Demogorgon

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11 posts. Alias of Aberzombie.


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stuart haffenden wrote:
Accelerated Breath: The re-charge time for your breath weapon is reduced to once every 1d5 rounds.

I'm not sure of anyone who has a dice with 5 sides... I kept it to 1d6 rounds because after play testing it at low levels (1-4) I would find that it could be a TPK for a lucky shot from an NPC baddie or if I rolled a 1 and got another blast right away. 1d4 rounds at later rounds is ok because PC have the ability to deal with the needed reflex save to avoid being totally killed. Also looking at other monsters closer to the lower levels (1-4) they mainly have a 1/day breath ability.

@Webguy2003- Very cool. Thank you for reading over my thoughts on your class. I still have problems with the large size being granted to players. I have found that many players don't like being Large except when on the attack. It takes a single trip to the mines and tight quarters for players to regret being that size. Its the same idea behind the Duegar being able to become Large only a limited amount of time.

Changing the type at lvl 14 is much better. I agree strongly with this and it makes the class much stronger. Natural Weapon Damage fix is also well received.

I still have mixed feelings about the multi-classing restrictions. Pathifinder lends itself to focusing on a single class. Forcing players to stick with a single class goes against the grain of the game. I would be more open by saying they loose a class benefit if they take another base class other than Sorcerer with the draconic bloodline. Dragons have a long history of producing offspring that are granted magical powers (Like the draconic bloodline for example).

...and back to the dragon acolyte. I will post fixed and updated powers soon.

New Draconic Powers:

Wealth [Ex]: A dragon acolyte gains an understanding of the value placed upon goods and services. Items are now sold at 75% rather than the normal 50%. A +4 divine bonus is granted to all Appraise checks involving the buying and selling of goods, magical items, and objects of value.

Improved breath weapon [Su]: A dragon acolyte's breath weapon recharge rate is reduced from 1d6 round to 1d4 rounds. Metamagic feats still increase the recharge time between uses. A dragon acolyte must be of 10th level to select this draconic power.

Alternate breath shape [Su]: A dragon acolyte's breath weapon shape can be selected from either the 15ft cone shape or the 30ft line. Using an alternate breath weapon shape increases the recharge rate by 1 round.

Lingering Breath [Su]: A dragon acolyte's breath weapon now lingers on the battlefield for a duration of 1d4 rounds before dissipating. The breath weapon's damage is halved each round that it remains in effect to a minimum of 1d6 damage. A successful Reflex save halves this damage. A dragon acolyte must be of 6th level to select this draconic power.

Your thoughts are welcome on all ideas on this subject. Thank you for reading!


Look into Dragon Magazine #336 for some ideas. They cover the concept of building a main monster and then breaking it down part by part for things like climbing, special attacks, and the like.

I've run an encounter like this before. I've noticed that if I make the monster have any sort of armor that the PCs hit they just attack the legs, arms, wings or whatever slows it down and then will kill the beast as it is prone. The point of the SotC game was to find the weak spot on each monster that was fought. Define a battlefield based on a particular "weak spot" and the encounter around trying to get to that weak spot.

Also, think about movie like "Cloverfield" and their type. The monster is rarely able to be directly confronted until the heroes find the special thing to kill the monster. It could be a special sword, spell, locations (my favorite), or a number of other ways to drop the resistance of the monster.


From the discussion boards, the early development of Pathfinder classes was to avoid the ClassX 3/ClassY 5/ClassZ 4 problem that became so common in 3.5. Its also the reason that half-elves get their bonus and others get a non-bonus for taking another class (i.e.-Favored class options). Your ideas are good, but set the game back rather than push it forward.

Also something to think about is the addition of other classes as time continues. I see nothing for oracle or alchemist. Do you add an option for every class that now comes out? I think it easier to add option for favored class option than for multiclass options.


Toastwolf wrote:
also webguy2003 made a dragon warrior base class not too long ago.

Thanks! I'm looking it over for ideas.

In his posting, he gives a ton of strength, intelligence, and constitution bonuses along all the levels and am not sure if I like a static bonus at a particular level. I would rather let a player decide what draconic power to take.

I also don't like the 8th level class ability granting Large size. That can be a game changer in the worst way. A players favorite armor may not fit, his weapon must be reforged, and a host of other equipment issues need to be met. It also doesn't allow room for small characters to stay small.

I like his idea of giving a static set of spells based on dragon type. I will look harder at this idea. This may solve the magic power problem I've had pointed out to me.

There are several other problems in the class that make it hard to play. At first level the class makes you take the same effects of a dragon type creature but gain none of the bonuses until a few levels later. Also, the restrictions on multiclassing are out of line. I could see this class and sorcerer being a possible combo but that is taken away from the restrictions.


Drejk wrote:
BTW: Do you know 3.5 Dragon Shaman class? It has some similarities to it and attempt to convert it to PF were taken and posted in Conversions section.

Yes, and I loved the class. The dragon shaman was designed to be a Bard replacement as was talked about in the 3.5 message boards and in the conversion forum. I am looking more for the Dragonfire Adept style of player. Both share the breath weapons, but that's about it really. That would be like saying because both Wiz and Sorc both cast arcane spells that they are the same type of character. I wanted to avoid the bard-like abilities of the dragon shaman and ones that didn't make sense (a healing ability? Where did that come from for dragon shaman?) and focus on the combat side of things that dragons are known for. The DFA is more about the crunch and munch of the dragons and that is what I wanted to imitate.

The Dragon Shaman/Marshal combo from 3.5 was very powerful if played correctly. Add into that some 3rd party feats and items that boosted aura powers and it was a tank.


Cheapy wrote:
Advanced Spell-like Ability is really good. Most likely too good. The ability to choose mCha spells is great for a martial class. And the ability to cast each one 3 times per day? Wow! That's better than even the sorcerer gets. If the language is tightened up so your SLAs from this ability can be used, in any combination, up to 3 times per day, that might be fine. I'm still wary.

I tried to copy dragon's spell casting range by giving a number of spells that could be cast a few times a day. Looking at that now, maybe change it to 1 spell 3/day for all of the spell-like ability powers? Example: I pick lightning bolt as my 3rd level spell. I could use it 3/day at a caster level equal to my class levels in DA.

Cheapy wrote:
Blindsense needs to be about level 14 or higher, and needs to have the range reduced to maybe 25 + 5 ft / 3 levels or at the absolute most 25 + 5 / 2 levels. It's a very strong ability and there's a reason it's almost never given at low levels.

As talked about in a post above, I think switching it to 10ft per 2 levels of DA keeps it to a reasonable level early in the game while providing a nice ability at the top of their class levels. At later stages of the game blindsense can be overcome by various tricks or by other monsters if a DM plays it right (like a huge crowd of people).

Cheapy wrote:
Bonus Feat: So basically they can be like a fighter...with much cooler toys and slightly lower damage output. I'd at least restrict this to once per 4 levels. I'd personally make it able to be taken twice.

Hmm... Yes and no. I want to keep it to where they can get a few more feats. The general concept behind this is a combat style character who is limited in weapons (like a monk) and armor (like a barbarian) but has some limited powers (like a ranger or paladin). I think changing it to This draconic power may not be selected more than 4 total times. will work based on your feedback. Thanks!

Cheapy wrote:
Frightful Presence: Nooooooooooo. Free action no-limits shaken is a really, really bad idea. Especially when it lasts for 17 round on average!

Yeah, but I still want something that give a bonus based on the fear-like ability. Maybe a bonus to the skills like Intimidate and Diplomacy?

Cheapy wrote:
This guy can be a natural-attacking fiend. Kudos for not giving pounce though!!

Agreed. The primary focus is a combat character as talked about above. I tried to balance it between other melee characters presented in the books out so far.

Cheapy wrote:

Metamagic Breath: OK, this is a cool idea.

Thank you. As the number of books and special booklets comes out they tend to have a berth of cool magical feats. It lets the class grow with the new material that comes out.

Cheapy wrote:
I'm not a huge fan of the class as it doesn't really do anything interesting. It just turns you into a humanoid dragon. I think with more interesting abilities (summon a small number of weak dragons at high levels? ok, just read Draconic Supremacy...huh. Something based off dragon's desires for hordes of gold and treasure? A nod to their cunning tactics?) it could be a lot better. As it is, it's fairly pedestrian.

Ok, I see where you're coming from. Maybe let them summon a number Young dragons of their patron type 1/day? I'm trying to limit it to published material so the player can open up a Bestiary and look up a printed dragon based on age. What level do you think they should summon at?

As far as something new based on gold and treasures, what about a special power that lets you sell items at 75% rather than 50% (this was a regional feat in 3.5 Faerun)?


toastwolf wrote:
the 125ft blindsense by level 20 concerns me in addition to the listed reasons.

Looking at it now, I see that is a huge perk at 1st level or any level there after. How about this:

The range of a dragon acolyte’s blindsense is 10 feet per two class level of dragon acolyte.

That puts the blindsense at 10ft at level 2, 20 feet at level 4, and 100ft at level 20. Thoughts?


Thank you all for the great ideas so far.

Tim wrote:
: Ability bonus is not something typically granted as a class feature, and is probably too much, even with the restriction on applying it to the same stat. I would probably scrap this altogether.

I agree. Looking at my core concept of a dragon though, maybe keeping it limited to a single boost starting at 6th level would be in line.

Tim wrote:
The possibility for a bonus feat at every even level seems like too much to me. I wouldn't let them choose it multiple times, or at least force them not to choose it multiple times in a row.

Maybe limit it to metamagic or monstrous feats then? The role is for a warrior type character who has some special abilities. The DA doesn't qualify for fighter only feats or feats that require special class abilities.

Tim wrote:
If they take enough Energy Resistance to get it to 30, you should probably just grant immunity, I've seen that done a few different places.

Hmm... I can add that line to the clause. Good idea, thanks!

Tim wrote:
I would maybe look at 3.5's Draconomicon and Dragon Magic, if you have access to them, for more ideas. Draconomicon in particular had a lot of Breath Weapon-related feats that you could possibly turn into Draconic Powers to expand the list.

I'm going diving for more items as I get more time. I will look harder starting around page 66 for metabreath feats.

Tim wrote:
It's a good start, but I think you need more Draconic Powers options to flesh it out."

Again I agree with you. I tried to limit it to the same number of options as a rogue, barbarian, or fighter would as listed in the core book. As I get good feedback, like yours, I can add more. The DA only really has 10 options if they take all 20 levels.


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I am looking for feedback on this design. In my campaign it is reserved for NPC enemies who serve dragon lords, but I have thought about letting it be used by a player. I have only used it at low levels so far, so I am looking for some feedback on the total class including the class draconic powers. I pushed back the breath attack from the normal 1d4 to 1d6 rounds to keep it inline with other powers from classes.

If you like it, let me know- if you don't let me know why please.

Dragon Acolyte

While some draw upon the powers of divine magic from the gods, the dragon acolytes believe that true power can be seen flying high above in the clouds: the dragons. These mighty creatures have inspired legends from all the races and some seek to emulate them. Dragon acolytes are often found far from centers of civilization, deep in the wilderness closer to their patron dragons. With their fearsome breath attack and the ability to call upon arcane magic the dragon acolyte call bring destruction to whomever they deem enemies. With that power at their disposal the motives of each dragon acolyte remain shrouded in mystery- whether it is for glory and honor or for wealth and power. With each step they take, the world takes notice of the dragon acolyte’s passing.

Role: Dragon acolytes in combat are a fearsome sight when using their breath attack to envelope enemies in elemental damage. Outside of combat the dragon acolyte can use a wide variety of skills and abilities to fill a number of roles. The dragon acolyte can range from a sneaky killer mimicking the black dragon, an honorable sage and advisor to kings following in the radiance of the gold dragon, or any number of other options based on their patron dragon type. They freely travel with any who would further their goals.

Alignment: A dragon acolyte’s alignment must be within one step of her patron dragon, along either the law/chaos axis or the good/evil axis.

Hit die: d10

Class skills:
The following are class skills for dragon acolytes are Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal,Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Skill ranks per level: 6 + Int modifier

[Table 1-1: Dragon Acolyte]
[Base Attack Bonus as Cleric; Good Fortitude and Will save]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Claws 1d4, Draconic Faith, Breath weapon 1d6
2 +1 +3 +0 +3 Draconic Grace, Draconic power
3 +2 +3 +1 +3 Breath weapon 2d6
4 +3 +4 +1 +4 Draconic power
5 +3 +4 +1 +4 Breath weapon 3d6
6 +4 +5 +2 +5 Draconic power
7 +5 +5 +2 +5 Claws 1d6, Breath weapon 4d6
8 +6/+1 +6 +2 +6 Draconic power, Metamagic Breath
9 +6/+1 +6 +3 +6 Breath weapon 5d6
10 +7/+2 +7 +3 +7 Draconic power
11 +8/+3 +7 +3 +7 Breath weapon 6d6
12 +9/+4 +8 +4 +8 Draconic power
13 +9/+4 +8 +4 +8 Claws 1d8, Breath weapon 7d6
14 +10/+5 +9 +4 +9 Draconic power
15 +11/+6/+1 +9 +5 +9 Breath weapon 8d6
16 +12/+7+2 +10 +5 +10 Draconic power
17 +12/+7/+2 +10 +5 +10 Breath weapon 9d6
18 +13/+8/+3 +11 +6 +11 Draconic power
19 +14/+9/+4 +11 +6 +11 Breath weapon 10d6
20 +15/+10/+5 +12 +6 +12 Claws 1d10, Draconic Supremacy

Class Features
The following are class features of the dragon acolyte.

Weapon and Armor Proficiency: Dragon acolytes are proficient with all simple weapons and all natural weapons (claws, wings, bite, etc…). They are proficient with light armor but not shields.

Claws (Ex): A dragon acolyte gains a set of natural claws at 1st level. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 13th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 20th level, the damage increases by one step to 1d10 points of damage (1d8 if you are Small).

Draconic Faith: At 1st level, a dragon acolyte must select a patron dragon to worship. This selection may not be changed once selected. The dragon acolyte must have an alignment within one step of her patron dragon. A dragon acolyte’s patron dragon type determines her breath weapon energy type as well as shape. A dragon acolyte whose alignment is no longer within one step of her patron dragon looses use of her breath weapon. Further, if a dragon acolyte kills a dragon that is of the same type as her patron dragon, she loses all class features except for proficiencies and forever earns the enmity of that type of dragon and can no longer advance as a dragon acolyte. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.

Patron Dragon Type Energy Type Breath Shape Alignment
Black Acid 30-foot line CE
Blue Electricity 30-foot line LE
Green Acid 15-foot cone LE
Red Fire 15-foot cone CE
White Cold 15-foot cone CE
Brass Fire 30-foot line CG
Bronze Electricity 30-foot line LG
Copper Acid 30-foot line CG
Gold Fire 15-foot cone LG
Silver Cold 15-foot cone LG

Breath weapon (Su): Beginning at 1st level, a dragon acolyte gains the use of a breath weapon as a standard action. The energy type and size matches that of her patron dragon. Her breath weapon increases in damage by 1d6 beginning at 3rd level and every two levels of dragon acolyte thereafter. A dragon acolyte can use her breath weapon once every 1d6 rounds, even if it posses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon acolyte and extends in a direction of her choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon acolyte's draconic power and level as indicated by her patron dragon type. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon acolyte's HD + Con modifier. A dragon acolyte can use its breath weapon when it is grappling or being grappled.

Draconic Grace (Su): At 2nd level, a dragon acolyte gains a bonus equal to her Charisma bonus (if any) on all saving throws. This ability acts similar to a paladin’s Divine Grace ability and does not stack.

Draconic power: Beginning at 2nd level, a dragon acolyte gains the use draconic powers as her faith in the ancient ones grows. She gains another draconic power for every 2 levels of dragon acolyte thereafter. A dragon acolyte cannot select an individual draconic more than once unless indicated.

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Ability bonus (Ex): A dragon acolyte gains a +2 divine bonus to a single ability stat. This draconic power can be selected again, but may not be applied to any ability previously selected.

Advanced spell-like ability (Sp): A dragon acolyte may select a number of 3st level or lower arcane spells equal to her Charisma modifier that can be cast as a spell like ability. These spells may not be traded out or exchanged once selected. They may be cast 3 times per day. The saving throws (if any) against a spell-like ability is 10 + spell level + the dragon acolyte’s Charisma modifier. A dragon acolyte must be of 6th level to select this draconic power. Her caster level is equal to her levels in dragon acolyte levels.

Bite (Ex): A dragon acolyte gains a natural bite attack that deals 1d6 points of damage plus strength modifier.

Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a dragon acolyte with blindsense notices things it cannot see. She usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The range of a dragon acolyte’s blindsense is 25ft + 5ft per class level of dragon acolyte.

Bonus feat: A dragon acolyte may select any feat that she meets the prerequisites for, including monstrous feats. This draconic power may be selected multiple times.

Burrow (Ex): Gain a burrow speed equal to half her base land speed. A dragon acolyte cannot burrow through solid rock or metals.

Dark vision (Su): A dragon acolyte gains 60ft dark vision. If she already has dark vision from her racial traits this increases her vision another 60ft to a total of 120ft.

Energy Resistance (Su): Gain energy resistance 5 based on the dragon acolyte’s patron dragon type. This draconic power may be selected more than once, each time raising the resistance by 5.

Frightful Presence (Ex): This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. Frightful presence is a mind-affecting fear effect. A dragon acolyte must be of 8th level to select this draconic power.

Increased breath size (Ex): A dragon acolyte may increase the size of her breath weapon to that of either a 30ft cone or a 60ft line based on her patron dragon’s original breath weapon shape. A dragon acolyte must be of 10th level to select this draconic power.

Natural Armor (Ex): A dragon acolyte gains a bonus to her natural armor of 1. This draconic power may be selected multiple times, with each selection improving her natural armor by +1 to a maximum bonus of +10.

Spell-like ability (Sp): A dragon acolyte may select a number of 1st level arcane spells equal to her Charisma modifier that can be cast as a spell like ability. These spells may not be traded out or exchanged once selected. They may be cast 3 times per day. The saving throws (if any) against a spell-like ability is 10 + spell level + the dragon acolyte’s Charisma modifier. Her caster level is equal to her levels in dragon acolyte levels.

Supreme spell-like ability (Sp): A dragon acolyte may select a number of 6st level or lower arcane spells equal to her Charisma modifier that can be cast as a spell like ability. These spells may not be traded out or exchanged once selected. They may be cast 3 times per day. The saving throws (if any) against a spell-like ability is 10 + spell level + the dragon acolyte’s Charisma modifier. Her caster level is equal to her levels in dragon acolyte levels. A dragon acolyte must be of 14th level to select this draconic power.

Swim (Ex): Gain a swim speed equal to your base land speed. This does not grant a dragon acolyte the ability to breath underwater.

Tail (Ex): A dragon acolyte gains a natural tail that can be used as a secondary attack. This attack does 1d4 damage plus ½ strength modifier.

Wings (Ex): A dragon acolyte gains a pair of wings that grow from her back. These grant a flight speed of twice her base land speed with poor maneuverability. A dragon acolyte whose size is Large or larger also gains a natural wing attack that does 1d8 damage plus ½ strength modifier. A dragon acolyte must be of 6th level to select this draconic power.

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Metamagic Breath (Su): Beginning at 8th level a dragon acolyte may apply a metamagic feat to her breath weapon. Her class levels equal her caster level, though gaining a metamagic feat does not grant a dragon acolyte any spell casting ability. She may now select metamagic feats as part of her draconic powers bonus feats or normal feat selection. Adding a metamagic feat to a breath attack adds a number of rounds to the recharge rate equal to the number of spell slots needed for that feat. Only one metamagic feat may be added at a time.

Example: T’pel Frel, an 8th level dragon acolyte, decides to use Empower Spell feat with her breath weapon attack. Rather than her normal 1d6 rounds of wait time, she now must wait 1d6+2 rounds. Rolling a 3, she must now wait 5 rounds before using her breath weapon again.

Draconic Supremacy: At 20th level, a dragon acolyte becomes a force of draconic power. Once per day she can summon 1d4 Ancient dragons of her patron dragon’s type for a number of rounds equal to her Charisma modifier. These dragons are summoned creatures and serve the dragon acolyte to the best of their abilities. This acts as a spell-like ability with her caster level equal to her levels in dragon acolyte. She also increases any ability score bonuses selected from her draconic powers from +2 to +4. A dragon acolyte also gains a +8 circumstance bonus on all skills related to interactions with Dragon type creatures of any type or age category.