Author Topic: Draconians  (Read 20566 times)

Offline Libertad

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Re: Draconians
« Reply #20 on: June 05, 2012, 07:21:56 PM »

1. Tail in 2nd level, trip on 3rd.

2. Honestly, why does it need skirmish at all? If anything, what it needs is heavy armor proficiency back and abilities that make it work with mobility.

3. Also now that I read it more carefully (and found the 1e fluff), the whole stealth subtheme isn't really apropriate. It's a large creature. It likes to move at full speed. In heavy armor. And then hits you on the face head on. Even the picture suports that.

4. And before I forget it again, the paralyzing breath should have its duration reduced to 1 round.

5. There's an obscure large humanoid in some splatbook out there, but otherwise yes it's not as good as I first tought it. But still the male version seems a lot more fun than the female one. If the males are the ones who change when they're dying, shouldn't the females then become able to cover themselves in flames during combat? Then burn whoever they pass trough, which rewards mobility.

So basically remove skirmish and the stealth subtheme and replace for a bunch of abilities that make you mobile even in heavy armor and perhaps some kind of spring attack-pounce that lets you use all your attacks on the move. Because if you leave some kind of base damage booster, then players will find a way to slip pounce in and then it multiplies too quickly.

1. Done!

2. Removed Skirmish.  Added in Heavy Armor.

3. Will rework the class features in the future to make it a mobile fighter.  Although the female's 3e stats do give her camouflage blending.  Should I remove that as well?

4. Reduced it to 1 round.

5. Will work on an "improved flames" ability for the female.
« Last Edit: June 05, 2012, 07:24:23 PM by Libertad »

Offline oslecamo

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Re: Draconians
« Reply #21 on: June 06, 2012, 06:00:52 AM »
Yes, the Kapak is already the stealthy draconian, while there still isn't a "Flame on!" one.

Offline Libertad

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Re: Draconians
« Reply #22 on: June 06, 2012, 02:59:53 PM »
Possible fixes:

Infiltrator Replacement:  Controlled Death Throes (Ex):  At 3rd level, the Sivak has learned how to fine-tune to their Death Throes to consciously use them.

As a free action, a male Sivak can assume the specific form of a Large or smaller creature of the humanoid type which it has killed.  The Sivak must be responsible for delivering the killing blow (last person to strike him before being reduced to -10 hp) to assume the creature’s form.  After this process is completed, the Sivak can assume the creature’s form at will as a standard action.  A male Sivak can only have one specific form at a time, and it can choose whether or not it gains the form of a defeated opponent.  The Sivak only gains the general appearance, size, and voice of the victim, and not its extraordinary abilities, memories, or unique skills.  This is a supernatural ability.

As a free action, a female Sivak can wreath her body in flames a number of times per day equal to her HD.  The Sivak's natural weapons and held melee weapons deal +1d6 fire damage (stacks with flaming and flaming burst weapon properties), while opponents who are adjacent to her at any point in the round take 1d6 points of fire damage automatically.  The fire damage for both attacks increases by an additional 1d6 at 6 HD and every 3 HD thereafter, to a maximum of 6d6 fire damage at 18 HD.  If the Sivak moves, she leaves a path of flames behind her; the flames are 5 cubic feet, and any opponent who enters the space takes fire damage as though they were adjacent to the Sivak.  The path of flames dies down after 1d4 rounds.  The Sivak is immune to the fire damage from her own flames.
       The Sivak's flame form lasts for 1 round per HD.

Coordinated Stealth Replacement: Maximum Mobility (Ex): At 4th level, the Sivak gains Spring Attack as a bonus feat, even if he does not meet the prerequisites.  If he already has this feat, he can choose another one, provided he meets the prerequisites.

Additionally, the Sivak gains a +2 dodge bonus to Armor whenever he charges or moves at least 30 feet as part of a move action.  The Sivak  can also move up to his full speed in all forms of armor, and reduces the armor check penalty of all armors and shields by 2 (this stacks with masterwork and mithril) and negates all forms of arcane spell failure chance for worn armor and shields.

Add this to Unorthodox Assault: As part of a charge, a Sivak can make one free attack against any foe it can reach.  These attacks are in addition to the full attacks it uses against an opponent at the end of the charge, who does not grant a free attack to the Sivak.  A Sivak does not provoke attacks of opportunity when it charges through squares adjacent to opponents.

My concerns about the Improved Death Throes are that the "Flame On" ability will make the female Sivak a superior choice.  Another possible option is to grant it and the Assume Form ability to both genders (or the latter as a feat option).
« Last Edit: June 06, 2012, 04:09:40 PM by Libertad »

Offline oslecamo

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Re: Draconians
« Reply #23 on: June 07, 2012, 12:28:36 PM »
Possible fixes:

Infiltrator Replacement:  Controlled Death Throes (Ex):  At 3rd level, the Sivak has learned how to fine-tune to their Death Throes to consciously use them.

As a free action, a male Sivak can assume the specific form of a Large or smaller creature of the humanoid type which it has killed.  The Sivak must be responsible for delivering the killing blow (last person to strike him before being reduced to -10 hp) to assume the creature’s form.  After this process is completed, the Sivak can assume the creature’s form at will as a standard action.  A male Sivak can only have one specific form at a time, and it can choose whether or not it gains the form of a defeated opponent.  The Sivak only gains the general appearance, size, and voice of the victim, and not its extraordinary abilities, memories, or unique skills.  This is a supernatural ability.

As a free action, a female Sivak can wreath her body in flames a number of times per day equal to her HD.  The Sivak's natural weapons and held melee weapons deal +1d6 fire damage (stacks with flaming and flaming burst weapon properties), while opponents who are adjacent to her at any point in the round take 1d6 points of fire damage automatically.  The fire damage for both attacks increases by an additional 1d6 at 6 HD and every 3 HD thereafter, to a maximum of 6d6 fire damage at 18 HD.  If the Sivak moves, she leaves a path of flames behind her; the flames are 5 cubic feet, and any opponent who enters the space takes fire damage as though they were adjacent to the Sivak.  The path of flames dies down after 1d4 rounds.  The Sivak is immune to the fire damage from her own flames.
       The Sivak's flame form lasts for 1 round per HD.
Now that's  over the top. I would say the female option should take a swift action to activate, and last 1 round, period. Including the flames she leaves behind. And reduce the damage to d4 instead of d6. Also make it explicit you can't just fly in circles around an oponent to burn them multiple times with the passage.

Coordinated Stealth Replacement: Maximum Mobility (Ex): At 4th level, the Sivak gains Spring Attack as a bonus feat, even if he does not meet the prerequisites.  If he already has this feat, he can choose another one, provided he meets the prerequisites.

Additionally, the Sivak gains a +2 dodge bonus to Armor whenever he charges or moves at least 30 feet as part of a move action.  The Sivak  can also move up to his full speed in all forms of armor, and reduces the armor check penalty of all armors and shields by 2 (this stacks with masterwork and mithril) and negates all forms of arcane spell failure chance for worn armor and shields.
Looks like a good replacement, except why fully removing arcane spell failure? Being able to move at full speed and extra AC is already pretty sweet with the extra of reduced ACP on top. Even gish classes have an harder time fully ignoring all ASF, and this one's a warrior.


Add this to Unorthodox Assault: As part of a charge, a Sivak can make one free attack against any foe it can reach.  These attacks are in addition to the full attacks it uses against an opponent at the end of the charge, who does not grant a free attack to the Sivak.  A Sivak does not provoke attacks of opportunity when it charges through squares adjacent to opponents.
Should be an ability by itself for the 6th level, since otherwise you're just gaining SR there. And make it so that you don't get a free attack against the actual target of your charge. Also instead of fully ignoring all attacks of oportunity from everybody, perhaps just extra AC.

Offline Libertad

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Re: Draconians
« Reply #24 on: June 07, 2012, 03:59:47 PM »

1. Now that's  over the top. I would say the female option should take a swift action to activate, and last 1 round, period. Including the flames she leaves behind. And reduce the damage to d4 instead of d6. Also make it explicit you can't just fly in circles around an oponent to burn them multiple times with the passage.


2. Looks like a good replacement, except why fully removing arcane spell failure? Being able to move at full speed and extra AC is already pretty sweet with the extra of reduced ACP on top. Even gish classes have an harder time fully ignoring all ASF, and this one's a warrior.

3. Should be an ability by itself for the 6th level, since otherwise you're just gaining SR there. And make it so that you don't get a free attack against the actual target of your charge. Also instead of fully ignoring all attacks of oportunity from everybody, perhaps just extra AC.

1. Changed!

2. Kept everything except for reduced arcane spell failure.

3. Added it in as Furious Assault.  Specified that the Sivak does not gain a free attack against the opponent at the end of its charge.  Also granted a +4 dodge bonus against all attacks of opportunity.

Thoughts?

PS I also plan on doing the Noble Draconians in the future.  They're basically the "Good" equivalent to standard Draconians.  However, they're classified in a separate category in Dragonlance monster books (Noble Draconian, Insert Name Here).  Should I make a separate thread for them or keep them in this one?
« Last Edit: June 07, 2012, 04:02:31 PM by Libertad »

Offline oslecamo

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Re: Draconians
« Reply #25 on: June 07, 2012, 08:28:07 PM »
Thoughts?
Unorthodox assault looks good enough for a 5th level ability, I would say remove True Flight bonus feat.

PS I also plan on doing the Noble Draconians in the future.  They're basically the "Good" equivalent to standard Draconians.  However, they're classified in a separate category in Dragonlance monster books (Noble Draconian, Insert Name Here).  Should I make a separate thread for them or keep them in this one?
Most definetely separate thread, as much as celestials and infernals are kept separate as well.

Offline Libertad

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Re: Draconians
« Reply #26 on: June 07, 2012, 10:12:16 PM »

1. Unorthodox assault looks good enough for a 5th level ability, I would say remove True Flight bonus feat.

2. Most definetely separate thread, as much as celestials and infernals are kept separate as well.

1. Removed the bonus feat.

2. Alright, I'll do that.  But only after I refurnish the Zodar and finish the Aurak Draconian.

Offline oslecamo

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Re: Draconians
« Reply #27 on: June 09, 2012, 09:43:57 AM »
Added the Sivak. Also funny you just posted another new monster class, and I still have to take a look at your Avolakia.

Offline Libertad

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Re: Draconians
« Reply #28 on: June 09, 2012, 07:50:11 PM »
I just finished the Aurak Draconian.  I can take it easy if I'm doing too much.

Draconian, Aurak
HD: d4



LevelBABFortRefWillClass Features
1st0002Draconian Body, Death Throes, Energy Ray, +1 Cha
2nd1003Arcane Bloodline, Hardy,  +1 Int
3rd1113Silver Tongue, +1 Cha
4th2114Disguise Self, +1 Int
5th2114Animal Form, +1 Cha
6th3225Energy Burst, +1 Int
7th3225Spell Resistance, +1 Cha
8th4226Dimensional Step, + 1 Int
9th4336Breath Weapon (B), Master of Energy, +1 Cha


Class Skills (2 + Int modifier, quadrupled at 1st level): Concentration, Diplomacy, Intimidate, Knowledge (Arcana), Listen, Spellcraft, Search, and Spot.

Proficiencies: An Aurak is proficient with all simple weapons, no armor, and no shields.

Class Features

Draconian Body: An Aurak loses all racial bonuses and gains the Dragon type (Dark-vision 60 feet, low-light vision).  He’s Medium Size with a base speed of 30 feet, and is immune to sleep and paralysis effects.  He has a natural armor bonus equal to his Constitution bonus, and has 2 claws and a bite attack as natural weapons (each deals 1d4+Str slashing damage).

Ability Increase: An Aurak gains a +1 bonus to his Charisma score at 1st level, 3rd level, and every odd-numbered level thereafter, and a +1 bonus to his Intelligence score at every even-numbered level for a total of +5 Charisma and +4 Intelligence at 9th level.

Death Throes (Su): When an Aurak becomes unconscious or dying, his body gives off a powerful aura of magical energy.  Hostile opponents adjacent to the Aurak or in its square must roll a Reflex Save (DC 10 + ½ HD + Cha mod) or take 1d6 points of force damage per HD of the Draconian.  Additionally, if the Aurak has unused spell slots, his body converts the dormant magic into healing energy.  A 0 level or higher slot stabilizes the Aurak if he’s bleeding out, while a 3rd level or higher slot removes 1d6 points of ability damage.  If the Aurak is still unconscious or at negative hit points, the body converts spell slots into hit points on a 1-2 basis (0 level slots heal 1 hit point).  An Aurak can only convert one spell slot a round.

At 6 HD, the Aurak gains conscious control over his death throes and can convert unused spell slots into healing energy even when conscious.  He can also choose not to convert energy when unconscious or dying.  Converting energy while conscious takes a move action.

Energy Ray (Su): At will, an Aurak can generate a ray of force energy from one or both of its hands as a standard action.  The ray has a range increment of 60 feet and must succeed on a ranged touch attack to hit.  The ray deals 1d8+ Charisma modifier points of force damage.  If the Aurak can make multiple attacks as part of a full attack, he can fire multiple rays at the same target or split his rays among multiple targets.  Multiple rays consume an equivalent amount of uses.  The Draconian needs both hands free to use the ray.

The ray’s damage die increases to 2d6 at 4 HD, 3d6 at 8 HD, and by an additional 1d6 every 4 HD thereafter (to a maximum of 6d6 at 20 HD).

Arcane Bloodline: Aurak Draconians have inherited the powerful magical abilities of their Gold Dragon ancestors.  An Aurak receives spells known and spells per day as a Sorcerer equal to 2/3rd his level (rounded down) +1, but has a Caster Level equal to his HD.  He suffers arcane spell failure as normal for a sorcerer.  Levels taken in the Sorcerer class stack with these effective levels for the purposes of spells known and spells per day.


Aurak LevelSorcerer Casting
1st-
2nd2
3rd3
4th3
5th4
6th5
7th5
8th6
9th7


Hardy (Ex): Even the physically weakest of Draconians can shoulder on where their human counterparts would fall.  At 2nd level, an Aurak gains Endurance as a bonus feat and can subsist on 1/10th of the normal food and water that a human needs for nourishment.  He also gains a +5 bonus on all Fortitude saves made to resist disease.  If the Aurak already has Endurance, then he can select another feat, provided he meets the prerequisites.

At 3 HD, an Aurak gains Run as a bonus feat (he can select another feat if he already has it).

At 5 HD, the Aurak is immune to all diseases.

Silver Tongue (Sp): At 3rd level, an Aurak becomes supernaturally persuasive.  He can use Suggestion as a spell-like ability a number of times per day equal to half his HD.  At 7 HD, the Aurak gains Dominate Person as a spell-like ability, although his uses of this ability count as uses of Suggestion and vice versa.  The Aurak’s effective Caster Level for these abilities is equal to his HD.  The Save DC is 10 + 1/2 HD + the Aurak's Cha modifier.

Disguise Self (Sp): At 4th level, an Aurak can use Disguise Self as a spell-like ability a number of times per day equal to half his HD (Caster Level equals HD).  If the Aurak uses this ability to take on the form of a humanoid or draconian he has interacted with, he can perfectly imitate their speech (including lisps and accents).  In either case the duration is only 2d6+6 minutes regardless of Caster Level.

Animal Form (Su): At 5th level, a number of times per day equal to half his HD, an Aurak can take the form of a Small of Medium size creature of the Animal type as a standard action.  This is equivalent to the Alternate Form special ability.  The Aurak can remain in this form for a number of hours equal to his HD and can change back to his normal form as a standard action.

Energy Burst (Su): At 6th level, an Aurak can create a large explosion of force magic at will.  It takes a standard action to use Energy Burst, and the Aurak needs both hands free to form the energy and use it.  The energy takes the form of a small ball of force that immediately expands upon connection with its target square.  It has a medium range (100 feet + 10 feet per HD), and all creatures within 30 feet must roll a Reflex Save (DC 10 + ½ HD + Cha mod) or take 1d4 points of force damage per HD of the Aurak.  The Aurak needs to wait 1d4 rounds before he can use Energy Burst again.

Spell Resistance (Su): At 7th level, an Aurak gains Spell Resistance equal to 11 + his HD.

Dimensional Step (Sp): At 8th level, a number of times per day equal to half his HD, an Aurak use Dimension Door (Caster Level equals HD) as a spell-like ability, except that it only has a range of 60 feet and can only transport the Aurak and items he personally carries.

Breath Weapon: At 9th level, an Aurak gains Breath Weapon as a bonus feat, even if he does not meet the prerequisites.  If he already has this feat, then he can select another one provided he meets the prerequisites.

Master of Energy (Su): At 9th level, the Aurak attains incredible skill in the manipulation of energy-based magic.  The Aurak adds his Charisma modifier to the damage of all spells which deal energy or force damage (this includes the Energy Burst class feature).  A number of times per day equal to his HD, an Aurak can convert the energy damage of one spell which deals acid cold, electricity, or fire damage into another type of energy.  If the Aurak converts the energy into sonic or force, he reduces the damage die down by one step (d8 to d6, d6 to d4, d4 to d3).

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« Last Edit: October 10, 2012, 03:41:39 PM by Libertad »

Offline oslecamo

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Re: Draconians
« Reply #29 on: June 12, 2012, 05:43:46 AM »
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Ahem. It's been some pretty busy days lately. Now I get some free time to check back here, but soon the hard work shall restart.

-No problem in Energy Ray being at-will, just state it takes both your hands to channel the energy so you can't TWF it.
-Silver Tongue needs a DC.
-Is Animal Form suposed to work like Alternate form or Change shape?
-What's the range of energy burst? Also this can probably be at-will as well, with a 1d4 round cooldown or something.
-It gains Breath Weapon as a bonus feat, but the feat itself still doesn't cover this draconian variant.

Offline Libertad

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Re: Draconians
« Reply #30 on: June 12, 2012, 02:25:26 PM »
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Ahem. It's been some pretty busy days lately. Now I get some free time to check back here, but soon the hard work shall restart.

1. No problem in Energy Ray being at-will, just state it takes both your hands to channel the energy so you can't TWF it.
2. Silver Tongue needs a DC.
3. Is Animal Form suposed to work like Alternate form or Change shape?
4. What's the range of energy burst? Also this can probably be at-will as well, with a 1d4 round cooldown or something.
5. It gains Breath Weapon as a bonus feat, but the feat itself still doesn't cover this draconian variant.

1. Changed it to at will and needing two hands.

2. Save DC is 10 + 1/2 HD + Cha modifier.  Changed it to include this.

3. Alternate Form.  Changed the text to include this.

4. Medium Range (100 feet + 10 feet per HD).

5. Added in the Aurak's Breath Weapon in the Draconian Feat post.  It's a 20 foot cone of blinding flames (Fort Save or blinded for 1 round).

Offline oslecamo

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Re: Draconians
« Reply #31 on: June 12, 2012, 02:54:29 PM »
Added the warlock-sorceror draconian. Any more of the evil draconians to do, or you've finally converted them all? :p

Offline Libertad

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Re: Draconians
« Reply #32 on: June 12, 2012, 02:56:27 PM »
Converted them all!  I'm so happy!

Of course, there's also the Dragonspawn (who are different than the Draconians) and the Noble Draconians, but for now I want to focus on revising the monsters I've already created.

Offline FireInTheSky

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Re: Draconians
« Reply #33 on: October 08, 2012, 01:39:58 PM »
Quote
Arcane Bloodline: Aurak Draconians have inherited the powerful magical abilities of their Gold Dragon ancestors.  An Aurak receives spells known and spells per day as a Sorcerer equal to 2/3rd his level (rounded down) +1, but has a Caster Level equal to his HD.  He suffers arcane spell failure as normal for a sorcerer.  Levels taken in the Sorcerer class stack with these effective levels for the purposes of spells known and spells per day.


Aurak Level   Sorcerer Casting
1st   -
2nd   2
3rd   2
4th   3
5th   4
6th   4
7th   5
8th   6
9th   6

If you're casting as 2/3 (rounded down) + 1, then shouldn't 3rd level be 3 (not 2), 6th level be 5 (not 4), and 9th level be 7 (not 6)?

Offline Libertad

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Re: Draconians
« Reply #34 on: October 10, 2012, 03:42:10 PM »
Yes it should.  Changed that.  I hope that Oslecamo doesn't mind the slight bump in Caster Level.

Offline FireInTheSky

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Re: Draconians
« Reply #35 on: October 11, 2012, 01:41:49 PM »
For Sivak, the Str/Con bumps are reversed in the text from what the table says.

Offline Libertad

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Re: Draconians
« Reply #36 on: October 11, 2012, 02:59:29 PM »
Constitution's meant to be at odd levels, Strength even.

Changed!