6 and 8, for a total of +4 Strength, +2 Dexterity, and +2 Constitution at level 8.

Death Throes (Ex): When a Flame Draconian becomes unconscious or dying, his body shoots out flames in a 10 foot radius.  Those caught within the blast must roll a Reflex save (DC 10 + ½ HD + Str mod) or take 1d6 points of fire damage per HD of the Flame Draconian.  At 4th level, the radius increases to 20 feet, and by another 10 feet per 4 HD afterwards.
   At 6 HD, the Flame Draconian has gained conscious control of this ability and can use it as a standard action 1/day per 2 HD and can alter the size of the burst (anywhere from 5 feet to his maximum radius).  He can also tailor the size of the burst radius whenever he becomes unconscious or dying.

Hardy (Ex): The Flame Draconian is as mighty as it looks.  At 2nd level, the Flame Draconian gains Endurance as a bonus feat and can subsist on 1/10th the normal food and water a human needs for nourishment.  He also gains a +5 bonus on all Fortitude saves made to resist disease.  If the Draconian already has Endurance, then he selects another feat in which he meets the prerequisites.

At 3 HD, the Flame Draconian gains Run as a bonus feat.  If he already has this feat, then he can select another one that he can qualify for.

At 5 HD, the Flame Draconian is immune to all diseases.

Uncanny Dodge (Ex): At 2nd level, the Flame Draconian gains Uncanny Dodge as per the Barbarian special ability.  If the Flame Draconian already has Uncanny Dodge as granted by another class, then he gains Improved Uncanny Dodge instead.

Rage (Ex): At 3rd level, the Flame Draconian gains Rage, as per the Barbarian special ability.  Bonus uses of Rage gained from other classes stack with the Flame Draconian’s uses per day.

Glide (Ex): At 3rd level, a Lightning Draconian’s wings become strong enough to carry him across the air for limited periods.  As long as the wings remain free and the Lightning Draconian has no more than a light load, he is subject to the effects of a feather fall spell, and can glide four times the distance he descends.

Growth (Ex): At 4th level, a Flame Draconian grows to Large size.  He gains no ability bonuses, but he gains all the other benefits and penalties of a larger size.

Slippery Mind (Ex): At 4th level, the Flame Draconian gains Slippery Mind as per the Rogue special ability.

Fireball (Sp): At 5th level, the Flame Draconian can cast Fireball 1/day/HD with a Caster Level equal to his HD.  The spell-like ability deals 1d6 damage per HD and has no cap.  The Save DC is Constitution-based.

Spell Resistance (Su): At 7th level, the Flame Draconian gains Spell Resistance equal to his HD + 11.

Breath Weapon: At 8th level, the Flame Draconian gains Breath Weapon as a bonus feat, even if he does not meet the prerequisites.

Improved Uncanny Dodge (Ex): As per the Barbarian special ability.  If he already has Improved Uncanny Dodge, then he applies a bonus on attacks against flanking opponents equal to the bonus they would normally gain against him (the Flame Draconian adapts well to adversity).  The Flame Draconian adds his monster levels to Barbarian and Rogue levels for determining whether or not an opponent can flank him.

A Flame Draconian with the Breath Weapon feat breathes a 30-foot cone of flames which deals 1d6 points of fire damage per HD.  The Save DC is Reflex and based off of Strength.

Comments

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« Last Edit: July 22, 2012, 10:36:21 PM by Libertad »

Offline oslecamo

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Re: Noble Draconians
« Reply #17 on: July 22, 2012, 06:46:07 PM »
Strong, but kinda dull. Over 8 levels you're basically just geting abilities that say "I deal damage" and "I get passively tougher". Also again kinda cheap to just copy-pasta the barbarian class abilities like that.

Offline Libertad

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Re: Noble Draconians
« Reply #18 on: July 22, 2012, 10:40:21 PM »
So I guess Uncanny Dodge and Rage are in need of some replacements?  I'll get on it.

Offline Garryl

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Re: Noble Draconians
« Reply #19 on: July 23, 2012, 10:09:49 AM »
While fire is best known for burning things up and dealing massive damage, it has a few other aspects that aren't touched upon as often. Maybe some of them can inspire you for some non-beatstick abilities for the Flame Draconian.

One of the things I always love seeing with fire (but is rarely done) is the cauterizing aspect of it (using heat to seal wounds, etc.). There's a feat, Healing Flames, that allows you to heal damage by absorbing a fire, and I made a spell (Cauterizing Flame) that's essentially a fire-based healing spell.

Fire is also connected to divinations. Check out DonQuixote's Ashbound Oracle. He gets the gist across better than I can (if a bit grimly).