Any ideas for a ryu-like character [Archive] - Wizards Community

Post/Author/DateTimePost
Battousai

10-19-03, 12:59 PM
I mean Ryu from the breath of fire saga!
PrC's may come from any source , even homebrewed PrC's :I'll try to make my dm accept them :D

The main focus is obviously the dragon morphing ability : I haven't seen any prc that might emulate this :(
HighCleric

10-19-03, 04:35 PM
Look for the Dragon Disciple Prestige Class..

It does EXIST and is about dragon morphing. Although itsmore of a Sorcerer/Wizard prestige class...

I also like Breath of Fire a lot and I think that a more warrior-oriented dragon morphing prestige class would be great.

Look for the Dragon Disciple for now.

HC
Stirge

10-19-03, 09:40 PM
This is the unrevised edition of Zack2216's (from EN World) Brood Dragon PrC, he and I were working on the updated version, but it'l be a while before its done as I've delayed on my changes, but it might be up soon so keep an eye out for it. 3e version, btw, it's a bit overpowered IMO, but as I said its the unrevised version.


Dragon of the Brood

D8, skill points: 2+int. mod; same skill set as fighter+ diplomacy, bluff, intimidate, gather information and innuendo; can't wear armor or bracers of armor, or will lose all abilities until 24 hours after the armor (shield, helm, and body armor) was taken off (then can wear rings, belts, capes, amulets, etc.).
Special: This class can only be taken by non-dragon humanoids.

A Dragon of the brood is effectively a paladin that follows a dragon god(note: this is flavor text and is not the true purpose of the class. This is just one of the ways the class can be interpreted). Their alignment is usually based on the dragon god they follow, though this isn’t always the case. The name of the class is usually changed to Dragon of ***** where ****** is the name of the dragon god the character follows, i.e. Dragon of Tiamet. They usually tend to see themselves as better than others because of their close tie to there god, as often times with clerics and other divine classes. The power granted to warriors is different compared to paladins in that they gain temporary dragon forms, which grant power. The forms are never permanent, though as they train they eventually ascend to dragon hood.

The Brood was originally a cult that followed a little known demi-dragon that was believed to be spawned from the one and only act of lust between Tiamet and Bahamut. Due to the cults activities and the spread of the religion following a new dragon god, Tzrelixion has gained several divine ranks and is now able to provide clerics with domain access, which helps to spread the religion further (this is more campaign specific flavor text).




Brood Sword
level Fort save BAB Nat AC bonus Special damage enhancement
1 +2 +0 +0 Fire gene 1d8, Dragon’s resistance
2 +3 +1 +1 Ice gene
3 +3 +2 +1 - +1
4 +4 +3 +2 lightning gene
5 +4 +3 +2
6 +5 +4 +3 miracle gene - +2
7 +5 +5 +3
8 +6 +6/+1 +4 shadow gene
9 +6 +6/+1 +4 - +3
10 +7 +7/+2 +5
11 +7 +8/+3 +5 Force gene
12 +8 +9/+4 +6 - +4
13 +8 +9/+4 +6 trance gene
14 +9 +10/+5 +7 radiance gene
15 +9 +11/+6/+1 +7
16 +10 +12/+7/+2 +8 - +5
17 +10 +12/+7/+2 +8
18 +11 +13/+8/+3 +9
19 +11 +14/+9/+4 +9 Infinite gene
20 +12 +15/+10/+5 +10 Blood of Dragons

Dragon’s resistance: +2 bonus to saves against paralysis and sleep.

Brood Sword: (SU) (note: this weapon may be a hammer, though it still deals 1d8 crit. 19-20/x2)
Upon reaching their first level, Dragons of the Brood immediately receive their brood sword. It spawns from a drop of blood from the warrior (which is usually shed as a tear or a finger prick), which immediately transforms into the character’s brood sword. It is an extension of the Dragon of Broods strength. They only use the brood sword, which basically sets the standard for damage when using the dragon forms. It can look normal, to glowing (but doesn't shed light), to being made of crystal, or more. The sword is basically a bastard sword, it is always wielded 1 handed. This allows for better energy flow when using the dragon genes. It gets stronger as you progress in level. It also gains a supernatural enhancement bonus (like the monks ki strike, though this ability actually gives a bonus to hit and damage and can go through damage reduction). This sword can't be enchanted. The threat range of the sword is 19-20/x2.

Sword hp and hardness per level
Hp =the characters constitution score x2
Hardness=the characters class level in DoB.
In the event the sword (or weapon) is destroyed, the character loses 200 exp x class level (this can result in actual level loss) and must meditate for 1d4/class level days to recreate the sword.

Dragon Transformation (SU)-
Dragon genes: genes are used in different combinations to transform the Dragon of the Brood into different dragon types. These types very in size and coloration, and there are unique forms that can only be assumed with certain gene combinations. To assume dragon form, you must expend Ability points, or AP. Depending on how strong the form and how many genes you use the costs to use and support these forms will vary.

Your class level multiplied times your charisma modifier +2 determines bonus AP (level*(2+cha mod). This is added to a base AP of 5. If the pc’s cha modifier is less then 1, treat the modifier as 1 for purposes of determining AP (So a level 1 character with 10 cha will have 8 AP)(this can be changed, I just did this because sorcerers are supposedly dragon descendants and they use charisma. this is the same for paladins to determine how much they can heal with lay on hands. You can change this. If you do, I suggest either constitution of wisdom).

To assume the form you choose up to three genes to combine, add up their base AP cost, and spend a full round action completing the transformation. This is a supernatural ability and does not cause attacks of opportunity.

All equipment melds with the new form, unless the character has wilding clasps on to prevent the merging of equipment with his new form.

The forms:
Different combinations spur different forms. Some genes give an element to the forms, others will grant new forms that can have elemental genes applied. If the form has wings, then you fly at twice your base movement speed with clumsy maneuverability unless the form states otherwise.

Whelp: the weakest of the dragon forms, it can only be used when you use one elemental gene. It cannot be assumed any other way.
stat bonuses:
small(doesn't affect stats, just to hit and AC) +1 hp/level, natural ac improves by +2, strength +2(unknown bonus type). You retain your normal sword damage and enhancement bonus to damage when using this form. Flight.

Elemental genes

-Fire 5 AP/3 AP per round speacial-30 ft. cone of fire. DC 10+1 per 2 levels + con modifier; 1d6 per 2 levels, to a max of 5d6. useable once every other round. Also, the character becomes immune to fire. Dragon forms are red.

-Cold 5 AP/3 AP per round. Special-30 ft. cone of cold. DC 10+ 1 per 2 levels + con modifier. 1d6 per 2 levels, to a max of 5d6. Useable once every other round. Also, the character becomes immune to cold. Dragon colors are snow white.

-Lightning 5 AP/3 AP per round. Special- 30 ft. cone of lightning. DC 10+1 per 2 levels + con modifier; 1d6 per 2 levels, to a max of 5d6. Useable once every other round. Also, the character becomes immune to lightning. Dragon colors are blue or turquoise.

-Shadow 5 AP/ 3 AP per round. Special- 30 ft. cone of negative energy damage. undead are immune to this affect. DC 10+1 per 2-levels+-con modifier; 1d6 per 2 levels, to a max of 5d6. Useable once every other round. Also, the character becomes more resistant to death magic, granting a +4 to all saves against ability drain, necromantic affects, and energy drain. Dragon colors range from dark purple to black.

-Radiance 5 AP/ 3 AP per round. Special- 30 ft. cone of divine energy damage. DC 10 +1 per 2 levels + con modifier; 1d6 per 2 levels, to a max of 5d6. Useable once every other round. Also, the character becomes more resistant to death magic, granting a +4 to all saves against such affects as per the shadow gene. Dragon colors range from tan to pearly white.

When used individually, they assume the whelp form. When 2 or 3 are combined, they form the Dragon form.

Dragon: well rounded, doesn't focus in one real area. It's assumed when you combine two or three elemental dragon genes. The cost for 2 elemental genes is 10 AP to assume, 5 AP per round to maintain. The cost for 3 elemental genes is 15 AP to assume, and 8 AP per round to maintain.
Some gene combinations cancel each other out, like when combining fire and ice, or when combing shadow and radiance. If you do combine those, you get the base bonuses to your stats, but no immunities, save bonuses or breath weapons.

Dragon
Medium, HP +2/level, natural AC improves by +4, damage +1 extra dice of the same type (your weapon deals 1d8, so add 1d8, making your attacks deal 2d8), strength +4. You gain the breath weapons of all of the genes used unless they counteract and cancel each other out. However there is one exception, the trigon form. When using the dragon forms breath weapon, add +1/level damage to the breath weapon (so they would deal 1d6/2 levels (max 5d6)+1 per level (no limit)). The save is still 10+˝ DoB level +con modifier. You also gain any immunities and bonuses to saves granted by the genes; flight.

Trigon: a dragon form that is assumed by using the fire, ice, and lightning genes. The stats are the same as the Dragon form. You gain all three breath-weapons, but they deal 1d6/two levels (5d6 max)+1/level (no limit). The save is 10 +˝ DoB level+ con modifier. They still have the 30 ft. cone. You are also immune to fire, cold, and lightning damage.



Behemoth: this form is assumed by using the miracle gene. It can be combined with 2 other genes. It costs 16 AP to assume, and 8 AP per round to maintain. If you combine it with the force, trance, or infinite genes, you only get a normal behemoth that costs too much.
Stats:Large (you don't gain a size enhancement bonus to strength or damage, just the to hit and AC penalties for being large.) takes up a 10'x10' space. HP +5/level, natural AC improves by +8, damage + 2 extra dice of the same type, strength +8.retains the normal breath weapons of any extra elemental genes. Add +2/level to damage for the breath weapons, but retain the base breath weapon damage. The save is 10 + ˝ DoB level + con modifier. No flight.

Warrior: this form is assumed through the use of the force gene. It can be combined with two other genes, but like behemoth, is limited to the elemental genes. However, it can be combined with the trance gene to assume a unique form. It costs 8 ap to assume and 4 AP per round to maintain.

Warrior:
Medium, HP +1/level, natural ac improves by +2, strength +6, dexterity +2, + 1 extra dice of the same type. It doesn't gain any breath weapons granted by added elemental genes. However, it retains any immunities or bonuses to saves granted by the elemental genes. Instead of granting breath weapons, it gains +1 extra dice of elemental damage per elemental gene used (so, if you added fire and lightning, you would gain 2 extra dice of damage. one is bonus fire damage, and one is bonus electric damage); this form has flight.

Myrmadon: A unique warrior form, it is a stronger version of the warrior form. You use the force and trance genes, but you can't add any other genes to it. it costs 16 AP to assume, and 8 AP per round to maintain.
medium, Hp +2/level, natural ac improves by +5, 2 extra dice of damage, +8 to strength, +4 to dexterity, +5 luck bonus to hit, haste (this doesn't stack with other magical spells, abilities, or items that grant haste).

Trance: no actual use, other than in the production of some of the unique forms. its base is 8 ap, 4 ap to maintain. if used by itself, it produces a normal whelp with no other bonuses.

Tiamat: It is a unique dragon form that is assumed by combining the shadow and trance genes. It is a large wurm (big snake) like form with 2 forearms. It floats when curled, and other wise slithers on the ground with the main torso upright (see yuan-ti picture for a better picture). It attacks with its claws, but use base attack bonus to determine how many attacks are allowed per round (no extra bite or offhand attacks) When curled, it takes up a 10'x10' space, when uncurled, 5'wide x 15'long.
Stats: hp +4/level, natural Ac improves by +8, damage +2 extra dice, strength +6, flight speed 60'(perfect), immune to poison, acid, and +4 to saves against death affects as per shadow gene. Breath weapon negative energy. 40'cone 1d6/two levels (no limit) +1/level. This heals Undead. DC ˝ your DoB level + con Reflex.

Infinite: 40 AP to assume, 20 AP per round to maintain the apex of the dragon of the brood's training. The strongest gene when used individually, it applies to the same rules as the behemoth and force genes, except that this applies to all of the genes. The only genes that affect this form are radiance and trance when use together with this gene. The infinite gene doesn't grant a new form, but it changes your overall appearance, making you glow with a brilliant light, and all of your clothes are gold, as well as your hair, but skin tone and sword are not affected by this (this affect also applies to the ultimate Kaiser form).
Stats: medium, HP +3/level, natural AC improves by +10, damage +2 extra dice, strength +6, no breath weapon, Dexterity +4, haste, +5 luck bonus to all saves.

Ultimate Kaiser- level 20+ to be able to assume. 53 AP to assume, 27 AP per round to maintain. This form is the ultimate form, though further training may eventually lead to a stronger form, but this could take a long time. This form requires the combination of the radiance, trance, and infinite genes to assume this form.
Stats: medium, Hp +5 per level, natural AC improves by +1/level, damage +3 extra dice of the same type, +8 strength, +6 dexterity, +1/per two levels luck bonus to hit, All attacks are made at your highest attack bonus, haste, +5 luck bonus to all saves. Breath weapon: cone of force that shoots forth from your chest, though with no true origin (i.e. no hole in your chests, it just generates from it)(like magic missile in that it deals force damage). It deals 1d10/2 levels in a 60 ft. cone. The save is fort, 10+1/2 BoD level +con modifier

Blood of Dragons: A true show of the power attained through the rigorous training a Dragon of the Brood must go through. The character’s type changes to dragon. The character gains low light vision, and immunity to sleep and paralysis effects. The character gains draconic longevity and no longer suffers penalties from aging, although the character still dies of old age. The character also effectively has 1 age category for determining the range of Keen senses and Blindsight (100’ darkvision and 30’ blindsight respectively). This doesn’t grant frightful presence.

Combat: when you assume dragon form, you keep your sword damage, though the type of damage dealt may change (a whelp has a claw attack, where as a warrior has a slam attack). You attack with natural weapon at your base attack bonus + your strength modifier (unless you are a dexterous dragon and have weapon finesse (claw)) + any other bonuses you might have to hit. You use your attack routine, as if you were still attacking with a sword. You can switch between which claw you use, or if you want to use a bite, but it still deals the same amount of damage each hit (so you can use several bite attacks instead of an equal amount of claw attacks, or you could make up your own attack routine, though you are still limited to your normal amount of attacks, unless your new form allows for more attacks). Damage dealt is equal to your sword damage + extra dice from the dragon form (if you are in one) + your strength modifier + your enhancement bonus +any other bonuses you might have to damage (note: the enhancement bonus on your sword doesn’t stack with any other enhancement bonuses granted from other sources, like greater magic weapon/fang (which affect you equally). The highest bonus stays in place.).

AP expenditure: Ap is used at the end of every round. Lets say a level 1 DoB with 8 Ap transforms, using the fire gene (transformation is a full round action).
Round 1- transforms. 5 ap is used at the beginning of the transformation.
Round 2- the character can act. He chooses to attack. At the end of the round, 3 ap is used bringing him to zero. However, this does not return him to normal.
Round 3- the character attacks. At the end of the round, as a free action, he returns to normal, because he doesn’t have enough AP to support the whelp form. This doesn’t cause an attack of opportunity.

This procedure applies for all of the forms, though AP expenditure may be faster, because of using stronger forms.

When equipment melds into your new form (this doesn’t apply to the Kaiser forms) it becomes non-functional. However, you can purchase wilding clasps in order to keep your items benefits.

When you transform, you heal 1 + con modifier hp/level (a fifth level with 14 con would heal 15 hp). If you have faster healing from masters of the wild, then you heal 2 +your con modifier in hp when you transform. When you revert, you heal the same amount hp you gained from transforming (so, if you gained 5 hp, then you would heal 5 hp when you reverted to human form).

Epic progression
Level Natural ac Special
+10 +6 Brood Sword
+11 -
+11 Bonus Feat
+12 +7 Brood Sword
+12 -
+13 -
+13 +8 Brood Sword
+14 Bonus Feat
+14 -
+15 +9 Brood Sword




Natural Armor continues to go up as you level, it being equal to ˝ your Dragon of The Brood level.
The Brood swords enhancement bonus continues to increase by +1 every 3 levels after level 18, as shown above.
Bonus feats are gained at level 23 and every 5 levels after.
Bonus Feat list:
Armor skin, AP regeneration, Damage Reduction, Dragon Gene Focus, Dragons Rage, Efficient Transformation, Energy Resistance, Epic prowess, Epic Weapon Focus, Extra AP, Extra Gene Slot, Fast Healing, Frightful Presence, Greater Brood Sword, Greater Dragons Rage, Greater Frightful Presence, Improved Breathweapon, Improved combat reflexes, Improved Frightful Presence, Improved restoration, Improved Spell Resistance, Keen Brood Sword, Overwhelming critical, Devastating Critical, Restoration, Spellcasting Harrier, Supreme Restoration.







New Epic Feats

AP Regeneration:
26 con, 26 cha, Bab +17, Brood Sword
you recover 1 ap a round.
Special: you can take this feat multiple times. It’s effects stack.



Dragon Gene Focus
Brood sword, BaB +17, 26 con, efficient transformation
When you take this feat, pick a gene. All forms associated with the chosen gene in the gene combination grant an additional +2 strength, and an additional +1 hp per level on top of any bonus hp the new form usually grants. Genes chosen must be able to provide a new form (though the trance gene doesn’t really provide a new form (normally, by itself you become a whelp), it can still be chosen as a gene to focus on).
Special: this feat can be taken multiple times. Each time it is taken, you can choose a new gene, or an already chosen gene. The effects stack.

Dragons Rage
BaB +16, 21 con, 21 strength, Brood sword
By focusing your energy, you can burn AP to increase damage done per hit. You can burn 2 AP to add +1 to your damage. You can use up to 20 AP in this way to add up to 10 pts of damage to your damage. This effect only applies to 1 hit. You can do this as a free action, and can determine how you will use AP to increase the damage of each of your attacks. Damage increased in this way isn’t increased on a critical.

Efficient Transformation
Brood Sword, 20 dex, BaB +16
Each individual gene used in transformation costs 1 ap less (so if you assume a form with 3 genes, it costs 3 ap less overall because it subtracts 1 ap from the cost of each gene. The cost to maintain the form is ˝ of the new AP cost to assume).
Special: This feat can be taken multiple times, its effects stack. However, the AP cost to use an individual gene never costs less than 2 ap (so if this feat is taken 3 times, then whelp genes cost 2 to use. If you assume whelp, then it costs 1 ap a round to maintain. If this feat is taken 6 times, then the elemental genes still cost 2 ap to assume. If you use dragon (lets say you use 3 genes), then it will cost 6 ap to assume, and 3 to maintain, etc.)

Extra AP
Brood sword
You gain 10 bonus AP.
This feat can be taken multiple times. It’s effects stack.

Extra AP
Brood Sword, BaB +16
You gain one extra dragon gene slot. You can now use any combination of genes up to your new maximum.
This feat can be taken multiple times its effects stack.

Frightful Presence
Cha 30, BaB +20, Brood sword, Dragon Type
By taking this feat, you gain Frightful Presence. It goes into effect whenever you transform, attack, or use intimidate. All those with a 30’ foot radius are affected. It only effects creatures with less HD than the character. Will DC 10 +1/2 your hd + your charisma modifier. You also now ignore the Frightful Presence effects of other dragons.

Greater Brood Sword
BaB +17, Brood sword +5
Increase the brood swords base damage from 1d8 to 2d6 (the sword can still be held one-handed)

Greater Dragons Rage
BaB +19, 30 Con, 30 Str, 26 Cha, Dragons Rage, Brood Sword
Same as Dragons Rage, except that there is no limit to how much AP you can put into an attack. However, you are still limited by how much AP you actually have.

Greater Frightful Presence
Frightful Presence, 32 Cha
Add +2 to your effective hit dice when determining weather or not creatures in the area of effect are affected by your aura.
This feat can be taken multiple times. Its effects stack.

Improved Breatheweapon
Brood Sword, 20 con, BaB +16, 20 con, 16 int
When you take this feat, you must choose a dragon gene that has a breath weapon (the elemental genes).Breathweapons in forms that use these genes have their maximum dice increased by 5 dice. However, your level still determines how much dice you can use.
Special: this feast can be taken multiple times, and its effects stack. It can be taken for more than one gene as well.

Improved Frightful Presence
Frightful Presence
Add +2 to the DC versus your Frightful Presence.
This feat can be taken multiple times. Its effects stack.

Improved Dragon Healing
22 cha, BaB +17, Brood Sword
As Dragon cure, except that for every 2 ap you use you heal 3 hp.



Keen Brood Sword
Brood Sword, BaB +16
This feat increases the threat range of the brood sword and all attacks made in dragon form from 19-20 to 17-20/x2. This feat stacks with improved critical.

Dragon Healing
BaB +16, 20 cha, Brood sword
As a standard action, you can use your AP to restore the HP of yourself or others. You heal 1 hp per AP you use. You must be toughing the person to heal him, though you don’t have to touch yourself to heal yourself.

Supreme Dragon Healing
BaB +18, 24 Cha, Brood Sword
As dragon healing, except that for every 1 ap you spend, you can heal 2 hp.

The next feats are still works in progress, so ignore these for now. Make suggestions if you want.

Dragon Beast Form Gene
Brood sword +6, BaB +17
This gene releases new powers, granting a new form. You turn into a wingless dragon that would otherwise look just like a normal dragon, though the neck isn’t elongated like other dragons (for a better picture, look at the fell dragons in MMII). You could say that this form is to the other forms as a tiger would be to some of the other animals. It is large and powerful, and able to move along the ground at great speeds (well, compared to all other dragons moving by land…). It moves around on all fours, but when it attacks it mauls with its claws (yes, you are limited to your iterative attacks). Sometimes, users of this form choose to use improved grab on an opponent and claw it with his free claw.
24 AP to assume; Huge, HP +7/level, Natural ac improves by +15, Strength +10, Dexterity +4, Improved Grab (ex), takes up 10’ by 30’/10’ reach, 60’ move, Add 3 extra dice to your sword damage. Special: Breath weapon: change d6 to d8 (you are still limited to 5 dice without the appropriate feats) and +2/level. Add any save bonuses or immunities granted by any elemental genes added unless they conflict.
Improved Grab(ex): Can grapple anything smaller than huge. For grapple checks, its +8(size)+ total attack bonus. To hold, it is -20 to grapple checks. It takes claw damage every round while held.
Unique: Greater Beast Dragon
Though not truly considered unique, this form is stronger than the stand-alone Dragon Beast form. This form is achieved by adding the trance gene to this one. It is bulkier and has bone ridges lining its facial features and large spikes running down its spine. Names used for the Greater forms: Inferno Beast (fire), Storm Beast (lightning), Blizzard Beast (cold), Greater Shadow Beast (shadow), and Greater Radiance Beast (radiance).
37 AP to assume, 19 AP to maintain; Huge, HP +8/level, Strength +12, Natural AC improves by +15, Dexterity +6, Damage increased by 4 dice, Improved Grab, Breath weapon: 1d8/2 levels (no limit) +1/level (no limit).

Unique Form: Omni
Through the combination of all 5 of the elemental genes, the character can achieve this form. When combining the elements, you turn them into one type of energy, pure force. The only to use this form is to have 5 dragon gene slots. Thankfully enough, it doesn’t cost that much for this kind of power, although you do have to use 2 feat slots to gain this form. This form looks like a large; silver white Dragon form, standing 9’ tall.
25 AP, 13 AP to maintain; Large, 5‘by 5’/10’; HP +5/level, Strength +6, Natural AC +10, Damage is increased by +1 Dice physical damage, and +2 dice force damage. Breath weapon: Force 50’ cone, 1d8/level; fortitude for half. DC 10+ ˝ your DoB level+ con modifier. It is immune to lightning, fire, cold, acid, sonic, and has +4 to saves against necromantic effects (energy drain, level drain, ability damage, etc.)

Wyrm Gene
Brood Sword +6, 30 cha, BaB +20
The greatest and most powerful of the form genes, the wyrm form is even greater than the Infinite form. The user is transformed into a winged dragon of great proportions, As large as most greatwyrms.
40 AP, 20 AP to maintain; Gargantuan, 20’ by 40’/15’reach, 40’ move, 250’ fly (clumsy); HP +10/level, +16 Strength, Natural Ac improves by +1/level; Damage is increased by 4 Dice; Crush (as per gargantuan dragons.), ref for half, it deals the same amount of damage as a normal attack in this form. Breath weapons granted by elemental genes are: 5d10+ 1d10/2 levels (no limit) ref. for half. If you have frightful presence, add +5 to your maximum for affecting creatures.

Unique
Infinity Dragon
The strongest form that the DoB can assume. The user transforms into a colossal version of himself with draconic features, such as great wings, and your hands and feet are replaced with great dragons claws. You grow a great tail. Your body becomes lined with bony projections and ridges along your back, elbows, chin, cheekbones, shins, knees, etc. No, the sword is not carried in this form. Your coloration is like that of the Kaiser forms.





To assume this form, you must have 35 levels of DoB.
Dragon genes: infinity, wyrm, and trance.
88 AP to assume, 44 AP per round to maintain; Colossal, 40’ by 40’/25’reach, 80’ move, 400’ fly (clumsy); HP +15/level, Strength +30, Natural AC improves by +1 per level, +1/level deflection to AC, Damage increases by +5 dice. Special: Force aura- By concentrating for 4 rounds, on the forth round you let out a terrible roar and a huge wave of energy shoots forth from you in all directions. This effect uses up all remaining AP’s. This wave of energy goes out 20’ in every direction +1’ per remaining AP. If the remaining AP’s don’t fill up a square, then treat the square as if it was unaffected. This effect deals 1d10+2/level in force damage, fortitude for half. Anything within 10 ft of the character using this attack doesn’t get to make a save. The character can only use this attack once per 2 weeks. This attack has been known to turn entire forests into huge craters, and the effect is the same when used inside a city.

Infinity Kaiser
Dragon genes: infinity, wyrm, trance, radiance, shadow
This form is exactly the same as the Infinity Dragon, except as follows:
98 AP to assume, 49 AP per round to maintain; medium 5’ by 5’/5’ reach, and Force aura affects a 35’ radius in every direction with this attack.
Battousai

10-20-03, 12:29 PM
Whoa that seems a really cool class, you really captured the feel of BOF3 :D
I'm just a little afraid it might add too much mechanics into the game , making it difficult to judge power-wise !

I was aware of the DD ,but it isn't that cool : you just spend 10 levels to obtain de half dradon template
Gingerbread Guy

10-20-03, 07:05 PM
Hiho,

Ryu is clearly a Monk, no if ands or buts about that. I don't see any point in taking a prestige class, unless its Weaponmaster or something. Flat-out Monk seems fine to me.

~Ginger
Battousai

10-21-03, 04:15 AM
No it's not Ryu from Street Fighter : It's Ryu from the Breath of fire saga : a blue haired boy who fights with a longsword and can morph into a dragon or a dradon hybrid
Toptomcat

10-21-03, 05:15 AM
Blood of Dragons: A true show of the power attained through the rigorous training a Dragon of the Brood must go through. The character’s type changes to dragon. The character gains low light vision, and immunity to sleep and paralysis effects. The character gains draconic longevity and no longer suffers penalties from aging, although the character still dies of old age. The character also effectively has 1 age category for determining the range of Keen senses and Blindsight (100’ darkvision and 30’ blindsight respectively). This doesn’t grant frightful presence.
Dragons don't die of old age....
Ack'noth Necrom

10-21-03, 05:42 AM
Very nice looking class there.

I guess i could change over my Draco paladin 2e kit to a 3e Prestige class, you might like that more. They are more in tune with the dragons they emulate. In fact that will be my next project. Ill post it when i have the rough draft done

But as far as the original question there is no official PrC that emulates a ryu like character that i know of. However some of us BoF fans have done something with it.
Battousai

10-21-03, 09:39 AM
Or maybe we could create a draconic version of the Animal Lord ?

Of course it would be near epic or epic, but it could be fun! Dragon wild shape thel later dragon greater wild shape or dragon epic wild shape,hmmmm.
dantedarkstar

10-21-03, 01:09 PM
Ahhh. Personally, I would get rid of AP. I know it's very true to original, but adds probably too much fuss to all that.

Here's my proposal on the 'Dragon Paladin' class.

DISCLAIMER: It can be overpowered like hell. I didn't bother too much with throughout analysis.

DRAGON PALADIN (does anybody have better name ? Dragon of the Brood sounds weird too)
Hit Die: d10

Class Skills: ??? Don't have neat skill list now.
Skill Points: 2 + Int (x4 at character level 1 as normal)

BAB: +1/level
Saves: Good Fort
Spellcasting: Paladin's spell chart, spell list changed.
Caster level: 1/2 class level (as paladin)
Spell List:
1st: Bless, Cure Light Wounds, Divine Favor, Magic Weapon, Protection from Evil/Good/Chaos/Law, Lesser Restoration, Create Water, Detect Poison, Endure Elements, Read Magic, Resistance, Virtue, Remove Fear, Sanctuary, Light
2nd: Cure Moderate Wounds, Bull's Strength, Eagle's Splendor, Bear's Endurance, Delay Poison, Remove Paralysis, Resist Energy, Shield Other, Heroism
3rd: Cure Serious Wounds, Daylight, Dispel Magic, Greater Magic Weapon, Circle of Protection from Evil/Good/Chaos/Law, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease
4th: Cure Critical Wounds, Break Enchantment, Death Ward, Neutralize Poison, Restoration,

Specials by level:
1.Bonus Language: Draconic
2.Genes, Accession 1/day
5.Accession 2/day
15.Accession 3/day
20.True Dragon

Weapon and Armor Proficiency: As paladin (all armor, all shields except tower, all simple, all martial)

Bonus Language: Gain Draconic language for free.

Genes: At 2nd level, and every 2 levels afterwards, you may choose a single gene you obtain. You must fulfill the level prerequisite for the gene with your class level. After gene name, in parenthesis is given 'cost' of the gene.
The genes are useful only for Accession ability, and they give you no other benefits.

Accession: Allows temporarily to assume a form of a dragon. To transform, you pick from 1 to 3 genes you posess. It's combined cost cannot exceed your class level. Second gene cost is increased by 1 and third by 2. You cannot pick the same gene more than once for any transformation.
Depending on the genes you pick, you assume one of the basic dragon forms, with all used genes adding it's effects. If you choose gene combination which result in special dragon form, then you assume special dragon form not normal. The transformations is supernatural, but it's effect is not. Entering antimagic when in dragon form won't change you back, but you cannot change in antimagic.
The transformation is full-round action, which provokes attacks of opportunity (because you cannot defend yourself while transforming), but is not subject to disruption.
You may stay in dragon form for up to 3+Con modifier rounds (unlike barbarian's rage, it's according to your normal Con, not that of the dragon form). After that, or when you want, you revert to your original form. Changing back is also supernatural, but antimagic cannot prevent changing back because of the end of duration althrough it does prevent changing back when you may want. Reverting back to original form is also full-round action that provokes attacks of opportunity. If you are forced to change because duration ran out, you lose full-round action in your next round (so you can only take 5ft step).
After changing back, you cannot transform again for number of minutes equal to number of rounds you spent as a dragon.
When you change into dragon, all your equipment worn and carried meld into your new form. Everything that comes from item's physical qualities doesn't work, but magical bonuses still apply (except enhancement bonuses to armor, since they only make armor physcially better, similiar cases also don't work; magical bonuses are for example stat-boosters, rings of protection and like). You cannot activate any melded equipment (like fire a wand, drink a potion, read a scroll, use ring of invisibility).
All dragon forms share following special properties:
Immunity to Sleep and Paralysis
If they have DR, thier natural attacks count as able to bypass that DR type. Exception is DR/-.


Genes
After each gene name, its 'cost' for transformation appears in parenthesis.
Gene List:
level 2: Fire Gene(2)
level 4: Ice Gene(2), Lightning Gene(2)
level 6: Thorn Gene(6), Defense Gene (6), Eldricht Gene (6), Reverse Gene(1)
level 8: Shadow Gene(4), Radiance Gene(4)
level 10: Force Gene(6)
level 14: Miracle Gene(10), Trance Gene(4)
level 20: Infinity Gene(10)

Genes may be grouped into 4 types: Elemental (Fire, Ice, Lightning, Shadow, Radiance), Support (Thorn, Defense, Eldricht, Trance), Form (Force, Miracle, Infinity), Meta (Reverse)

All genes have some effects on your transformed form abilities. They all apply only to normal dragon forms, not special dragon forms.
Fire - adds Fire Breath, Fire Immunity and Cold Vulnerability
Ice - adds Ice Breath, Cold Immunity and Fire Vulnerability
Lightning - adds Lightning Breath, Electricity Immunity and Acid Vulnerability
Shadow - adds Dark Breath, Negative Energy Immunity (immune to negative energy damage and negative levels)
Radiance - adds Divine Breath
Thorn - adds +2 to all physical abilities
Defense - adds +4 to natural AC bonus and +5 to DR (DR type remains the same)
Eldricht - adds Spell-Like abilities (see further)
Trance - adds +2 to all mental abilities
Reverse - reverses effects of all other genes (see further)
(Earth)* - adds Shard Breath, Acid Immunity and Lightning Vulnerability
*this gene actually don't exist, but it's here for purposes or Reverse effects

Spell-Like abilities: If you chosen Eldricht gene, you get spell-like abilities depending on Elemental genes. All those abilities are cast at caster level equal to your class level and are Charisma-based. Unless otherwise noted, you may use any given ability once per transformation.
Fire - Fireball, Heat Metal, Pyrotechnics, Wall of Fire
Ice - Ice Storm, Chill Metal, Sleet Storm, Wall of Ice
Lightning - Lightning Bolt, Gust of Wind, Call Lightning Storm(?)
(Earth) - Melf's Acid Arrow x3, Stoneskin, Spike Stones
Shadow - Enervation, Unholy Blight, Mass Inflict Light Wounds
Radiance - Cure Serious Wounds x3, Mass Cure Light Wounds, Holy Smite
If you also have Trance gene, you get additional spell-like abilities:
Fire - Incendiary Cloud, Fire Storm, Protection from Energy (Fire) x3
Ice - Cold Substituted Incendiary Cloud, Polar Ray, Protection from Energy (Cold) x3
Lightning - Electricity Substituted Incendiary Cloud, Chain Lightning, Protection from Energy (Electricity) x3
(Earth) - Acid Fog, Earthquake (as per Druid spell, 8th level), Iron Body
Shadow - Finger of Death, Waves of Exhaustion, Harm
Radiance - Resurrection, Sunburst, Heal

Reverse: If you have Reverse gene, then any bonus abilities and modifiers you get form Elemental or Support genes are switched, accordingly:
Fire <-> Ice
Lightning <-> (Earth)
Shadow <-> Radiance
Thorn <-> Trance
Eldricht <-> Defense
Just treat it, as if you used opposite genes than you really used.



Basic Dragon Forms:

Failure
You fail to transform at all
Genes:
any Meta genes

Whelp
A small dragon, with rather weak abilities.
Medium Dragon
Attacks: Bite 1d8
Stats: +4 Str, +4 Con
AC: +4 natural
Speed: 30ft
Genes:
any single Elemental or Support gene
any Meta genes and single Elemental or Support gene

Dragon
Large dragon, more powerful and able to fly.
Large Dragon
Attacks: 2 Claws 1d8, Bite 2d6
Stats: +8 Str, +8 Con
AC: +11 natural
Speed: 30ft, fly 60ft (average)
Specials: DR 5/magic
Genes:
any combination of two or more Elemental and Support genes
any combination of two Elemental and Support genes plus any Meta gene
Miracle, Force
Miracle, Force plus any Elemental, Support or Meta gene

Warrior
Humanoid dragon, with fabulous offensive power.
Medium Dragon
Attacks: as normal, unarmed damage 2d6 (subdual or lethal)
Stats: +8 Str, +4 Dex
AC: +9 natural
Speed: 50ft
Specials: Improved Unarmed Strike, Flurry as 1st level monk, DR 5/magic
Genes:
Force plus any Elemental or Support genes

Behemot
Very large and powerful dragon form, yet very restricted in mobility.
Huge Dragon
Attacks: Bite 4d6
Stats: +8 Str, +12 Con, Dex 1
AC: +17 natural
Speed: 20ft (can't run)
Specials: Body Slam, Stone Rain, DR 5/-
Genes:
Miracle plus any Elemental or Support genes

Berserk Kaiser
Vastly powerful form of humanoid dragon, but constantly berserk.
Medium Dragon
Attacks: as normal
Stats: +12 Str, +4 Dex, +8 Con
AC: +8 natural
Speed: as normal
Specials: Retain own abilities and equipment, Frenzy, Kaiser Immunities
Genes:
Infinity plus any genes other than Radiance and Trance

Special Dragon Forms:

Wildfire
A golden whelp, with some unique abilities.
Medium Dragon
Attacks: Bite 1d8
Stats: +4 Str, +4 Dex, -4 Con
AC: +8 natural
Speed: 40ft
Specials: DR 5/magic, Magic Breath
Genes:
Thorn, Reverse

Trigon
A multi-elemental golden dragon form.
Large Dragon
Attacks: 2 Claws 1d8, Bite 2d6
Stats: +8 Str, +8 Con
AC: +11 natural
Speed: 30ft, fly 60ft (average)
Specials: Resistance 30 to all five energy types, Fly 60ft (average), Fire Breath, Ice Breath, Lightning Breath, DR 5/magic
Genes:
Fire, Ice, Lightning

Myrmidon
A special type of warrior dragon form, with exceptional powers.
Medium Dragon
Attacks: as normal, unarmed damage 2d6 (subdual or lethal)
Stats: +10 Str, +6 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha
AC: +11 natural
Speed: 50ft
Specials: Improved Unarmed Strike, Flurry as 1st level monk, Ki Strike (good, adamantinte), DR 5/magic, Aura Strike
Genes: Force, Radiance, Trance

Mammoth
Extraordinarily tough variant of Behemot.
Huge Dragon
Attacks: Bite 4d6
Stats: +8 Str, +16 Con, Dex 1
AC: +21 natural
Speed: 20ft (can't run)
Specials: Body Slam, Stone Rain, DR 15/-, SR
Genes: Miracle, Defense

Pygmy
A diminutive form of dragon, though with considerable abilities.
Small Dragon
Attacks: Bite 1d6
Stats: +4 Dex
AC: +14 natural
Speed: 20ft, fly 60ft (good)
Specials: Magma Breath, Spell-Like abilities, Immunity to Fire, Resistance 30 to Acid and Electricity
Genes: Miracle, Reverse, Fire

Tiamat
A serpentlike form with powerful dark abilities.
Huge Dragon
Attacks: Tail Lash 2d6 (one and half Str modifier to damage), Bite 2d6
Stats: +8 Str, +8 Con, +2 Int, +2 Wis, +2 Cha
AC: +17 natural
Speed: 40ft
Specials: Death Breath, Spell-Like abilities, Mind Blank, Poison Immunity
Genes: Shadow, Trance, Eldricht

Kaiser
A vastly powerful form of humanoid dragon.
Medium Dragon
Attacks: as normal
Stats: +12 Str, +4 Dex, +8 Con, +4 Int, +4 Wis, +4 Cha
AC: +8 natural
Speed: as normal
Specials: Retain own abilities and equipment, Spell-Like abilities, Kaiser Breath, Kaiser Immunities
Genes: Infinity, Radiance, Trance


Special Dragon Abilities

Body Slam (Ex) If you charge (you can't run, but you can charge as Behemot or Mammoth), you may deal 6d6+Str modifier of physical blunt damage by slamming an opponent, instead biting.

Stone Rain (Su) As a standard action, you cause a lots of stones to appear and strike target area from above. The stones already have velocity, so gravity is not a factor. It causes 1d6 physical blunt damage per class level in the target 20ft radius cylinder. Succesful Reflex save (DC 10 + half class level + Con modifier) halves damage. After calling stone rain, you cannot do that again for 1d4 rounds. Stone Rain counts as breath weapon when it comes to determining if you can use it or not yet.

Retain own abilities and equipment When changing you retain all your normal natural, extraordinary, supernatural, spell-like and spell abilities, while gaining all benefits of a new form. You still wear and can normally use your equipment.

Frenzy (Ex) You are automatically frenzied and cannot control yourself. You attack closest creature you can reach with meele attacks regardless of situation. If you cannot reach any creature, you try to close to nearest you can reach in following rounds. You cannot control yourself until your transformation runs out of time. You can't tell friend from foe when frenzied.

Kaiser Immunities (Ex) Kaiser is immune to Mind-Influencing effects, Death effects, Poisons, Ability damage, Ability drain, Negative levels and Polymorphing.

Breath (Su) All breath weapons have 60ft cone area, deal 1d6 damage per your HD and allow Reflex save for half damage (DC 10 + half class level + your Con modifier). Using them require standard action, and after using any breath weapon you cannot use any breath weapon for 1d4 rounds.
There are following breath types:
Fire - deals fire damage
Ice - deals cold damage
Lightning - deals electricity damage
Shard - deals physical piercing damage
Dark - deals negative energy damage (don't affect Undead)
Divine - deals divine damage
Magic - deals raw magical energy damage

Aura Strike (Su) As a standard action, you may execute meele attack as normal, but all damage you deal is considered force effect, not physical damage. It can therefore hit ethereal and incorporeal beings normally. Even bonus damage that would not be physical is converted to force damage when using this attack.

Magma Breath (Su) You breath a hail of hot lava drops. It is 60ft cone breath attack, that deals 1d6 fire damage per class level, and allows Reflex save for half damage (DC 10 + half class level + your Con modifier). After the first round, they suffer 1d6 fire damage per round from cooling down magma that adhered to them, unless they somehow cool them down. Any cold damage cools down lava drops, as well as pouring water on the victim or similiar action. Using this breath is a standard action, and as usual you cannot use any breath weapon for 1d4 rounds.

Death Breath (Su) A 60ft cone breath. All targets must make Fortitude save (DC 10 + half class level + your Con modifier), or they are dealt 2d6 damage per class level. On succesful save, they suffer only 3d6 damage. This is considered death effect. Using this breath is a standard action, and as usual you cannot use any breath weapon for 1d4 rounds.

Mind Blank (Ex) You are immune to mind-influencing effects.

Kaiser Breath (Su) You evoke a 20ft radius burst divine energies, anywhere within line of effect and range of 300ft. You deal 1d6 damage per class level, with Reflex save (DC 10 + half class level + Con modifier) for half damage. Using this breath is a standard action, and as usual you cannot use any breath weapon for 1d4 rounds.


Edit: Updated spell list section and spell-likes for Eldricht+Trance
Da Elf

10-21-03, 01:19 PM
:uh-huh: :uh-huh: Umm... ok. Like people can understand that. Anyway, if you want, dante, I'll revise that a bit later (as I don't have a whole lot of time now), and maybe something amazingly kick-ass can come out of this.
Stirge

10-21-03, 11:41 PM
My own version is still under construction, but I'm quite proud of it so far. I've basically taken the base idea and expanded it a bit. (It's supposed to allow more diverse Brood Warriors then just Ryu's path in BoF, hopefully you will be able to stat Sarah, Teepo, Ray, etc... with the system when I'm done)

Here's a teaser though:

I've changed the Genes to feats simply with the [Gene] descriptor, and gaining them gives you access to the gene to mix into a base form (Whelp, Young, or Mature Dragon). Your level determines how many genes you can mix together, and special, unique forms are available depending on what genes you have and how many of them you can put together (Classic Example is Trigon, which would require you to have Fire, Ice, Lightning, Young Dragon form or more and the ability to mix 3 genes at once-meaning a limitation of 9th level or higher to assume it).

17 Non-Epic Genes, aiming for 20
Defense Gene
Earth
Failure
Fire
Force
Ice
Infinite
Lightning
Mental
Poison
Quick (might change name to Agility)
Radiance
Resist
Reverse
Shadow
Toughness
Unknown (??? Gene)

Other Feats:
AP Rejuvenation
Dragon Casting
Draconic Inheritance
Elemental Claw
Elemental Ring
Improved Dragon Sword
Meditation
Twin Dragon Swords

and a quick chart for their ability progression:
Level Base Saves BAB Nat AC bonus Special
1 +2 +0 +1 Dragon Sword, Whelp Form
2 +3 +1 +1 Extra Gene
3 +3 +2 +2 Gene Mixing (2)
4 +4 +3 +2 Dragon Sword +1
5 +4 +3 +2 Young Dragon Form
6 +5 +4 +3 Bonus Feat
7 +5 +5 +3
8 +6 +6/+1 +3 Dragon Sword +2
9 +6 +6/+1 +4 Gene Mixing (3)
10 +7 +7/+2 +4 Mature Dragon Form
11 +7 +8/+3 +4
12 +8 +9/+4 +5 Bonus Feat, Dragon Sword +3
13 +8 +9/+4 +5
14 +9 +10/+5 +5
15 +9 +11/+6/+1 +6 Gene Mixing (4)
16 +10 +12/+7/+2 +6 Dragon Sword +4
17 +10 +12/+7/+2 +6
18 +11 +13/+8/+3 +7 Bonus Feat
19 +11 +14/+9/+4 +7
20 +12 +15/+10/+5 +7 Blood of Dragons, Dragon Sword +5
Ack'noth Necrom

10-22-03, 12:17 AM
This is the 3.0/3.5 rough draft of the Draco paladin class from my world. I have not refined it yet though.

Draco Paladin

Hit Dice: d12
Skill points per level: 6+INT modifier
Skill list: Jump, Knowledge (Arcana), Knowledge (religion), Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device

Requirements:
Race: Human
Base attack bonus: 21+
Alignment: Any Lawful
Concentration: 5 ranks
Knowledge (arcane or religion): 10 ranks
Knowledge (Dragons): 10 ranks
Listen: 10 ranks
Spell craft: 5 ranks
Spot: 10 ranks
Languages: Must speak Draconic and Auld wyrmish
Class Features: The Ability to cast 1st level Divine or arcane spells
Spells: Ability to cast alter self, polymorph or shape change
Special: Must follow the teachings of the dragon god that is the same general alignment. Bahumat for good, Tiamat for evil, and Io for neutral.

Level…Special
1……..Draconic Heritage
2……..Ascendance
3......Resistance to magic
4 …….Immunity to Sleep
5...…. Eyes of the dragon
6……..Immunity to Paralysis
7………Magic of the Dragon
8………Senses of the dragon
9……..Hard as scales
10…… Breath of the Dragon

Draconic Heritage: Upon the first level of taking this Prestige class the person must choose a specific type of dragon. This dragon may only be Metallic if the person’s alignment is good, Chromatic if the person’s alignment is evil, or Gemlike if the person’s alignment is neutral. The further abilities granted by the dragon gods shall be from only that type of dragon. Once chosen the Draco Paladin may never change his heritage.

Ascension: You may transform (as per a polymorph spell) into a dragon of your heritage, however the dragons age category may be no more than yours and you can still not transform into a dragon with more HD than yourself. Example: If a 20-year-old human or a 120-year-old elf uses this ability treat the dragon as young adult. If a 90-year-old halfling or a 500-year-old dwarf uses this ability treat them as if they are Venerable. A Draco paladin may never transform into a Wyrm or Great wyrm class dragon. Finally a Draco paladin may only stay in this form for 1 round per 2 Draco Paladin levels. If you are not sure of your age category it is the DM’s responsibility to set it for your current age. Ascending into your dragon form is a full round action. If the Draco paladin is wearing any armor during ascension the armor bursts apart and is completly destroyed. Addtionally the draco paladin takes 1d4 damage per point of armor class the armor gave.

Resistance to magic: While in your ascended state you gain spell resistance equal to 10 + your Draco paladin level + Cha modifier.

Immunity to sleep: At Level 4 the Draco paladin becomes immune to sleep affects in and out of his ascended state.

Eyes of the dragon: At level 5 the Draco paladin’s draconic eyes become more focused. He gains the Keen senses of dragons while in his ascended form.

Immunity to Paralysis: At Level 6 the Draco paladin becomes immune to paralysis affects in and out of his ascended state.

Magic of the Dragon: At level 7 the Draco paladin begins to feel magic in his veins. Through his training, meditation, and pure faith he learns to cast a certain spell at will but only while in his ascended form. This spell is dependant on the type of dragon selected, see table 1-2 for details.

Table 1-2
Dragon........Spell
Amethyst.....Invisibility
Black...........Water Breathing
Blue............Create/Destroy water
Brass..........Speak with animals
Bronze........Speak with animals
Copper.......Spider Climb
Crystal.......Charm Person
Emerald......Improved Invisibility
Gold...........Water Breathing
Green.........Water Breathing
Red............Locate object
Sapphire....Spider Climb
Silver.........Feather fall
Topaz........Water Breathing
White........Fog Cloud

Senses of the Dragon: At level 8 the Draco paladin’s senses increase. While in his Ascended state he gains the blind sense ability but this only applies to his threatened area.

Hard as scales: At level 9 the Draco paladin skin grows hard and seems to heal quickly. He gains Damage reduction 20/magic when in his ascended state. This damage reduction goes up by 1 for every additional level of Draco paladin he gains.

Breath of the Dragon: Upon Level 10 a Draco paladin that has ascended into his dragon state may use the dragons breath weapon every 1d4 rounds. If the dragon has multiple breath weapons the paladin must choose one when gaining this ability, the paladin may never change this breath weapon or gain another one. The save DC for your breath weapon is always 10+ your Draco paladin level + Cha modifier). Look to table 1-3 for breathe weapon ranges and elements. All elemental Breath weapons do 1d6 damage per Draco paladin level.

Table 1-3
Dragon......Range Element/gas type
Amethyst...60 ft line Concussive Force
Black..........60 ft line Acid
Blue...........60 ft line Lightning
Brass.........60 ft Line Fire/sleep
Bronze.......60 ft Line Lightning/Repulsion gas
Copper......60 ft line Acid/slow gas
Crystal......30 ft cone Blinding Light
Emerald.....30 ft cone Sonic Energy
Gold..........30 ft cone Fire/weakening gas
Green.......30 ft cone Acid
Red...........30 ft cone Fire
Sapphire...30 ft cone Sonic Energy
Silver........30 ft cone Cold/paralyzing gas
Topaz.......30 ft cone Dehydration
White.......30 ft cone Cold

Creator Notes: First off this is an epic class, HD and skill point amount bother me a bit. But im trying to stay close to the dragon emulation here, perhaps more prerequisties to help balance it? Still have to do some editing so bear with me
Ack'noth Necrom

10-22-03, 01:21 AM
Draco Paladin Feats
Improved Draconic Magic
Prerequisites: Magic of the Dragon class feature
Benefit: You may use your granted draconic magic spell in your human form as well as in youR ascended form.

Lengthened Ascension
Prerequisites: Ascension class ability
Benefit: You may stay in your ascended state for 1 additional round
Special: You may take this feat multiple times its effects stack

Aged Ascension
Prerequisites: Ascension class ability
Benefit: When using your ascension ability you may transform into a dragon of 1 age category above your own. This feat cannot give you the ability to transform into a wyrm or great wyrm and you cannot transform into a dragon of more hit dice than your own.
Special: You may take this feat multiple times its effects stack

Improved Ascension
Prerequisites: Ascension class ability
Benefit: The total limit of hit dice that you can transform into increases by 5. This feat cannot give you the ability to transform into a wyrm or great wyrm
Special: You may take this feat multiple times its effects stack

Extended Cone
Prerequisites: Breath of the dragon class feature, cone shaped breath weapon
Benefit: Your Cone increases 10 feet
Special: You may take this feat multiple times its effects stack

Extended Line
Prerequisites: Breath of the dragon class feature, Line shaped breath weapon
Benefit: Your Line increases 20 feet
Special: You may take this feat multiple times its effects stack

Fast Ascension
Prerequisites: Ascension class ability
Benefit: Your ascension ability changes to a standard action.

Hardened Scales
Prerequisites: Hard as scales class feature
Benefit: Your existing Damage reduction increases by 5/magic
Special: You may take this feat multiple times its effects stack

Increased Resistance to magic
Prerequisites: Resistance to magic class feature
Benefit: Your existing Spell resistance increases by 3
Special: You may take this feat multiple times its effects stack

Human Senses
Prerequisites: Senses of the dragon class feature
Benefit: You can use your blind sense power in your human form as well. However it only extends to your threatened area.

Powered Breath
Prerequisites: Breath of the dragon class feature
Benefit: The DC to save against your draconic breath weapon increases by +2.
Special: You may take this feat multiple times its effects stack
Battousai

10-22-03, 01:40 AM
Ugh , I Don't have time right now, but i'll read them later :)
dantedarkstar

10-22-03, 07:40 AM
:smirk: Updated lacking parts (except skill list)

Still not thought out balance issues exactly :angel:


Stirge
I thought about making genes feats too, but realized that feats that benefit only 1 class are weird. Not to mention I don't like the idea of getting them if multiclassed for levels not in THE class.

I still think AP in D&D like that are not good idea.
Battousai

10-22-03, 04:01 PM
A better idea might be requiring a concentration check every round the character is transformed. The DC would be a function of the Character's level , the dragon form and the number of rounds (+5/round or something like that).

Or a special skill called "Ascension control" that can't be enhanced through magical means (so no +60 skill bonus ring) ,unless the magical mean is an artefact or a VEEERY costly item!

I wish I could help but I'm bad at making PrC's :(

And there are two version of the ascension: BOF3 or BOF4 style? I find the latter better but that's just my opinion: gainig the half dragon template for a short while with some added perks would be fun :D
hiryuu

10-22-03, 04:11 PM
My idea would e to pick up BESM d20 - there's an attribute already coded into that system that allows for this sort of thing.
Battousai

10-22-03, 05:05 PM
BESM = Big Eyes Small Mouth??

There's a d20 conversion for that? where could I find it?

Still ,I think it would be better to create a PrC with the basic ruleset and not add mechanics that are much too different!
Stirge

10-22-03, 06:55 PM
I'm afraid I've only played BoF 1-3, I got tired of them straying away from the originals starting with the 4th really. I think AP is a good idea because some genes are more powerful than others, (Comparing Infinity to Fire is just a joke, for instance). I've incorporated some other mechanics into the process, like a concentration check and such, and I think it balances out in the end.

As for class specific feats, Fighters have Weapon Specialization, Clerics/Paladins have turning feats, Wizards have spell Mastery and the class books all have feats that are most easily accessed by a certain class, so i really don't see much of a problem with it.
Battousai

10-23-03, 12:50 AM
The [genes] feats aren't the problem: the AP are : It introduces a whole new system in the game.

Comparing fire to infinity IS a joke, but maybe we could tweak a little to have a good skill DC. For example, fire would add 4 to the base DC while infinity add 15 ,just an example.

Maybe I'll explain the BOF4 system:
When using ascension , Ryu transform into an human dragon (much like the warrior from bof3) and can use all of his human skills as well as the one given by the particular form. Even as a Behemoth he looks the same.
However,when he uses the breath, he transforms as a full dragon for the attack.
hiryuu

10-23-03, 01:04 AM
Originally posted by Battousai
BESM = Big Eyes Small Mouth??

There's a d20 conversion for that? where could I find it?

Still ,I think it would be better to create a PrC with the basic ruleset and not add mechanics that are much too different!

Go to Guardians of Order's website and take a gander at the Anime d20 SRD.
Battousai

10-23-03, 04:42 PM
Ok thanks, I'll go there tomorrow :D

As for the PrC, we should be sure that it's on par with crazy things like Shapechange...maybe a little weaker but still worthy
Stirge

10-23-03, 09:46 PM
AP really isn't really introducing a new system, it's just like PP from the psionics handbook or a mana point system from alternate game mechanics books. Besides, some innovation is necessary for an interesting class IMO-and there's nothing against it really. I guess it boils down to how far from the existing rules you want to go-I just choose to go as far as I deem necessary, if that means introducing new mechanics then I'll do it.
hiryuu

10-24-03, 01:59 AM
You could also go look at http://www.nazro.net/bofd20

I stopped working on it because I stopped getting e-mails from the other two folks who were helping me with ideas and I was left pretty much alone.
Battousai

10-24-03, 02:01 AM
You're right , I didn't thought about PP!
It's not that I'm against Ap, it's just I thought it might be simpler with skill checks

EDIT: I thought about something: there should be a profession(fisherman) requirement, no? :D