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| #1sparkamusprimeApr 15, 2009 4:24:50 | sure i know this class is a little overpowered but you know what for the purpose of role-playing there needs to be a proper dragon and Class for it to use because having a real dragon be any class in the Game currently is just like putting chuck norris in star wars with light sabers. So i took the liberty of creating a class for a Dragon thats only slightly overpowered, because lets face it dragons are just overpowered as PC's so I Advise any DM allowing this Creation to be in a campaign make sure to keep a leash on this player or jsut give to a person that just wants to role play a dragon. well Folks heres the Class. Due Note that i did this on Microsoft Word so it might not look so pretty on a forum. --------------------------------------------------------------- First off the Race Dragon Dragon EGG Average height 2' 6" Varies on Dragon a little Average Weight 60-120 lbs Ability scores: +2 str +2 con size tiny (when hatches grows small really fast)(2-3 weeks) speed: 6 Fly 6 Overland Fly 8 Vision: whatever the Dragons Vision is Languages: Draconian (hatching's don't learn common right off the bat)(takes a few days) Skill bonuses: +2 insight,+2 Perception CLASS: DRAGON (PC) "I'm still young wait till i get older" Note: as you read this replace the Word Element with whatever element the dragon uses CLASS TRAITS Role: Striker: you concentrate on either your breath weapon for Ranged combat or your claws and bite and sometimes tail for CQC combat. your abilities rely on your shear determination to pull you through. Power source: Physical, your talents come natural to you... your a ****ing dragon, and you want to grow up big and strong(whether you want to or not). Key abilities: all of them are really good Armor: the scales on your back.. side... all over your body. (well figure something out) weapon prof: claws,bite,tail,breath weapon bonuses to defense: +1 fort, +1 will, +1 Ref Hit points at level 1: 17+constitution (+20 hp at paragon and +40 hp at Epic) hit points gained each level: 7 healing surges: 8+con Trained skills: perception, insight and two of the following athletics,diplomacy,Endurance,nature, Intimidation Class features:Natural Weapons,Armor Bonus Scales, Growth Bonus,Element Choice, Element Resistance Element Dragon- you choose the Kind of Dragon you Want to be and the Following Element Becomes you're Breath Weapon and Resistance. Dragon Natural Weapons and size chart Name Proficiency/Level Acquired Small level 1-10 Medium 11-20 Large 21-25 Large 26-30 Huge 31-35 Gargantuan 36-40 Claw +3 1d8 1d10 1d12 2d6 2d8 2d10 Breath +2 1d8 1d10 1d12 2d6 2d10 2d12 Bite +2 1d10 1d12 2d6 2d8 2d10 2d12 Tail +3 1d4 1d8 1d12 2d8 2d12 3d12 Speed Land n/a, Birth 6 6 8 8 10 10 Speed Fly/overland n/a, Birth 6/8 8/12 10/14 12/16 14/18 16/20 Armor Bonus Scales n/a, Birth +4 +8 +10 +12 +19 +24 Growth Bonus n/a, Birth +2 Str Con (Race) +2 Str Con +2 Str Con +2 Str Con +2 Str Con +2 Str Con Element Resistance n/a, Birth 10 20 30 35 35 40 Powers LEVEL 1 AT WILL EXPLOITS Have all of these because you're a dragon so no selection for at will attacks Name Keywords Actions Target/Range Attack/Hit Increase at 21st level / effect Double Slash Martial, Claws Standard one or creature/melee Strength Vs. AC / 1w per attack 2w Hard Bite Martial, Bite Standard One Creature Strength Vs. Fort / 1w+Strength 2w+str / target takes -2 to attack you until the end of you're next turn Breath Blast / Element, Breath / Standard /Close Blast 5 / (electric breath hits one target then another within 10 Squares. up to 3 Targets in one shot) Constitution Vs. Reflexes / 1w+Constitution 2w (electric breath can jump 6 targets) close blast 8 Witty Slap Martial, Tail Standard one Creature / Melee Reach Strength Vs. Will / 1w+strength 2w / target is dazed LEVEL 1 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Dig in the CLAWS Martial, Claws Standard one Creature / melee Strength Vs. Fort 2w+Strength target takes -1 to AC and Ref for 1 turn Snap Jaw Martial, Bite Standard one Creature / melee Strength Vs. AC / 1w+Strength target is slowed and you may Shift up to you're Dex Modifier +1 (after attack Bad Breath Element, Breath Standard Close Blast 5 Constitution Vs. Fort / 1w+Constitution target is Dazed for 1 round Whip Snap Martial, Tail Immediate interrupt (when hit from behind flanked) Close Burst 1 Strength Vs. Reflex / 1w+Strength per attack Targets loose Mark's on Dragon LEVEL 1 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Maul the Face Martial, Claws,Bite Standard one Creature / Melee Strength Vs. Reflex 1w+Strength claw per attack, 1w+Strength Bite (2 claw attacks and a Bite) Target is knocked Prone and Weakened for 1 round if all attacks are successful Frightful Roar Martial, Fear Standard Close Burst 3 Charisma+2 Vs. Will Targets are Weakened until the start of you're next turn Beam Breath Element, Breath Standard Line Blast 10 (straight) Constitution Vs. Reflex / 2w+Constitution Targets are pushed out of the Line Blast (left and Right then Back) Restraining Choke Martial, Tail Standard one Creature / melee Strength Vs. Reflex / 1w+Strength you knock you're target Prone and Grab making him Restrained. and ongoing 1w+Strength Modifier Damage until Released. LEVEL 2 UTILITY EXPLOITS Name / Type Keywords Actions Target/Range Hit Effect Seeping Element / Daily Element Immediate Reaction (hit) any creature hitting you with a melee attack 1 Square away Target Takes Constitution Modifier Element Damage Last until end of encounter Burst of Speed / daily Martial Move Self n/a you can Move up to you're speed not provoking attacks of opportunity Revitalizing Roar / Daily Martial Standard close burst 3 n/a you and one ally can spend a healing surge Aerial Agility / At Will Martial Free Self n/a If you Fly and stay in the Air at the end of you're turn you gain +1 to you're AC and Reflex until you land LEVEL 3 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Trample em Down Martial, Claw Standard Line Blast 6 or speed which ever is greater (Straight) Constitution Vs. Fort per target / Strength and constitution modifiers Damage Targets are Knocked Prone and Dazed until the end of you're next turn Paralyzing Bite Martial, Bite Standard One creature Strength Vs. Fort / 1w+Strength target is immobilized until the end of you're next turn Lingering Breath Element, Breath Standard close Blast 5 Constitution Vs. Reflex / 1w+Constitution modifier Target Takes ongoing Constitution Modifier +1 Element Damage (Save Ends) Tail Defenses Martial, Tail Immediate Reaction (hit) self Constitution Modifier Damage you Gain a Bonus to Defense = to you're Constitution Modifier. you can Declare this total after the DM has told you the Damage Total. LEVEL 5 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Rip the Armor Martial, Claw Standard one creature / Melee Strength Vs. Fort / 1w+Strength you reduce the targets Armor Class by 3 (Save Ends) Snap Slap Skat Martial, Bite, Tail Standard one Creature / Melee Strength Vs. Reflexes / 1w+Strength (Bite) 1w+Strength (Tail) you Strike you're target and then you Shift 3 Squares and shift an Adjacent ally to the Target to a Flanking Position Light the Field Element, Breath Standard close burst 3 Constitution Vs. Fort / 1w+constitution all targets gain Vulnerability 5 Element (save Ends) if target had Element Resistance target gains the Vulnerability until the end of you're next turn Revitalizing Meat- Martial, Bite Standard One Creature Strength Vs. Fort / 1w+Strength you can spend a healing surge and the target gains Bleed 5 (Save Ends) LEVEL 6 UTILITY EXPLOITS Name / Type Keywords Actions Target/Range Hit Effect Focus Strike / encounter Martial Standard Self n/a you're next attack has a 10-20 critical ratio (only a natural 20 is automatic) Great Sacrifice / Daily Martial Standard Self n/a the next attack you deal an extra 1w+constitution modifier and a +1 to the attack. you take a -2 to all defenses until the end of the encounter and loose 2 healing surges. Dexterous Might / Daily Martial Minor Self n/a you gain +2 speed bonus until the end of the encounter Heightened Sense / Daily Martial Immediate interrupt (surprised) Self n/a when surprised you make the surprise attack round instead of them LEVEL 7 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Bloody Roar Martial, Fear Standard Close burst 5 Constitution Vs. Will must be Bloody to use this power. all targets within 5 Squares take a -2 to attacks (Save Ends), targets are also Deaf until the end of you're next turn Juicy Fangs Martial, Bite, Element, Breath Standard One Creature / Melee Strength Vs. AC / 1w+strength (Bite) Secondary attack if first attack hits Constitution+2 Vs. Reflex. Hit 3w+constitution (Breath) element Damage Stop the Line Martial, Claw Standard Close Burst 1 Strength Vs. Reflex / 1w+Strength Targets are immobilized for one round then slowed for the round after that Iron Tail Slap Martial Tail Standard One Creature Strength Vs. Fort / 2w+Strength Target is pushed = to you're constitution Modifier and knocked prone. any targets in the way of the pushed target also get pushed LEVEL 9 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Element Claw Dance Martial, Claw, Element Standard One Creature / Self Strength Vs. AC / 2w+strength Modifier you Put you're element on you're hands Dealing an Extra Constitution Modifier +1 Damage per any attack with claw Keyword until the end of the encounter Through Lunge Martial, Bite Standard One Creature Bloody Strength -2 Vs. Reflex / 3w+strength target takes Bleed 5 (Save Ends) Element Balls Element, breath Standard one or Two Targets Constitution Vs. Reflex / 1w+Constitution per attack targets take ongoing element damage 5 (Save Ends) Sunder Their Thunder martial, Tail Standard one Target Strength Vs. Fort / 1w+Strength Target Drops his Weapon, If target has no shield target is weak until the end of you're next turn LEVEL 10 UTILITY EXPLOITS Name / Type Keywords Actions Target/Range Hit Effect Scary Face / Daily Fear minor Self n/a You Gain a Power Bonus to an Intimidation Check +10 Sturdy Body / Daily skill minor self n/a You Gain a Power Bonus to an Endurance check +10 Instantaneous Surges / Daily Healing Standard Self n/a You Can Spend 4 Healing Surges at once to Heal 1/2 you're total Hit Points and make a saving throw Utility Little Helper / Daily Free self n/a you can add a d8 to any roll, before or after the roll is made. (but only right After) LEVEL 11 PARAGON EXPLOITS War Dragon 1. 11th level, Violent Persistence- yo may spend an action point to re-roll an attack and in doing so you gain a +5 Bonus to attack roll and Damage Roll 2. 11th level, Curiosity helped me Kill- you may use you're action Point to make any attack hit any defense 3. 16th level, Fight Through the Pain- when you First go below 0 hit points you stay awake one more round then Drop. you can spend a action point to last another round lvl 11 Encounter -thwack to the Head- lvl 12 utility -Tail Defense- lvl 20 Daily -Five Fold Attack- Name Keywords Actions Target/Range Attack / Hit Effect Thwack to the Head Martial, Tail Standard One Target Strength Vs. Fort / 1w+Strength Target is Stunned Tail Defense / Encounter Tail Immediate Reaction (hit) Self n/a Gain a bonus to Defense to one Attack Equal to you're Constitution Modifier +1 and you can Declare this Bonus after the DM has already told you the Damage Total Five Fold Attack Martial, element, Claw, Bite, Tail, Breath standard action One, Two, Three, Four or Five Roll attack for each Strength Vs. Ac (claw) 1w Strength Vs. Ac (claw) 1w Strength Vs. Fort (Bite) 1w Strength Vs. Reflex (tail) 1w constitution Vs. Reflex (breath) 1w target is claw-Slowed (Save Ends) Bite-Bleed 5 (save Ends) Tail-Dazed (Save Ends) Breath-ongoing 5 element damage (Save Ends) Sky Dragon 1. 11th Level, Great Wings- you gain +2 to you're Fly speed and +4 overland Flight speed 2. 11th Level, Acrobatic Wings- while air-born you Gain a +3 to all defenses Vs. Ranged Attacks more then 4 Squares away 3. 16th Level, Low Altitude Battle Wings- while hovering you can fight while air born with no penalties with melee lvl 11 Encounter -Aerial Barrage- lvl 12 utility -Air Scope- lvl 20 Daily -Take to the Sky- Name Keywords Actions Target/Range Attack / Hit Effect Aerial Barrage Element, breath Standard one Creature / 10 Constitution Vs. Reflex / 2w+Constitution Must be Air-born, Target Takes a -2 to all defenses against Ground allies Air Scope / At will Martial, Skill Free self n/a when you use perception air-born you gain a +10 power bonus Take to the Sky Grab Standard One Creature Strength+4 Vs. Reflex / Damage Variable by how high you Got before Dropped. Each 2 Squares is 1d10 Damage. (Example you fly up 24 Squares target takes 12d10 Fall Damage you Grab the Target and Move you're Fly Speed up, and every turn after that you can Keep flying up as long then Drop the Target. you gain a +5 to Reflex and Fortitude for the purpose of holding the Target Element Dragon 1. 11th level, Breath Control-you can use an action point to re-roll any roll involving Breath attacks taking either roll 2. 11th level, Unnatural Gland- you can choose another Element besides you're original and Gain that as an option to use for Breath attacks, and Gain resist that element 5 3. 16th level, Unnatural Dragons Resistance- you're Natural Resistance Increase by 10 `(you're Unnatural Gland Resistance increases by 5) lvl 11 Encounter -Juicy Ball of Element- lvl 12 utility -Go Glands Deep- lvl 20 Daily -Elemental Companion- Name / Type Keywords Actions Target/Range Attack / Hit Effect Juicy Ball of Element Element, Breath Standard one Creature Constitution Vs. Reflex / 1w+Constitution the Target Takes Ongoing 10 ongoing Element Damage (Save Ends) Aftermath Target takes Ongoing 5 Elemental Damage (save Ends) Go Glands Deep / Daily Element Full Round Action Self n/a you Sacrifice this turn and take a -4 to AC and Reflex and loose you're resistance until the end of you're next turn. you're next breath Power you use you Deal Double Damage. (you must use a Breath Power within the next Constitution Modifier Turns or loose this effect. Elemental Companion Element, Conjure Standard Self, (Adjacent enemies) Element- Constitution Modifier Vs. Reflex / Basic Breath Attack you Conjure a Little Ball of you're Element and it Attacks any enemy Adjacent to you at the End of every Round, this Ball cannot not be killed and last until the end of the Encounter Blood Dragon 1. 11th Level, Blood Fusion- when you spend a Healing surge you add you're Constitution modifier every time (even when invoked by ally powers) 2. 11th Level, Bloodless Seems- for the purpose of enemy Attacks you're never considered Bloody 3. 16th Level, Leek Less Blood- when a Bleed Effect hits you. you Cut it in Half Rounding Down and Get a +5 to Bleed effect Saving Throws lvl 11 Encounter -Blood Claws- lvl 12 utility -The Gift of Life- lvl 20 Daily -Love of the Blood- Name Keywords Actions Target/Range Attack / Hit Effect Blood Strike Martial, Claw Standard One Creature Strength Vs. AC / 1w+Strength must be bloodied and target must be bloodied. Target Takes 30 Bleed (Save Ends) The Gift of Blood / Daily Healing Standard one Ally Within 5 Squares n/a you can spend a Healing Surge and give the Hit Points to an ally Love of the Blood Blood, Breath Standard Close Blast 3 Constitution Vs. Reflex / Damage to all Targets in Burst Equal to you're Healing Surge Value you lose Hit points Equal to you're Healing Surge Value and you loose 1 healing surges. Targets are Blind and Deafened until the end of you're next turn. LEVEL 13 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Blinding Slashes Martial, Claw Standard One Creature Strength Vs. Ac / 2w target is Blinded (Save Ends) Puncture Bites Martial, Bite Standard One Creature Strength Vs. Reflex / 2w+strength Target takes Bleed 5 (save Ends) Chains of Element Element, Breath Standard Close Blast 3 Constitution Vs. Fort / 1w+Constitution targets is Immobilized Insulting Slap Martial, Tail Standard One Creature Strength Vs. Will / 2w+Strength target is Forced to attack you until the end of you're next round LEVEL 15 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Slash that Will Last Martial, Claw Standard One Creature Strength Vs. Ac / 1w+Strength Every time you Become adjacent to this Target you get a Free Basic Claw Melee Attack until the end of the encounter Drag the Food Martial, Bite Standard One Creature Strength Vs. Fort / 3w+Strength you Drag the Target up to you're Constitution Modifier Squares Elemental Immolation Element, Breath Standard close Blast 3 Constitution Vs. Fort / 2w+Constitution Target Takes Ongoing 10 Element Damage and target looses this Element Resistance (save Ends Both) Tail Hinder Martial, Tail Standard One Target Strength Vs. Fort / 1w+Constitution Target is Weakened Sustain Standard- you can keep the Target weakened as long as you keep this attack up, you can sustain this 5 times. LEVEL 16 UTILITY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect En-Element/Element Element Standard one ally within 5 Squares Give the Ally Half you're elemental Resistance, and allow him to use you're element in his Attacks Siphon-Element/ Daily Element Standard one enemy within 5 Squares Drain a Monster's Elemental Resistance Equal to yours until the End of the Encounter, you Gain that resistance Glands of Chaos/ Daily Element Minor one Breath Attack MAX you Max out Damage on one Breath Attack but Get Stunned until the end of you're next turn The Hard Spot/ Daily Martial Immediate Reaction (when hit) when hit (physical) you don't receive Damage from one Melee or Ranged Physical Attack LEVEL 17 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect My Breath is Bigger Element, Breath Immediate Interrupt when Breath attack is used against you 1w+Constitution when an enemy uses his Breath Power against you, you use you're and engulf it in you're element turning it into you're element and shooting it back to him add +2 to the breath attacks AOE Dodging Strike Martial, Claw Immediate Interrupt when a Melee attack is used Against you 1w+Strength when an enemy makes a Melee Attack against you you Dodge out of the way and Slash him in the back Making him Stunned until the end of you're next turn Ten Teeth Sink Martial, Bite Immediate Interrupt when a Melee Attack is used Against you 2w+Strength when you get a opportunity attack against you. you instead attack the target and afterwards keep doing you're previous Action Tail of Nails Martial, Tail Immediate Interrupt when an enemy moves into an adjacent Square 2w+strength when an enemy first moves into an adjacent Square you attack him (like so) and push him back to the last Square he was in ending his move action LEVEL 19 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Power Slap Martial, Tail Standard one Creature Strength Vs. Fort / 3w+strength you push the Target a Number of Squares Equal to you're Constitution Modifier, if the target has any abilities that allow him to hinder the push that target is instead knocked Prone Scratch out the Eyes Martial, Claw Standard One Creature Strength Vs. Reflex / 3w+strength you also make the Target Blind until target spends a healing surge Weapon of Pain Element, Breath Standard one Creature Constitution Vs. Reflex / 2w+Constitution you Cover the enemies Weapon in Element until the end of the encounter, target wielding a weapon takes 30 Damage a turn, targets without Weapon just Take the initial 2w+C damage and ongoing 15 Element Damage (save Ends) Crush the Legs Martial, Bite Standard One Creature Strength Vs. Ac / 4w+Strength Target is Immobilized (Save Ends, and Target is Stunned, until the end of you're next turn LEVEL 22 UTILITY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Lens of Truth / Daily Martial Minor personal N/a you Gain a Power Bonus to a single Insight Check +15 Mask of Lies / Daily Martial Minor personal N/a you Gain a +15 when making a single Bluff Check Aerial Superiority / Daily Martial Minor Personal N/a you Gain a +4 to you're fly speed and +4 to your overland speed for one hour. Sustain Endurance: you must make a Endurance Check DC 15 to sustain this for an extra hour DC increases by 1 for every Extra hour Anyone you can aid i can Aid Better / At will Martial Standard personal, One ally N/a instead of giving a +2 for aid another you give them a +6 LEVEL 23 ENCOUNTER POWER Name Keywords Actions Target/Range Attack / Hit Effect Rake Martial, Claw Standard one Creature Strength Vs. Ac / 2w+strength if the target moves before you're next turn Deal an additional 4w+strength Damage Tail Jam Martial, Tail Standard One Creature Strength Vs. Reflex / 1w+strength Target looses Last Attack used (Save Ends) Tractor Breath Element, Breath Standard Close Blast 5 Constitution Vs. Will / 1w+Constitution targets are Pulled Closer to you by you're Constitution modifier Number of Squares (minimum 1) Tail Wave Martial, Tail Standard Close Burst 3 Strength Vs. Reflex / 1w+strength all targets are Knocked Prone and Pushed one Square and Slowed (save End) LEVEL 25 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Roar of Unstoppable Anger Martial, Fear Standard Close Burst 10 (allies) Constitution Vs. Will / Basic or At will Attack all allies within 10 Squares Gain a free Basic Attack or At will, Against Every Adjacent Foe near them and they gain a +2 to that Attack, the all Enemies are Weakened until the end of you're next round Grasp for Breath Martial, Claw Standard One Creature Strength Vs. Reflex / 3w+strength Target Is Grabbed and takes a -5 on attempts to escape this Grab, target takes a -4 on Strength Related Rolls (attacks Skills etc.) (Save Ends) Sustain Grab: Standard Action you make an attack Strength Vs. Fort, Hit- Target Takes 3w+Strength and Target is Weakened (Save Ends) only sustainable for one Round Bite the Hand That Feeds Martial, Bite Standard One Creature Strength Vs. Reflex / 5w+Strength Target looses the Ability to use the Hand until Target Uses a Healing Surge Blaze of Element Element, Breath Standard Close Burst 3 Constitution Vs. Reflex / 2w+Constitution all Targets Take 15 ongoing Element Damage (Save Ends) LEVEL 27 ENCOUNTER EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Hunger of the Beast Martial, Element Standard one Bloodied Creature two size categories smaller then you or smaller Constitution Vs. Fort / 2d10 Damage and 2d10 Element Damage Target is Swallowed and Restrained (no Save) and Takes 20 Damage + 20 Element Damage Each Subsequent Rounds at the start of you're Turn. target can only make basic melee attacks that require one hand or a natural weapon. if you Die the Creature can Escape as a move Action ending the Action at a Adjacent Square Near you're Corpse. Decrepit Strike Martial, Claw Standard One Creature Strength Vs. Ac / 7w Can only use while Weakened, you Deal Full Damage to target while Weakened and you also go through any resistance (not Immunity's) Plane of Element Element, Breath Weapon, Teleport Standard One Creature Constitution Vs. Reflex / 2w+Constitution Target is Teleported to the Plane of Element for a Number of Rounds Equal to you're Wisdom Modifier (+1) and Then Takes Ongoing 20 Fire Damage (3 Saves Ends) Elasuration Tail Martial, Tail Standard One Creature Strength Vs. Fort / 4w+Strength Target is Weakened for a Number of Rounds Equal to his Constitution Modifier (minimum One). LEVEL 29 DAILY EXPLOITS Name Keywords Actions Target/Range Attack / Hit Effect Tetra-decagon Strike Martial, Claw Standard one Target Strength Vs. Ac 1w Strength -1 Vs. Ac 1w Strength -2 Vs. Ac 1w Strength -3 Vs. Ac 1w Strength -4 Vs. Ac 1w Strength -5 Vs. Ac 1w Strength -6 Vs. Ac 1w Strength -7 Vs. Ac 1w Strength -8 Vs. Ac 1w Strength -9 Vs. Ac 1w Strength -10 Vs. Ac 1w Strength -11 Vs. Ac 1w Strength -12 Vs. Ac 1w Strength -13 Vs. Ac 1w Miss Half Damage per attack Bloody Murder Martial, Bite Standard One Target Strength Vs. Fort / 1w+Strength Target is Blinded, Dazed, Deafened, Marked, Slowed, Immobilized, Restrained and Weakened (Save Ends Individually) and target is Stunned until the End of you're next turn Fog of Element Element, Breath, Zone Standard Close Burst 50 Constitution Vs. Fort / 30 Fire Damage the Close burst Last a Number of Rounds Equal to you're Constitution Modifier (+1) rounds, while in the Zone enemies Loose all Resistance to you're Element, and all Terrain is Rough Terrain for Enemies, while inside the Zone Allies Gain Total Concealment, and can see through the entire Fog. Those Outside Cannot Se into the Fog at all. Enemies in the Zone Also Take 15 Damage when they end there Turn in the Zone (this Damage Hits HP goes through Damage Reduction). Sustain Full Round Action- you make the Fog Recreate a Close Burst 50 and it last the same Amount of time (can only Sustain this Power 3 Times. Scarab Beam Breath Element, Breath Full Round Action one Creature / 20 Constitution Vs. Reflex / 4w+Constitution Miss- Half Damage. Sustain Full Round Action- you can attack the Same Target or change to a new one. Make an attack (as above) and increase the Element Damage by 1w each time you sustain this Power, you also Take 1w. When you finish this attack after all Sustains, you are Stunned until the end of you're next round. NOTE: can only Attack Targets in Front of you and cannot turn even when Sustaining can only attack Targets Forward aftermath- you Cant use any Breath Attacks (Save Ends) If any of you Want the Actual File Say so in the comment Box I assure you it is easy to read it has nice Tables and Everything Makes Sense this is Just Hard to read. and yes besides its over powered what do you all think? |
| #2klaustheprinceApr 15, 2009 7:46:12 | You got the name wrong. It is not "Dragon", it is "Mary Sue". |
| #3ekioApr 16, 2009 8:22:15 | You got the name wrong. It is not "Dragon", it is "Mary Sue". Ha! |
| #4sparkamusprimeApr 17, 2009 9:29:26 | i don't think i Quite get it... /cry |
| #5pigknightApr 17, 2009 13:14:03 | Mary Sue |
| #6baneofelvesApr 17, 2009 14:03:47 | BRO-KEN. |
| #7pigknightApr 17, 2009 18:01:54 | More like BRO-DO-KEN. |
| #8alumanApr 17, 2009 19:16:23 | They almost always eventually include Dragon PCs ways (Council of the Wyrms 2E, Draconomicon 3.X, et cetera) so its better to be patient, and play a dragonborn for the time being acting like eventually he/she will grow into a dragon. Hell if I was your DM I would even make special feats to let you emulate a dragon as a dragonborn (IE your unarmed attacks become slashing +3 1d8 weapons, et cetera). |
| #9sparkamusprimeApr 17, 2009 19:25:51 | lol true.. i know its broken. thats how i made it. all i need to do is slowly turn it down step by step i swear by next year, it'l be fixed |
| #10caladorsApr 17, 2009 20:57:05 | The dragon magazines did a great job of making a dragon charater class. They had one in 300th? issue about chomatic dragons and one about metalic dragons in another issue I can not remember. I can look through mine and send you some info if you need. Anyway the class is ment to be like a good bard, it does everybodys job just worse than anyone person. Like it plays the spellslinger when the spellslinger is down, doing crowd control and such. When the tank down it tanks. When the rouge is down it takes care of individual threats. When the healers down, it hopes it's armour class is high enough. Basicly thats what the dragon does, it does everyone job just not as good as anyone else. If I was to make one I would take from all of the different class features and make it a race-class like it is in the dragon magazine. |