Dragon Myrmidon [PrC] (looking for opinions) [Archive] - Wizards Community

Post/Author/DateTimePost
ShadeSeraph

11-24-07, 07:51 AM
The Dragon Myrmidon

The Dragon Myrmidon is a warrior and a mage, and a devoted armorsmith with a great respect for dragons. The ones who follow this path choose to create his perfect and last armor in order to access to a greater power. Using the intrinsic magic of the dragon blood, they fuse themselves with their creations. Though the abilities of all Dragon Myrmidons are equal, because most of them come from the dragon blood used, some create an armor that looks like a demon or even an armored angel, instead of a bipedal dragon.

Game Rule Information:
The Dragon Myrmidon has the following game stats.
Abilities: Both strength and the spellcasting ability of the class the Dragon Myrmidon came from are their main abilities. The rest of them are not so important, thought some con can help before the last change.
Alignment: Any.
Hit Die: D10

Requirements
To qualify to become a Dragon Myrmidon, a character must fulfill all the following criteria:
Skills: Craft (Armorsmithing) 9, Knowledge (Arcane) 9.
Feats: Craft magic arms and armor, Combat casting, Heavy armor proficiency.
Martial Maneuvers: Must know at least two Stone Dragon maneuver.
Spellcasting: Must be able to cast Alter Self as an arcane spell.
Base Attack Bonus: +4
Special: Must have a masterwork full plate crafted by himself, and a vial with dragon blood. The blood can be obtained by any means, but it must to be taken from a living dragon.

Class skills
The Dragon Myrmidon class skills (and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Martial Lore (Int), Profession (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Base
Attack Fort Refl Will Man. Man. Stances
lvl Bonus Save Save Save Known Readied Known Special Spellcasting
1 +0 +0 +0 +2 0 0 0 Armor fusion, Lesser spell breath, -
Metal body, Draconic blessing
2 +1 +0 +0 +3 1 0 0 Claws, Imbue magic, Draconic Surge + 1 level arcane spellcasting class
3 +2 +1 +1 +3 0 1 0 Metalic anatomy (25%) + 1 level arcane spellcasting class
4 +3 +1 +1 +4 0 0 0 Armor fusion, Spell Breath + 1 level arcane spellcasting class
5 +3 +1 +1 +4 1 0 0 Metalic anatomy (50%), Partial change + 1 level arcane spellcasting class
6 +4 +2 +2 +5 0 0 1 Solid Tail, Growth -
7 +5 +2 +2 +5 0 1 0 Metalic anatomy (75%), Armor fusion + 1 level arcane spellcasting class
8 +6 +2 +2 +6 1 0 0 Greater Spell Breath, Draconic aura + 1 level arcane spellcasting class
9 +6 +3 +3 +6 0 0 0 Dragon Wings, Draconic Surge + 1 level arcane spellcasting class
10 +7 +3 +3 +7 1 0 0 Core transmutation, Perfect Spell + 1 level arcane spellcasting class
breath, Armor fusion.

Class features
All of the following are class features of the Dragon Myrmidon prestige class.

Weapon and Armor Proficiency: Dragon Myrmidons gain no proficiency in any weapon or armor.

Spellcasting: At every Dragon Myrmidon level except first and sixth, a Dragon Myrmidon gains new spells known and spells per day as if he had also gained a level in an arcane spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Dragon Myrmidon, you must decide to which class to add each level for the purpose of determining spells per day, caster level and spells known.

Maneuvers: At 2nd, 5th, 8th and 10th level, you gain a new maneuver known from the Stone Dragon, Diamond Mind or Iron Heart disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Dragon Myrmidon levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level and at 7th level, you gain an additional maneuver readied per day.

Stances Known: At 6th level, you learn a new martial stance from the Stone Dragon, Diamond Mind or Iron Heart disciplines. You must meet a stance's prerequisite to learn it.

Armor fusion (Ex): At first level, a Dragon Myrmidon starts fusing with the armor that himself created, using the dragon's blood as a catalyst and as a material component for the fusion. The energies running through the blood and the arcane magic of the Dragon Myrmidon starts a process that will slowly transform him into a construct with a draconic appearance. The Dragon Myrmidon must perform a ritual in which he wields the armor and bathes into the dragon blood, losing all his spell slots gradually over a day. At the end of the ritual, part of the suit of armor has fused with him, granting the Dragon Myrmidon a +2 armor bonus to AC. The Dragon Myrmidon does not suffer from arcane spell failure, maximum dexterity bonus or armor penalty from this bonus, as the armor is now part of him. The rest of the suit falls to the roof and disintegrates, leaving only a trace of metal dust. He also count as wearing metal armor if the suit he used was made of metal.
At 4th level, the Dragon Myrmidon performs the ritual again with another suit of armor he has crafted. this grants him with another +2 armor bonus to AC, for a total of +4, but the plating starts hindering him, and his dexterity bonus is capped at +5, as if he was wearing armor. Also, if the suit he used on the ritual was made from a special material, he gains some benefits from it. A mithral armor increases the maximum dexterity bonus in 1, while an adamantite one gives the Dragon Myrmidon DR 1/-.
At 7th level, the Dragon Myrmidon starts the ritual again, gaining another +2 to armor bonus, for a total of +6, and a maximum dexterity bonus of +3. If the armor used in this ritual is made of adamantite, it grants another DR 1/- that stacks with the one given at 4h level.
At 10th level, the Dragon Myrmidon performs the last ritual, granting himself yet another +2 armor bonus to AC, for a total of +8. His maximum dexterity bonus is now +1, and he does count as wearing heavy armor for anything that requires him to not wear some kind of armor. He does not count as wearing armor when regarding movement or arcane spell failure. If the armor he uses in this last ritual is made of adamantite, he adds yet another DR 1/-, for a maximum of 3/-. If it is a mithral suit, the maximum dexterity bonus is increased in one, for a maximum of +3. At last, now the armor is fully part of the Dragon Myrmidon, so any attack that would damage the armor, will damage him, and any attack against the armor is an attack against him.
Before 10th level, the armor can be repaired with the proper materials with a successful craft (Armorsmithing), as usual.

Lesser Spell Breath (Su): At first level, a Dragon Myrmidon gains the signature ability of the class, the spell breath weapon. He learns it as a maneuver which he can ready as usual. Lesser spell breath count as a third level maneuver for all effects depending on the maneuver level, and does not belong to any discipline. See below for the maneuver description. This maneuver can not be changed if the Dragon Myrmidon later gains level in his base martial artist class.

Metal body (Ex): The fusion with the armor grants a Dragon Myrmidon with special resistances and invulnerabilities, and also with some disadvantages:
At first level, the Dragon Myrmidon gains immunity against paralysis and sleep effects, and gets a +2 bonus to TS to overcome the effects of poisons, stunning, diseases, death effects and necromantic effects. This bonus increases to +4 at 4th level and to +6 at 8th level.

Draconic blessing (Ex): The Dragon Myrmidon gains the Dragonblood subtype, if he did not have it. Also, he counts as a dragon for any requirement or spell.

Claws: At 2nd level, the overlapping plates start to look like dragon claws, allowing the Dragon Myrmidon do 2 claw attacks. The base damage for these attacks is 1D6 for medium creatures, 1D4 for small creatures and 1D8 for large ones.

Imbue magic (Ex): From second level and later, a Dragon Myrmidon can enhance his own metal skin with the Craft magical arms and armors as if he were enhancing a normal masterwork armor. He can also enhance his claws as if they were armors.

Draconic Surge: At 2nd level and again at 9th level, the Dragon Myrmidon gets a boost in raw strength with the cost of losing some agility, making him more like a dragon. He gains a +1 to strength and a -1 to Dex in both levels. These changes count as bonus points from level.

Metalic anatomy (Ex): At 3rd level, a Dragon Myrmidon starts to develop a immunity to critical hits and precision-based damage, as his organism starts to merge with his armor. He has a 25% chance of ignoring any of those. This chance increases to 50% at 5th level and to 75% at 7th level.

Spell Breath (Su): The Dragon Myrmidon gains Spell Breath as a bonus maneuver, the same way he gained Lesser Spell Breath. It counts as a 4th level maneuver for all effects depending on a maneuver level.

Partial Change (Ex): The Dragon Myrmidon gains the living construct subtype, granting him with all the traits of the subtype.

Growth (Ex): At 6th level, the Dragon Myrmidon has been covered with so many metal platings that now he have increased greatly in size. He increases in one size category (from small to medium, from medium to large, etc) to a maximum of colossal. He gains all rhe advantages and disadvantages of the new size, as increased range, penalty on attack rolls, etc; and his Str increases in 2 points, while his Dex decreases in 2 points.

Solid Tail: At 6th level, the Dragon Myrmidon gains a tail attack. This attack has a damage of 1D8 for medium creatures and 2D6 for large creatures. A small or smaller character does not get the tail attack.

Greater Spell Breath (Su): The Dragon Myrmidon gains Greater Spell Breath as a bonus maneuver, the same way he gained Lesser Spell Breath. It counts as a 5th level maneuver for all effects depending on a maneuver level.

Draconic Aura (Su): At 8th level, the Dragon Myrmidon learns how to manifest the intrinsic power in the dragon blood he used to perform the ritual for the armor fusion. While he is in a stance from any discipline he knows, you can forgo its normal benefit as a swift action to gain the effect of the Draconic Aura. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Draconic Aura and resume gaining the normal benefit of the stance as a swift action.
While he uses this ability, he has a frightful presence as if he were a true dragon. The ability takes effect automatically whenever the Dragon Myrmidon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × half the Dragon Myrmidon level are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + ½ initiator level + Dragon Myrmidon’s casting ability modifier) remains immune to that Dragon Myrmidon’s frightful presence for 24 hours. In addition, when you first activate this ability, the Dragon Myrmidon can choose to expend an arcane spell slot. If he does, he also gains Spell resistance equal to 3 x level of the spell used for as long as he maintain the stance.

Dragon Wings (Ex): When the Dragon Myrmidon attains 9th level, he attaches a pair of big, metal wings which have a draconic look to his back. The magic on his body soon intertwines his essence with the wings, allowing him to use it as if them were part of his body. The Dragon Myrmidon gains a fly speed depending on his size: 20' for small or smaller characters, 30' for medium characters, 40' for large characters, and 50' for huge and larger characters. He flies with poor maneuverability. Also, he is limited to carrying light or medium load when he flies,and no armor (other than the fused armor).

Core transmutation (Ex): Finally, at 10th level the Dragon Myrmidon changes completely both his metabolism and physical structure. His type changes to construct, loses any subtype other than dragonblood and loses his constitution ability, and any bonus hp granted because of a high con modifier. Also, he gains extra hit points depending on his size: 10 for small Dragon Myrmidons, +10 extra hp for each size category larger than small. He becomes immune to all the things a construct is immune to, except for mind affecting effects. He also is immune to all healing effects, and can not recover hp by normal means. He can heal damage through Repair spells, instead. If the armor he used was made of any metal, he is now affected as if all his body were made of that metal, becoming vulnerable to rust effects, and the like. He gains DR 10/adamantite. A Dragon Myrmidon can not lose this feature even if he stops meeting the prerequisites of the class.

Perfect Spell Breath (Su): The Dragon Myrmidon gains Perfect Spell Breath as a bonus maneuver, the same way he gained Lesser Spell Breath. It counts as a 7th level maneuver for all effects depending on a maneuver level.

New Maneuvers:

Lesser Spell Breath:
None (Strike)
Level: Dragon Myrmidon 1 (counts as a 2nd level maneuver)
Initiation Action: 1 Full round action.
Range: 30 ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Reflex negates.

You can make a single attack with a breath weapon. This breath weapon does not produce any damages, but as part of the maneuver you can cast any spell of second level or lower you can cast with a range of short or greater, or an area of effect. This casting does not provoke attacks of opportunity, and all his vocal or somatic components are not needed, though you still need to be able to concentrate to cast it and to move in order to use the breath weapon. You still have to pay any material component, focus or XP cost the spell would have. Any creature affected by the breath weapon is affected by the spell, as if he would have been targeted by the spell. The creatures who succeed a reflex save throw against a DC of 12 + the spellcasting ability modifier of the Dragon Myrmidon negates any effect from the spells, as if they were not affected by it. If the spell had an area of effect, that area changes, now affecting all the squares that the base of the breath weapon affects. Thought the maneuver has a duration of instantaneous, the spell channeled still has his own duration, and lasts until it would otherwise last. Many Dragon Myrmidons use this maneuver to cast beneficiary spells on all his companions with a single spell use.

Spell Breath:
None (Strike)
Level: Dragon Myrmidon 4 (counts as a 4th level maneuver)
As Lesser Spell Breath, but now it can channel 5th level or lower spells. Also, the DC is now 14 + the main spellcasting ability modifier of the Dragon Myrmidon.

Greater Spell Breath:
None (Strike)
Level: Dragon Myrmidon 7 (counts as a 5th level maneuver)
Range: 60 ft.
As Lesser Spell Breath, but now it can channel 7th level or lower spells. Also, the DC is now 15 + the main spellcasting ability modifier of the Dragon Myrmidon. The range increases to 60'.

Perfect Spell Breath:
None (Strike)
Level: Dragon Myrmidon 10 (counts as a 7th level maneuver)
Initiation Action: 1 Standard action.
As Greater Spell Breath, but now it can channel 9th level or lower spells. Also, the DC is now 17 + the main spellcasting ability modifier of the Dragon Myrmidon + any modifier to the spell casted other than the spell level and the ability modifier. Also, the Dragon Myrmidon can use this maneuver as a standard action, instead as a full round action.