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Dragon Caster

The Dragon Caster is a primitive magician with limited access to the powerful Dragons that his tribe keeps. However when the Dragon Caster gets to ride one of the powerful Dragons he is as skilled as the Dragon Lancer and has the added benefit of spells. Fortunately Dragon Casters are extremely rare and only a few of the potential Dragon Casters survive the training process.
Alignment: Any
Race: Dragon Casters are almost exclusively human although there are a few Elven casters. There are no Dwarf or Half Orc casters.
Game Rule Information
Abilities: Charisma is important to Dragon Casters to control their Dragon mounts. Intelligence determines how strong of a caster the Dragon Caster is.
Alignment: Any
Hit Die: D6

Class Skills
Alchemy (Int) / Animal Empathy (Cha)
Balance (Dex) / Concentration (Con)
Handle Animal (Cha) / Knowledge; Dragon (Int)
Ride (Dex) / Spellcraft (Int)
Skill Points at first level: (2 + Int modifier) x 4
Skill points at each additional level: 2 + Int modifier

Class Features
Weapon and Armor Proficiencies: Dragon Casters are proficient with all simple weapons. They are also proficient with short swords and lances. Dragon Casters are proficient with light armor.
Spells: A Dragon Caster casts arcane spells. A Dragon Caster may cast as many spells has he is allowed per day, but like a wizard must prepare them in advance by getting a good nights rest and studying their spell book for one hour. There is no limit to the number of spells a Dragon Caster can know. The Dragon Caster‘s intelligence must be 10 + spells level to be able to cast it. The Dragon Caster learns a number of spells equal to his Intelligence modifier every time he gains a level.
Draconic: At first level the Dragon Caster gains Draconic as a bonus language.
Spell Book: At first level the Dragon Caster receives a one-hundred page spell book.
Combat Casting: At second level the Dragon Caster receives Combat Casting as a bonus feat.
Mounted Combat: At fifth level the Dragon Caster receives Mounted Combat as a bonus feat
Quest: At eighth level the Dragon Caster gets to prove that he is a formidable fighter and has the right to posses his own Dragon. The DM can choose an objective for the Dragon Caster to accomplish. This should be treated as a short adventure but the Dragon Caster can not gain any experience for this adventure and he must do it by himself. If he fails this quest he may try again every time he gains a level. Once the Dragon Caster accomplishes his quest he gains access to his own Dragon mount. The Dragon Caster may then choose any Dragon of the same alignment to be his mount. The Dragon is a young dragon and stays that way for as long as the character uses him for a mount. However once the Dragon Caster earns the amount of levels that a Dragon can cast spells at the Dragon can now cast those spells. The Dragon receives only half its normal HP, because he didn‘t grow up in the wild and is not as strong as a wild Dragon, but he gains the same amount of HP that the Dragon Lancer does. If a Dragon Caster’s Dragon dies he may attempt another quest to earn a new Dragon
Level Attack Fortitude Reflex Will Special
1+0+0+0+0Draconic, Spell Book
2+1+0+0+0Combat Casting
3+2+1+1+1
4+3+1+1+1
5+3+1+1+1Mounted Combat
6+4+2+2+2
7+5+2+2+2
8+6+2+2+2Quest
9+6+3+3+3
10+7+3+3+3
11+8+3+3+3
12+9+4+4+4
13+9+4+4+4
14+10+4+4+4
15+11+5+5+5
16+12+5+5+5
17+12+5+5+5
18+13+6+6+6
19+14+6+6+6
20+15+6+6+6

Spells Per Day

Level zero first second third fourth fifth sixth seventh eighth ninth
121--------
222--------
3321-------
4321-------
5321-------
6322-------
7432-------
8432111----
9432211----
104422211---
114422211---
1244333211--
1344433211--
14444432211-
15444443211-
16444444321-
174444443211
184444444331
194444444432
204444444432

Spell List

0-level
Resistance / Ray of Frost
Daze / Flare
Disrupt Undead / Read Magic

1st level
Endure Elements / Protection from chaos/evil/good/law
Mage Armor / Obscuring Mist
Summon Monster I / True Strike
Magic Missile / Color Spray
Cause Fear / Chill Touch
Burning Hands / Magic Weapon
Shocking Grasp / Death Knell

2nd level
Protection from Arrows / Resist Elements
Melf’s Acid Arrow / Summon Monster II
Flaming Sphere / Blur
Spectral Hand / Endurance
Inflict Serious Wounds

3rd level
Explosive Ruins / Protection from Elements
Flame Arrow / Summon Monster III
Fireball / Lightning Bolt
Vampiric Touch / Greater Magic Weapon
Haste / Inflict Critical Wounds

4th level
Fire Trap / Summon Monster IV
Fire Shield / Ice Storm
Wall of Fire / Wall of Ice
Enervation / Flame Strike

5th level
Cloudkill / Summon Monster V
Wall of Stone / Cone of Cold
Nightmare / Righteous Might
Circle of Doom / Spell Resistance

6th level
Acid Fog / Summon Monster VI
True Seeing / Chain Lightning
Circle of Death / Disintegrate
Blade Barrier / Harm

7th level
Power Word, Stun / Summon Monster VII
Delayed Blast Fireball / Finger of Death
Dictum / Holy Word
Word of Chaos

8th level
Prismatic Wall / Protection from Spells
Incendiary Cloud / Power Word, Blind
Summon Monster VIII / Sunburst
Horrid Wilting / Iron Body
Symbol / Earthquake

9th level
Imprisonment / Power Word, Kill
Summon Monster IX / Meteor Swarm
Clone / Energy Drain
Wail of the Banshee / Time Stop
Implosion / Storm of Justice

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