Author Topic: [3.5e] X-Codes' Draconic Feats & Dragon Disciple remake  (Read 6310 times)

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X-Codes

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[3.5e] X-Codes' Draconic Feats & Dragon Disciple remake
« on: June 17, 2010, 06:53:19 PM »
Porting over some stuff from another website.  Some of it I originally ported over from here, so meh.

A lot of these feats depend on knowing what kind of dragon ancestor your character possesses.  There are a few ways to go about this.

1) You take the Draconic Heritage feat.  When you take this feat, you pick a dragon ancestor and that's your ancestor for the purposes of all the feats listed here (not just the ones with Draconic Heritage as a pre-requisite).

2) You write your Dragon ancestor into your backstory and your DM approves.  In this case, you haven't taken the Draconic Heritage feat, but you know what your Dragon ancestor is and use effects appropriate to that ancestor.

3) You do neither of the above.  In this case your dragon ancestor was not a true dragon from the SRD.

In any case, trying to change what dragon ancestor you have is not allowed (unless, maybe, you cast a wish or miracle spell, but the DM decides what those spells do, anyway).  If you want to have a true dragon ancestor that's not in the SRD, ask your DM.  I'm not inclined to pick out every last true dragon in all the splats and make a giant table of effects for them all to follow, especially ones that have wonky breath effects like Shadow Dragons.  Once your Draconic feats are taken and have their precise effect locked in, you're stuck with that effect.  So, with that cleared up, the feats:

I'm using my alternative skill system, which I haven't brought here yet.  It's not PF, nor is it 3.5e, but it's gotten generally positive feedback.  It's basically compacted the 50ish skills in 3.5e to 25ish skills.  The big one here is Arcana, which is basically Knowledge [Arcana] plus some Spellcraft.

Draconic Breath [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: You gain a breath weapon.  This breath weapon corresponds to your true dragon ancestor as follows:
Black or Copper: 60' line of acid
Blue or Bronze: 60' line of electricity
Brass: 60' line of fire
Gold or Red: 30' cone of fire
Green: 30' cone of acid
Silver or White: 30' cone of cold
If you have some other true dragon ancestor or a dragon ancestor that was not a true dragon, your breath weapon takes the shape of a cone of fire.
Using your breath weapon is a standard action and is usable once every 1d4 rounds.  If it is a line it deals 1d8 points of the indicated damage plus another 1d8 damage per 3 hit dice you have.  If it is a cone, it deals 1d6 points of the indicated damage plus another 1d6 damage per 3 hit dice you have.  In any case, those affected by your breath weapon can attempt a Reflex save (DC 10 + 1/2 your HD + your Constitution modifier) for half damage.
This feat is a supernatural ability.

Draconic Wings [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: You gain scaly wings which can be used to fly.  You become a natural flier with a fly speed equal to your ground speed +10 feet.

Draconic Senses [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: Your eyesight and hearing are vastly superior to those of other members of your race.  You gain low-light vision and a bonus on Listen, Search, and Spot checks equal to the number of draconic feats you have.
If you have 3 or more draconic feats, you also gain darkvision 60'.

Draconic Claws [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: Your hands are scaled and clawed, allowing you to be armed even when unarmed.  You gain two claw attacks that deal 1d4 damage (or 1d3 damage for small characters or 1d6 for large characters).  You cannot use a claw that is holding a manufactured weapon.

Draconic Bite [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: Your mouth extends slightly forward compared to others of your race, and your teeth are razor sharp.  You gain a bite attack that deals 1d6 damage (or 1d4 damage for small characters or 1d8 damage for large characters).

Draconic Tail [Draconic]
Prerequisite: Dragonblood subtype, character level 1st.
Benefit: You have a strong, scaled tail like that of a dragon.  You gain a tail whip attack that deals 1d6 damage (or 1d4 damage for small characters or 1d8 damage for large characters).

Quote from: Sidebar: Draconic Natural Weapons
Characters with draconic feats often have access to natural weapons and sometimes multiple natural weapons.  In the case that a character is making attacks with a weapon other than a natural weapon, then all natural attacks granted by Draconic feats are secondary natural attacks.  Otherwise, a character's primary natural weapons is the first on the following list that the character possesses.
  • Claws
  • Bite
  • Tail
  • Wings

Draconic Knowledge [Draconic]
This feat is listed on page 17 of Dragon Magic, and I am in the process of re-writting it to be kosher with my skill system.

Draconic Presence [Draconic]
Prerequisite: Dragonblood subtype
Benefit: You are as imposing as a dragon.  Whenever you charge or make a full attack, you cause enemies within 30' of you to become shaken for 1 minute.  A Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) negates this effect.  In any case, an enemy that saves against your Draconic Presence feat cannot be affected by it again for 24 hours.

Draconic Skin [Draconic]
Prerequisite: Dragonblood subtype
Benefit: Your hide is thicker and scalier than others of your race.  You gain a +1 bonus to your natural armor, and you also gain resistance equal to 3 times the number of Draconic feats you have to an energy type according to your draconic parent as follows:
Black, Copper, or Green: Acid
Blue or Bronze: Electricity
Brass, Gold, or Red: Fire
Silver or White: Cold
If your dragon ancestor was not one of the above true dragons, you gain fire resistance.

Draconic Toughness [Draconic]
Prerequisite: Dragonblood subtype
This feat is listed on page 105 of Races of the Dragon.

The following feats are only precisely applied when the character doesn't have one of the 10 true dragons listed in the SRD as a true dragon ancestor.  If a character does have such an ancestor, change the effects relating to fire energy to appropriate counterparts of other energy types as follows:
Black, Copper, or Green: Acid
Blue or Bronze: Electricity
Brass, Gold, or Red: Fire
Silver or White: Cold

Dragonfire Channeling [Draconic]
This feat is detailed on page 17 of Dragon Magic.

Dragonfire Inspiration [Draconic]
This feat is detailed on pages 17-18 of Dragon Magic.

Dragonfire Strike [Draconic]
This feat is detailed on page 18 of Dragon Magic.

Dragonfire Rage [Draconic]
Prerequisite: Dragonblood subtype, Cha 11, Rage ability
Benefit: Whenever you enter a Rage, any weapon you wield (including natural weapons) gains the Flaming property, dealing 1d6 additional fire damage on a hit.

Dragonfire Assault [Draconic]
Prerequisite: Power Attack, Dragonblood subtype, Cha 11
Benefit: When you use the Power Attack feat, instead of that feat's normal benefit you can deal 1d4 fire damage for each -1 penalty you take on your attack roll (or 1d6 fire damage if wielding a two-handed weapon).  This ability still doesn't work with light weapons.

Dragonfire Smite [Draconic]
Prerequisite: Dragonblood subtype, Cha 11, Smite ability
Benefit: When you use your Smite ability against an appropriate foe and hit, you deal 1d6 fire damage per +1 damage bonus of your smite ability instead of the normal damage bonus.

Dragonfire Companion [Draconic]
Prerequisite: Dragonblood subtype, Cha 11, Small-size or larger Animal Companion
Benefit: You grant your Animal Companion the dragonblood subtype and the Draconic Breath feat as a bonus feat, even if it doesn't meet the prerequisites.  Your companion's draconic heritage is the same as your own, and it's draconic nature is obvious to observers.

Soaring Dragon [Draconic, Tactical]
Prerequisite: Flyby Attack, Draconic Wings
Benefit: You gain the use of the following three maneuvers.
Wing Buffet: The strength of your wings increases, allowing you to use them as natural weapons.  You gain two wing attacks that deal 1d4 damage each (or 1d3 damage for small characters, or 1d6 damage for large characters).
Grounded Agility: Even when you're not flying, you can use your wings to aid your balance and speed.  During any round in which you move along the ground greater than your ground speed (such as when your running or charging), you gain a +4 bonus to all Acrobatics checks made as part of that movement.  Further, if you are running or charging then you can make one turn of up to 90 degrees as part of that movement.
Personal Typhoon: As a move action, you can use your wings to create strong winds around you for the round.  The winds extend 10' outwards from you (or 20' for large creatures), and impose a -2 penalty to all ranged attacks and listen checks and put out any exposed fires the size of a campfire or smaller.  If there is loose debris within the area affected, the debris is kicked up and creates an effect identical to an obscuring mist spell (including the fact that it is dispersed 1 round after using this maneuver).

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Draconic Heritage [Draconic]
Prerequisite: Sorcerer level 1st.
This feat is listed in a myriad of sources, most recently Dragon Magic page 17.

Arcane Draconic Breath [Draconic]
Prerequisite: Draconic Heritage
Benefit: As a standard action, you can channel your arcane power into a breath weapon.  You lose one unspent sorcerer spell slot and create a cone or line of energy depending on your Heritage:
Black or Copper: 60' line of acid
Blue or Bronze: 60' line of electricity
Brass: 60' line of fire
Gold or Red: 30' cone of fire
Green: 30' cone of acid
Silver or White: 30' cone of cold
If your breath weapon is a line, it deals 1d8 damage of the indicated type per level of the spell sacrificed.  If your breath weapon is a cone, it deals 1d6 damage of the indicated type per level of the spell sacrificed.  In any case, anyone affected by your breath weapon can attempt a Reflex save (DC 10 + level of the spell slot used + your Charisma modifier) for half damage.  You do not need to recover your breath afterwards.
This feat is a supernatural ability.
Special: If you have the Draconic Breath feat, you can instead expend a sorcerer spell slot to use your breath weapon granted by that feat.  You add the level of the spell slot used to the number of damage dice rolled, add either your Constitution modifier or Charisma modifier to the saving throw DC, and do not have to recover your breath weapon afterwards.

Arcane Draconic Flight [Draconic]
Prerequisite: Draconic Heritage
Benefit: Whenever you cast a sorcerer spell, you can activate this feat as a swift action.  You gain a supernatural fly speed equal to your land speed +10 for a number of rounds equal to one-half the level of the triggering spell (rounded down, minimum 1, including the round in which the ability is used).
This feat is a supernatural ability.
Special: If you have the Draconic Wings feat, you can instead enhance your natural flying ability.  While affected by this feat, you gain a +30' enhancement bonus to your fly speed and a bonus on Acrobatics checks made to fly equal to 1 1/2 times the level of the spell that triggered this feat (rounded down).

Arcane Draconic Sight [Draconic]
Prerequisite: Draconic Heritage
Benefit: Whenever you cast a sorcerer spell, you can activate this feat as a swift action.  You gain blindsense out to 5' plus 5' per level of the spell cast until the end of your next turn.  If you already have blindsense, then the range of that blindsense increases by 5' plus 5' per level of the spell cast.
This feat is a supernatural ability.
Special: If you have the Draconic Senses feat, you gain blindsight 10' while this ability is active.

Arcane Draconic Claws [Draconic]
Prerequisite: Draconic Heritage
Benefit: Whenever you cast a sorcerer spell, you can activate this feat as as swift action.  You make a primary claw attack (regardless of whether or not you have a claw attack) that deals 1d4 damage (or 1d3 damage for small characters or 1d6 damage for large characters).  You add all the standard modifiers to damage that primary natural weapons receive.
This feat is a supernatural ability.
Special: If you have the Draconic Claws feat, before making your attack you gain an enhancement bonus to all your natural weapons equal to 1/2 the level of the spell (rounded up) until the end of your next turn.
If you have the Draconic Bite feat, you can make a bite attack instead of a claw attack.  In addition, your bite attacks threaten a critical on a roll of 19 or 20 and deal triple damage on a critical hit.

Arcane Draconic Grace [Draconic]
Prerequisite: Draconic Heritage
Benefit: As an immediate action you can expend an unused sorcerer spell slot to gain a bonus on your next saving throw equal to the level of the slot expended.  You can also use this ability after rolling a saving throw (thus adding your bonus to that saving throw), but before the result of the saving throw is known.
This feat is a supernatural ability.
Special: If you have the Draconic Tail feat, you are able move with an uncanny agility.  You gain the Evasion ability.

Arcane Draconic Power [Draconic]
Prerequisite: Draconic Heritage
Benefit: Your effectiveness with sorcerer spells is increased substantially.  You gain bonuses on spells with the compulsion or fear descriptors as well as a descriptor depending on your heritage:
Black, Copper, or Green: Acid
Blue or Bronze: Electricity
Brass, Gold, or Red: Fire
Silver or White: Cold
With spells having the given descriptors, you gain a +1 bonus to your caster level and a +1 bonus to the save DC.

Arcane Draconic Presence [Draconic]
Prerequisite: Draconic Heritage
Benefit: Whenever you cast a sorcerer spell, you can activate this feat as as swift action.  You gain a bonus on all Bluff, Diplomacy, and Intimidate skill checks equal to 1 1/2 times the level of the spell that triggered this feat (rounded down).
This feat is a supernatural ability.
Special: If you have the Draconic Presence feat, that feat is also triggered any time you cast a Sorcerer spell.

Arcane Draconic Vigor [Draconic]
Prerequisite: Draconic Heritage
Benefit: Whenever you cast a sorcerer spell, you can activate this feat as a swift action.  You heal damage equal to the level of the triggering spell.
This feat is a supernatural ability.
Special: If you have the Draconic Toughness feat, you instead heal 2 damage per level of the triggering spell when you activate this feat.
If you have the Draconic Skin feat, you can instead gain DR X/-- until the end of your next turn.  The value of the DR is equal to one-half the level of the arcane spell cast (rounded up).

(*****) Dragon Lineage [Draconic]
There are 10 feats following these naming conventions in Dragon Magic.  They are supernatural abilities.

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Dragon Domain:
Granted Power: You gain the Draconic Heritage feat as a bonus feat, even if you don't meet the prerequisites.  Your Cleric spellcasting and Cleric class levels qualify you for Draconic feats that require arcane spellcasting or Sorcerer class levels.  You can treat your Cleric spells as Sorcerer spells for the purposes of using Draconic feats or class features.  Your Cleric spellcasting satisfies any spontaneous arcane spellcasting, sorcerer spellcasting, or arcane spellcasting requirements for a Prestige Class that also have a prerequisite of any Draconic feat.
The spell list for the Dragon Domain is listed on page 273 of the Spell Compendium.

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Dragon Ascendant
Bare drops of draconic blood circulate through your body, but such power is arguably more than any mortal should wield.  That's not stopping you, however, from looking for more.  You focus yourself inwards and channel the power of those few drops of blood, and in turn you are changed.  The powers inside eventually reveal themselves for what they are, and your heritage becomes ever stronger as you become the dragon within.

Requirements:
Race: Dragonblood subtype
Skill: Arcana 10 ranks
Feats: Any two Draconic feats
Spellcasting: Ability to cast 1st-level spells as a sorcerer.
Special: Cannot possess a template granting the dragonblood subtype or dragon type.

Hit Die: d12
BAB: Medium
Good Saves: Fort & Will
Code: [Select]
Level | Features                | Spells per Day
  1   | Draconic Might (+2 Str) | ---
  2   | Aspect of the Ancestors | +1 level of sorcerer
  3   | Draconic Mind (+2 Int)  | +1 level of sorcerer
  4   | Aspect of the Ancestors | +1 level of sorcerer
  5   | Draconic Might (+2 Str) | ---
  6   | Aspect of the Ancestors | +1 level of sorcerer
  7   | Draconic Mind (+2 Cha)  | +1 level of sorcerer
  8   | Aspect of the Ancestors | +1 level of sorcerer
  9   | Draconic Might (+2 Str) | ---
 10   | Dragon Apothesis        | +1 level of sorcerer
Class Skills (2+Int modifier): Acrobatics, Alchemy, Arcana, Concentration, Craft, Diplomacy, Endurance, History, Insight, Intimidate, Perception, Profession

Spells per Day: At 2nd, 3rd, 4th, 6th, 7th, 8th, or 10th level your sorcerer caster level increases and you gain spells per day and spells known as if you had gained a level in the Sorcerer class.  You do not gain any other benefits of advancing in the Sorcerer class.

Draconic Might: At first level, you gain a +2 bonus to your Strength score, reflecting the raw physical power of your dragon ancestors.  You gain an additional +2 bonus at 5th and 9th levels.

Aspect of the Ancestors: Starting at 2nd level, your form begins to change dramatically as you draw out your draconic heritage.  The first time you gain this class feature at 2nd level, you gain the Draconic Claws feat as a bonus feat.  At 4th level, you gain the Draconic Bite feat.  At 6th level, you gain the Draconic Breath feat.  If at the above levels you already possess the bonus feat granted, and also when you reach 8th level, you gain one Draconic feat of your choice with the prerequisite of "Character level 1st."  You gain all bonus feats granted by this class feature despite not meeting their prerequisites.

Draconic Mind: At third level, you gain a +2 bonus to your Intelligence score, reflecting the mental acuity and cunning of your dragon ancestors.  You also gain a +2 bonus to your Charisma score at 7th level.

Dragon Apothesis: At 10th level, your transformation has advanced so radically that you take on the appearance and power of a half-dragon.  You gain a +2 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to Natural Armor.  You also gain Blindsense 30'.
Your type changes to Dragon, superseding your dragonblood subtype, although you are not immune to sleep or paralysis effects and do not gain darkvision or low-light vision as a result of this change in type.  If you were a Humanoid before taking levels in this class, you can still target yourself with spells that specifically affect humanoids, despite no longer having that type.

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Known issues:
The "synergy" benefits of the Arcane Draconic feats need toning down, if not total removal.
Dragon Ascendant has a slightly high power curve, but I'm not sure how to make it slightly lower.  d8 HD?
« Last Edit: June 17, 2010, 06:57:20 PM by X-Codes »

Surreal

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Re: [3.5e] X-Codes' Draconic Feats & Dragon Disciple remake
« Reply #1 on: June 18, 2010, 03:53:34 AM »
I like the Dragon Ascendant. Simply done, easy to implement, and scads better than the normal Dragon Disciple. I don't think it's too high on the power curve... losing three caster levels is pretty hefty.
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