Draconic Paragon (Company of Dragons) Sphere Champion Option


Homebrew and House Rules


I'm helping with a campaign of high-mobility combat (all characters must take the Spheres versions of classes, and full-attacking is banned) and want to convert the Draconic Paragon for this.

I will trade all of the Draconic Weaponry, Draconic Defenses, and Draconic Gifts for what will be primarily a Practicioner with access to a severely truncated list of Spherecasting talents.

Pretty sure all these features would worth Expert Practicioner (and maybe some more), but are there any suggestions?


Maybe low-caster spherecasting with Destruction (and maybe Protection) boosted to full-caster level?


Would it help to be able to use the Draconic Hero archetype? Because I tried to homebew what class features the Sphere classes would give up to pay for it:

Spheres of Power classes:
* Armorist: Modify the armorist’s bound equipment to be gained at 3rd level, and modify the bonus progression to be every other odd level. Removed the bound equipment limit increase at 20th, and the arsenal tricks at 6th and 12th levels.
* Elementalist: Remove the combat feats gained at 2nd, 10th, and 14th level, the dodge bonus gained at 4th, 12th, and 20th level, and the elemental defense gained at 5th level (gaining Resistance 5 at 11th and Resistance 10 at 17th).
* Eliciter: Modify the eliciter’s hypnotism to be gained at 4th level, with an effective level of the eliciter’s level -3 to determine hypnotism’s effects and uses per day. Remove the elicitor’s convincing ability, as well as the emotions gained at 5th, 14th, and 20th levels.
* Fey Adept: Modify the fey adept’s shadowmark class ability to use d4s to roll damage instead of d6s. Replace the fey adept’s darkvision, see in darkness, and permanent illusion class abilities, and the truesights gained at 8th and 16th levels.
* Hedgewitch: Choosing a Universal Racial Archetype replaces one of the character’s traditions.
* Incanter: Racial Archetype costs 2 Specialization points.
* Mageknight: Replace the mageknight’s resist magic ability, the mystic combats gained at 6th and 14th levels, and the combat feats gained at 8th and 20th.
* Shifter: Replace the shifter’s wild empathy, the bestial trait gained at 6th and 14th level, and all enhanced physicalities.
* Soul Weaver:[/i] Reduce the damage healed/harmed by the soul weaver’s channel energy by 1d6, and replace the nexus powers normally gained at 8th, 12th, and 16th level.
* Symbiat: Modify the symbiat’s psionics ability to be gained at 4th level, with an effective level of the symbiat’s level -3 to determine psionics’ effects and rounds per day. Replace the symbiat’s share expertise, trapsense, share capacity, share expertise (others), and share capacity (others).
* Thaumaturge: The thaumaturge loses the forbidden lore gained at 5th and 9th levels, and the invocations gained at 1st, 15th, and 19th levels.

Spheres of Might:
* Armiger: Modify the Amiger’s Quick Change to be gained at 5th level and use her armiger level - 5 to determine how many times she can use it per round Replace the prowesses gained at 4th, 10th, 14th, and 20th levels.
* Blacksmith: Modify the blacksmith’s thunderous blows class ability to use d4s to roll damage instead of d6s. Replace the smithing insights gained at 2nd, 8th, 14th, and 20th levels, and the rapid maintenance class feature.
* Commander: Replace the commander’s lingering commands ability, and the enhanced tactics gained at 4th, 10th, 14th, and 20th levels.
* Conscript: Racial Archetype costs 2 Specialization points.
* Scholar: Replace either the free Alchemy or Scout sphere gained for free by the scholar (player's choice), and the scholar’s knacks gained at 4th, 10th, 14th, and 20th levels.
* Sentinel: Modify the guardian challenge to be gained at 4th level, with an effective level of the sentinel’s level -3 to determine guardian challenge’s effects. Modify the dedicated defense ability to be gained at 6th level, and increase by 1 at 14th and 20th levels. Replace the instant challenge and final challenge class features.
* Striker: Replace the AC bonus normally granted at 4th, 9th, 13th, and 18th level, and the striker arts normally gained at 5th, 8th, and 14th levels.
* Technician: Replace the technicians’s trapfinder ability, and the technical insights gained at 4th, 10th, 14th, and 20th levels.


I'll see if my DM is okay if the Draconic Paragon Archetype switched the Draconic Weaponries, Defences, and Gifts with a Con-based combat training (20 talent progression) and a 11 bonus feat progression.

Would it be too strong if I swapped Draconic Sorcery with an at-will (w/ cooldown) supernatural emulation of a breath weapon using talents from the Destruction Sphere?


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