JonathonWilder
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This I admit this is 'stolen' from Final Fantasy d20, but essentially I want to ask for the thoughts of others on how to give the below to the classes Paladin, Cavalier, Ranger, and Druid. What class abilities should I swap out and where for them? Also a name for each archetype.
Now, of course, the Dragon companion itself would swap out Divine Bond for paladin, Mount for cavalier, and Animal Companion for ranger/druid. Yet other abilities may well need to be swapped out as well so the question still applies.
I would appreciate any help that can be given. Original Dragon Knight
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Dragon Companion (Ex): Beginning of 1st level, a dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as a druid’s animal companion, using the dragon knight’s level as his effective druid level.
Wyrmling
Starting Statistics
Size: Small; Speed: 40 ft., Fly 40 ft. (Good);
AC: +4 natural armor; Attack: bite (1d6), claw (1d4);
Ability Scores:Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12;
Special Qualities: Immunity to magic sleep effects and paralysis effects
At 4th level, the wyrmling advances into a drake.
Drake
4th-Level Advancement
Size: Small; Speed: 40 ft., Fly 40 ft. (Good);
AC: +4 natural armor; Attack: bite (1d6), claw (1d4);
Ability Scores:Str 14, Dex 14, Con 15, Int 10, Wis 6, Cha 12;
Special Attacks: Breath Weapon (1d6/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects
At 8th level, the drake advances into a wyvern
Wyvern
8th-Level Advancement
Size: Medium; Speed: 50 ft., Fly 50 ft. (Average);
AC: +6 natural armor; Attack: bite (1d8), claw (1d6);
Ability Scores: Str 18, Dex 12, Con 17, Int 10, Wis 6, Cha 12;
Special Attacks: Breath Weapon (1d8/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 4/-.
At 12th level, the wyvern advances into a dragon.
Dragon
12th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Average);
AC: +8 natural armor; Attack: bite (1d10), claw (1d8);
Ability Scores:Str 22, Dex 10, Con 20, Int 12, Wis 8, Cha 14;
Special Attacks: Breath Weapon (1d10/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 6/-.
At 16th level, the dragon advances into a wyrm.
Wyrm
16th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Average);
AC: +8 natural armor; Attack: bite (1d10), claw (1d8);
Ability Scores: Str 24, Dex 10, Con 22, Int 12, Wis 8, Cha 16;
Special Attacks: Breath Weapon (1d10/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 8/-, Frightful Presence.
A dragon knight does not take an armor check penalty on Ride checks while riding his companion. The companion is always considered combat trained, and begins play with Endurance as a bonus feat.
A dragon knight’s bond with his companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon knight’s companion die, the dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the dragon knight gains a level.
Dragon Companion Special Attacks
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragon’s choice. Creatures caught in the area can attempt Reflex saves to take half damage; The save DC against a breath weapon is 10 + ½ dragon companion’s HD + dragon’s Con modifier. The breath weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 ft. for every HD the companion has, and the cone is 5 ft. for every 2 HD the companion has (rounded down).
Dragon Companion Special Qualities
Frightful Presence (Ex): A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon companion attacks, charges, or flies overhead. Creatures within a radius of 10 feet per 3 HD are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10+ ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Damage Reduction: Wyverns and stronger dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Draconic Resistance (Ex): At 2nd level, a dragon knight gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the dragoon’s dragon companion. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon knight gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).
Detect Dragons (Su): At the beginning of 3rd level, the dragon knight is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragon knight only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragon knight can gleam additional information about the dragons in the area. By spending one full round concentrating on these presences, the dragon knight can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragon knight may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.