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DRAGON DISCIPLE (Vinifera Version)

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerers bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession.

Spellcasters who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take f light on leathery wings, and—at the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.

 

Role: With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. Dragon disciples’ draconic abilities, however, make these versatile spellcasters even more formidable, as they use their breath weapons and flight to destroy their foes directly.

 

Alignment: Dragon disciples can be of any alignment, although they tend to be more chaotic than lawful. Those dragon disciples that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons are often of good alignments.

 

Hit Die: d12.

 

Requirements

To qualify to become a dragon disciple, a character must fulfill all the following criteria.

 

Race: Any non-dragon.

Skills: Knowledge (arcana) 8 ranks.

Languages: Draconic.

Spellcasting: Ability to cast 1st-level arcane spells without preparation.

Special: The player chooses a dragon type when taking the first level of this prestige class, subject to the DM’s approval.

 

Class Skills

The dragon disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist   (Dex), Fly (Dex), Knowledge (all skills taken individually) (Int), Spot (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

 

Class Features

All of the following are class features of the dragon disciple prestige class.

 

Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.

 

Spells per Day: At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

 

Blood of Dragons: The power of dragons’ flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

 

Table – 1

Dragon Type

Energy Type

Breath Shape

 

Black

Acid

60-foot line

Blue

Electricity

60-foot line

Green

Acid

30-foot cone

Red

Fire

30-foot cone

White

Cold

30-foot cone

Brass

Fire

60-foot line

Bronze

Electricity

60-foot line

Copper

Acid

60-foot line

Gold

Fire

30-foot cone

Silver

Cold

30-foot cone

 

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect. At 1st level it increases by +1, 5th level it increases to +2, and 8th level it increases +4, a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on Table 2. These armor bonuses stack.

 

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 2. These increases stack and are gained as if through level advancement.

 

Bonus Feat(Ex): A dragon disciple receives one bonus feat at 2nd, 5th, and 8th level.

 

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 3rd level, these claws are considered magic weapons for the purpose of overcoming DR. At 5th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 9th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

 

Dragon Bite (Ex): At 1st level, whenever the dragon disciple chooses grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple’s full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. At 3rd level the bite is considered a magic weapon for the purpose of overcoming DR. Upon reaching 9th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline.

 

 

Dragon Resistances (Ex): At 1st level, you gain resist 5 against your energy type. At 5th level, your energy resistance increases to 10. At 10th level you become immune to your energy type.

 

Breath Weapon (Su): At 3rd level, you gain a breath weapon.  This breath weapon deals 1d6 points of damage of your energy type per total levels. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your total levels + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 3rd level, you can use this ability once per day. At 7th level, you can use this ability twice per day. At 10th level, you can use this ability three times per day.

 

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Spot checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

 

Wings (Su): At 9th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 90 feet with average maneuverability. You can dismiss the wings as a free action the dragon disciple’s speed increases to 90 feet.

 

Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like Form of the dragon I. At 10th level, this ability functions as Form of the Dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline. 

 

Form of the dragon I:

Duration 1 min/level (D)

You become a Medium chromatic or metallic dragon (see the Monster Manual). You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

 

Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet

Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet

Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet

Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold

White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire

Brass dragon: 60-foot line of fire, resist fire 20, burrows 30 feet, vulnerability to cold

Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet

Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)

Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet

Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

 

 

 

 

 

 

Form of the dragon II:

This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

 

Power of Wyrms (Su): At 10th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

 

Table - 2

Dragon Disciple

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

Spells per Day

1st

+0

+1

+0

+1

Blood of dragons, natural armor increase (+1), Claws, Dragon Bite, Dragon Resistances

-

2nd

+1

+1

+1

+1

Ability boost (Str +2), Bonus feat

+1 level of existing arcane spellcasting class

3rd

+2

+2

+1

+2

Breath weapon

+1 level of existing arcane spellcasting class

4th

+3

+2

+1

+2

Ability boost (Str +2), natural armor increase (+2)

+1 level of existing arcane spellcasting class

5th

+3

+3

+2

+3

Blindsense 30 ft., Bonus feat

-

6th

+4

+3

+2

+3

Ability boost (Con +2)

+1 level of existing arcane spellcasting class

7th

+5

+4

+2

+4

Dragon form I (1/day),

+1 level of existing arcane spellcasting class

8th

+6

+4

+3

+4

Ability boost (Int +2), bonus feat, natural armor increase (+4)

+1 level of existing arcane spellcasting class

9th

+6

+5

+3

+5

Wings

-

10th

+7

+5

+3

+5

Blindsense 60 ft., Dragon form II (2/day)

+1 level of existing arcane spellcasting class

 

(Class modified from original by J, AKA Kalista)