Acolyte of the Dragon (3.5e Class)

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Acolyte of the Dragon
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Acolyte of the Dragon[edit]

Adventure: An acolyte of the dragon is a follower of a draconian deity known as Rathiel who excels in fighting and possesses minor magical talents. The key concern for the acolyte of the dragon is protection of their familiar; as long as they can care for the familiar there is no conflict with an adventurers pursuit. The acolyte of the dragon normally pursues adventure for knowledge or treasure though occasionally the motives may be more abstract seeking to learn more about themselves. Acolyte of the dragons who are not particularly adventurous are occasionally hired as bodyguards, soldiers, or even contracted farm aids.

Characteristics: An Acolyte of the Dragon is master of the scythe and can be easily distinguished from other warriors or spellcasters by the unique familiar. Due to their relation with Rathiel, they are given a small array of divine magic as well as a selected color pseudodragon familiar. They are proficient with all simple weapons and a scythe as well as light armor.

Alignment: Rathiel is a neutral deity, allowing followers the ability to attain LN, NG, N, CN.

Religion: All Acolyte of the Dragons worship Rathiel. During a new moon, they cut some part of themselves to spill their blood on an alter for her. Blood is the strongest pact a person can make between two entities, and Rathiel expects her followers to make the trust pact to prove they are worthy of divine strength.

Background: Most Acolyte of the Dragons become as such rather than fighters in hopes of attaining a connection with others and the world. However, some Acolyte of the Dragons become as such because Rathiel is generous and grants her followers a connection to her powers. An Acolyte of the Dragon knows that Rathiel is a powerful deity and bestows powerful gifts through the form of a familiar to them. Thus an Acolyte of the Dragon has a near direct connection of some to the deity, even if the familiar itself doesn't know it at lower levels.

Acolyte of the Dragons do not have a church to attend. There may be a few in distant lands, but the chances are low. Rathiel herself doesn't believe in churches or forms of formal worship from her followers.

Races: Followers from almost any intelligent race exist. However, Rathiel does not believe in giving the evil aligned any of her power and as such revokes her gift immediately if a character were to become classified as evil.

Other Classes: An Acolyte of the Dragon gets along with anyone who is willing to accept them. They get along well in parties consisting of rogues, fighters, clerics, sometimes paladins, wizards, sorcerers, bards, and even barbarians.

Role: The Acolyte of the Dragon's role in a party is typically combat oriented, but he can heal others when needed. He has decent social skills and can make a fair diplomat.

Game Rule Information[edit]

Acolyte of the Dragons have the following game statistics:

Abilities: Charisma is the key spellcasting score to an Acolyte of the Dragon. A Charisma of 11 is required to access any of an acolyte of the dragon's spells, and a Charisma of 14 is needed to access the most powerful spells. Strength and Constitution are important because he is melee combat oriented.

Alignment: Any non-evil.

Starting Age: Moderate

Starting Gold: 6d4 x 10 (150).


Table: The Acolyte of the Dragon
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th
1st +1 +0 +2 +2 Weapon Focus (Scythe), Summon Familiar
2nd +2 +0 +3 +3 Bonus Feat
3rd +3 +1 +3 +3 Evasion
4th +4 +1 +4 +4 Spells 0
5th +5 +1 +4 +4 Uncanny Dodge 0
6th +6/1 +2 +5 +5 Weapon Specialization (Scythe) 1
7th +7/2 +2 +5 +5 Dragonsight 1
8th +8/3 +2 +6 +6 Greater Weapon Focus (Scythe) 1 0
9th +9/4 +3 +6 +6 Greater Dragonsight 1 0
10th +10/5 +3 +7 +7 Improved Uncanny Dodge 1 1
11th +11/6/1 +3 +7 +7 Bonus Feat 1 1 0
12th +12/7/2 +4 +8 +8 Greater Weapon Specialization (Scythe) 1 1 1
13th +13/8/3 +4 +8 +8 Uncanny Reflexes 1 1 1
14th +14/9/4 +4 +9 +9 Water's Trust 2 1 1 0
15th +15/10/5 +5 +9 +9 Bonus Feat 2 1 1 1
16th +16/11/6/1 +5 +10 +10 Colored Resistance 2 2 1 1
17th +17/12/7/2 +5 +10 +10 Shroud from Sight 2 2 2 1
18th +18/13/8/3 +6 +11 +11 Melee Weapon Mastery (Slashing) 3 2 2 1
19th +19/14/9/4 +6 +11 +11 Bonus Feat 3 3 3 2
20th +20/15/10/5 +6 +12 +12 Weapon Supremacy (Scythe), Rathiel's Chosen 3 3 3 3

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Acolyte of the Dragon:

Weapon and Armor Proficiency: Acolyte of the Dragons are proficient with all simple weapons, the scythe. Also, Acolyte of the Dragons are proficient with light armors.

Weapon Focus (Scythe): At first level, an Acolyte of the Dragon gets Weapon Focus (Scythe) as a bonus feat.

Summon Familiar: Also at first level an Acolyte of the Dragon is granted a familiar resembling a pseudodragon of a dragon color chosen by the Acolyte of the Dragon. This familiar is classified as a magical beast and is bound to the Acolyte as long as they stay within the good graces of Rathiel. As with a normal Pseudodragon, the familiar resembles a miniature version of its color counterpart. It is not a wyrmling, but is almost a shrunken down version of a full grown dragon in appearance.

This familiar acts and functions the same as the familiar of a Sorcerer. As such, it's HP are equal to 1/2 rounded down of the owners' HP regardless of the familiars calculated HD.

The base stats for each familiar are as follows:

Size/Type: Tiny Magical Beast
Hit Dice: 1d8 (1/2 Character HP rounded down hp)
Initiative: +3
Speed: 15 ft. (3 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–10
Attack: Claws +5 melee (1d4–2)
Full Attack: 2 Claws +5 melee (1d4–2) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft. (5ft. with tail)
Special Attacks:
Special Qualities: Blindsense once character reaches CL 3
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Skills: Balance +10, Climb +10,Escape Artist +4</span>, Hide +11, Move Silently +8, Spot +3
Feats: Alertness, Weapon FinesseB
Environment:
Organization:
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

This familiar gives the character a +3 bonus on Sense Motive checks.

Evasion: At third level, an Acolyte of the Dragon gains Evasion as a class ability. As he progresses in his training, he becomes agile, learning to wield the scythe as a weapon, not just a tool. He becomes so agile in fact that he has learned how to avoid unusual and magic attacks with great agility. If he makes a successful Reflex save on an attack that would normally deal half damage, he instead takes no damage. A helpless Acolyte of the Dragon, or one that is carrying a medium load or wearing medium or heavier armor, cannot use this ability.

Spells: Beginning at fourth level, an Acolyte of the Dragon is granted a small number of spells. His known spells are chosen from the list below, and the number known is equal to the number of ranks he has in Knowledge (Religion). He may know up to 5 spells within each level. For example a 7th level Acolyte of the Dragon with 10 ranks Knowledge (Religion) can only know 5 1st level spells. However, when he levels to 8th he gains 5 known spells in the 2nd level.

The DC for a saving throw against an Acolyte of the Dragon's spell is 10 + the spell level + the Acolyte of the Dragon's charisma modifier. Also, like other spell casters he can only cast a certain number of spells of each level per day. He receives bonus spells per day if he has a high charisma score.

As a divine spellcaster, an Acolyte of the Dragon has spontaneous spellcasting for all of their spells.

Uncanny Dodge: Rathiel watches out for her followers, and thus so grants them with a heightened sense. He retains his Dex modifier to his armor even if caught flat footed or attacked by an invisible foe. However, he looses this ability if he is immobilized.

If they have Uncanny Dodge from a previous class, they instead get Improved Uncanny Dodge, explained below.

Weapon Specialization (Scythe): An Acolyte of the Dragon gains Weapon Specialization (Scythe) as a bonus feat.

Dragonsight: A character gains heightened senses through divine means. He gains a closer connection to his familiar and inherits Blindsense up to 30 feet.

Greater Weapon Focus (Scythe): A Dragon Scythe gains Greater Weapon Focus (Scythe) as a bonus feat.

Greater Dragonsight: An Acolyte of the Dragon gains Blindsight out 60 feet. He may now also see through magical darkness due to having Blindsight.

Improved Uncanny Dodge: As his heightened skill sharpens, he becomes even more aware in combat. An Acolyte of the Dragon can no longer be flanked and protects him from sneak attacks, unless the rogue is four or more levels higher than he.

Greater Weapon Specialization (Scythe): An Acolyte of the Dragon gains Greater Weapon Specialization (Scythe) as a bonus feat, even if the Acolyte of the Dragon does not meet the prerequisites for this feat.

Uncanny Reflexes: The Acolyte of the Dragon becomes graceful beyond that of a normal person. An Acolyte of the Dragon gets a +2 dodge bonus to AC as long as he is not carrying a medium or heavier load, and not in medium or heavier armor.

Water's Trust: An Acolyte of the Dragon gains the abilities of various dragons. An Acolyte of the Dragon gains the ability to breathe water for 2 hours per character level. This ability does not make you unable to breathe air.

Colored Resistance: The character gains a similar affinity to a dragon's immunities as their familiar. Based on the color of his dragon familiar, the character gains a 20 point damage reduction to their element. This reduction is taken off before any damage is dealt to the character.

   Ex: Red Familiars gives a reduction to fire damage, Black gives a reduction to acid damage, etc.

Shroud from Sight: The Acolyte of the Dragon learns that fighting an enemy isn't always on equal terms. Once per day per point of Charisma bonus, he may use the spell Darkness as caster level 1/2 his level + his charisma modifier. This ability does not hinder the user due to Blindsights effects.

While fighting in this darkness, he gains +1d6 sneak attack damage.

Melee Weapon Mastery (Slashing) An Acolyte of the Dragon gains the feat Melee Weapon Mastery (slashing) as a bonus feat, even if the Acolyte of the Dragon does not meet all the prerequisites for the feat. This feat provides +2 to attack, and +2 to damage when attacking.

Weapon Supremacy (Scythe) An Acolyte of the Dragon gains Weapon Supremacy (Scythe) as a bonus feat, providing +1 to AC, +4 to disarm, he may take ten (once per round), he may add 5 to one of his attacks (once per round), and he may make an attack, or full attack even while grappled with no penalty while wielding his scythe.

Rathiel's Chosen: Rathiel bestows a higher power to her follower. They no longer need to eat, sleep, and do not age (though any bonuses or penalties already acquired apply). Secondly, with their new found powers, they gain their Charisma bonus as a deflection bonus to their armor class (this ability replaces any deflection bonuses that he may already have.)

Spells[edit]

The following is a list of spells that an Acolyte of the Dragon may choose from.

1st- Cure Light Wounds, Protection from Law, Sanctuary, Magic Weapon, Inflict Light Wounds, Detect Law/Evil/Chaos/Good, Bless/Curse Water.

2nd- Cure Moderate Wounds, Shatter, Shield Other, Darkness, Inflict Moderate Wounds, Undetectable Alignment, Zone of Truth, Restoration, Lesser, Remove Paralysis, Align Weapon.

3rd- Cure Serious Wounds, Magic Circle Against Law, Protection from Energy, Create Food and Water, Dispel Magic, Inflict Serious Wounds, Water Breathing, Remove Disease, Invisibility Purge, Searing Light.

4th- Cure Critical Wounds, Chaos Hammer, Spell Immunity, Control Water, Divine Power, Inflict Critical Wounds, Magic Weapon, Greater, Tongues, Neutralize poison, Death Ward.



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