Update 66 Preview 1: Dragon Lord Fighter Archetype

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SteelStar

Senior Systems Designer
Fighter Archetype: Dragon Lord

Overview:

Based on the Dragon Lord prestige class from 3.5e's Dragon Magic book, the Dragon Lord is a Fighter archetype that models their tactics after the ferocity of dragons to demoralize and subdue their enemies. They excel in crowd control, defense, and Draconic power.

Class Trees:
  • NEW: Dragon Lord
  • Stalwart Defender
  • NEW: Ravager
    • This is a modified version of Barbarian's Ravager tree, which does not give or rely on Rage. You cannot spend points in both this tree and Barbarian's version of Ravager at the same time.
Class Features Dropped vs. Base Fighter:
  • Kensei, Vanguard trees.
  • Dragon Lords do not innately get Shield Proficiency.
    • That said, you have Bonus Feats and could take Shield proficiency.
  • Instead of a Fighter Bonus Feats at class level 1, 8, and 16, you take a Draconic Aura feat.
Class Features Gained vs. Base Fighter:
  • Will Save Progression changes from "Poor" to "Good"
New Feats: Draconic Aura
  • At levels 1, 8, and 16, Dragon Lords select a Draconic Aura Feat (instead of a Fighter Bonus Feat). You select one Basic Aura at level 1, one Secondary Aura at level 8, and one Tertiary Aura at level 16. These auras run constantly and simultaneously. You can swap them out with Fred.
  • It is intended that these Morale Bonuses do not stack with everything, especially low level spells - Upgrades in the Dragon Lord tree eventually help these exceed the bonuses of those spells. We do not intend to change this to a unique typing.
  • Feats Available at DL 1: Basic Aura.
    • Nevalarich's Hunger: You and allies close to you get a +2 Morale Bonus to Attack Rolls
    • Aussircaex's Defiance: You and allies close to you get a +2 Morale Bonus to Saving Throws
    • Thraxata's Instinct: You and allies close to you get a +2 Morale Bonus to Tactical Feat DCs
  • Feats Available at DL 8: Secondary Aura.
    • Velah's Fury: You and allies close to you get a +3 Morale Bonus to Damage Rolls
    • Sinvala's Toughness: You and allies close to you get a +3 Morale Bonus to PRR
    • Eternity's Ward: You and allies close to you get a +3 Morale Bonus to MRR
  • Feats Available at DL 16: Tertiary Aura.
    • The Truthful One's Might: You and allies close to you get a +4 Morale Bonus to Melee Power
    • Aurgloroasa's Ascended Wrath: You and allies close to you get a +4 Morale Bonus to Ranged Power
    • Kor Kaza's Forbidden Power: You and allies close to you get a +4 Morale Bonus to Universal Spell Power
Unless specifically listed, assume the class is otherwise identical to Fighter.


Ravager Tree
This tree is identical to the Barbarian Ravager tree, with the following exceptions:
  • All abilities that scale with Barbarian Level instead scale with Dragon Lord level.
  • Core 1: Furious Rage: Does not require you to be Raging.
  • Core 5: Subsiding Fury: Instead of triggering on Barbarian Rage, this triggers on using Second Wind.
  • Core 6: Visage of Terror: Instead of requiring 1 Rage to activate, this does not use charges but has a longer cooldown (36sec. vs. 30).
  • Tier 1: Barbarian Power Attack is renamed to not say barbarian.
  • Tier 1: Hardy Rage is replaced with Extra Action Boost (+1/2/3).


Dragon Lord Tree
  • Cores
    • Core 1: Soul of the Dragon: Multiselector:
      • Pick a Draconic Soul to commune with, which will influence the rest of your power in this tree. Passive: You gain +1 to Tactical Feat DCs.
        • Red (Fire)
        • White (Cold)
        • Blue (Electric)
        • Black (Acid)
        • Green (Poison)
    • Core 2: Draconic Arms:
      • You gain an Imbue Toggle that adds 1d6 damage of the type you selected for your Draconic Soul to your Melee and Ranged Attacks. This damage scales with 200% of the higher of Melee and Ranged Power.
      • Passive: The bonus of all of your Draconic Auras increases by 1.
    • Core 3: Reckless Devotion:
      • Target Ally gains a Morale Bonus to Critical Confirmation and Critical Hit Damage equal to 1 + a quarter of your Dragon Lord level for 20 seconds. 40 second cooldown.
      • Passive: +5 Melee and Ranged Power, +1 Imbue Die, +3 to Critical Hit Confirmation and Damage.
    • Core 4: Conqueror's Command:
      • When you use Reckless Devotion, the power of your Draconic command grants that ally the effects of the Panacea spell, curing many afflictions and healing that ally for 1d6+2 Hit Points plus 1 per Dragon Lord level. This healing scales with 200% of Melee Power.
      • Passive: +1 Imbue Die, and the bonus of all of your Draconic Auras increases by 1.
    • Core 5: Dragon's Defense
      • While you have any Draconic Aura active, you and nearby allies gain a +3 Morale Bonus to Resistance and +5% Morale Bonus to Absorption of the element you selected for your Draconic Soul.
      • Passive: +10 Melee and Ranged Power, +2 Imbue Dice.
    • Core 6: Sunder Soul: Target Sundered enemy must make a Will saving throw (DC 10 + Highest of STR and CHA mod + Sunder bonuses) or have their Soul sundered, killing them instantly. If an enemy is killed by this, nearby enemies have a chance to be Cowered for 6 seconds with no save.
      • Passive: +2 Strength, +2 Charisma, +10 Melee Power, +1 Imbue Die, and the bonus of all of your Draconic Auras increases by 2.
  • Tier 1
    • Dragon's Protection I: You gain +3 Resistance to the element you selected for your Draconic Soul.
    • Battlefield Tactician I: +1 to Tactical Feat DCs.
    • Unbreakable Will: +1/2/3 Will Saving Throws
    • Skills: +1/2/3 to Intimidate, Jump, and Haggle. Rank 3: You gain +2 to Attack
    • Martial Superiority: Multiselector:
      • Deft Strikes: +3/6/10% Offhand Strike Chance (antireq: shintao/sacred fist deft strikes)
      • Improved Second Strikes: +5/10/20% Strikethrough (antireq: kotc improved second strikes)
      • Strike Twice: +2/4/6% Doublestrike
      • Shoot Twice: +2/4/6% Doubleshot
  • Tier 2
    • Dragon's Protection II: You gain +3 Resistance to the element you selected for your Draconic Soul.
    • Battlefield Tactician II: +1 to Tactical Feat DCs.
    • Draconic Resilience: +2/4/6 Natural Armor
    • Action Boost: Multiselector:
      • Action Boost: Tactics: For 20 seconds, gain +3/6/9 Action Boost bonus to Sunder, Trip, and Stun DCs
      • Action Boost: Haste: Activate to gain +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.
    • Dragonslayer: You gain Favored Enemy: Dragon
  • Tier 3
    • Dragon's Protection III: You gain +3 Resistance and 5% Absorption to the element you selected for your Draconic Soul.
    • Battlefield Tactician III: +1 to Tactical Feat DCs and Breath Weapon DCs. When you attack with Trip or Sunder (or their Improved variants), you deal 1d4 additional damage per Character Level of the Element you selected for your Draconic Soul. This damage scales with 200% Melee or Ranged Power.
    • Dragon's Roar: Tactical Feat: Enemies in a cone ahead of you must make a Will Saving Throw (DC 10 + Highest of STR and CHA mod + Stunning bonuses + Breath Weapon DC Bonuses) or be Dazed for 6 seconds. Affected enemies have a 25% chance to be broken out of the Daze on damage. 20 second cooldown.
      • (Also note: This is a Tactical Feat, but you DON'T make an attack as part of this. No damage. Ranged-user friendly.)
    • Trance: Multiselector:
      • Draconic Outburst: (Req: Non-Lawful Alignment) Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds. Each time you successfully use Trip, Sunder, Stunning Blow, or Dragon's Roar (or their Improved variants), you have a chance to restore 1 charge.
      • Draconic Might: (Req: Non-Chaotic Alignment) Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Strength modifier for 30/60/120 seconds. Each time you successfully use Trip, Sunder, Stunning Blow, or Dragon's Roar (or their Improved variants), you have a chance to restore 1 charge.
    • Ability Score: Multiselector
      • STR
      • CHA
  • Tier 4
    • Dragon's Protection IV: You gain +3 Resistance and 5% Absorption to the element you selected for your Draconic Soul.
    • Battlefield Tactician IV: +1 to Tactical Feat DCs and Breath Weapon DCs. If you successfully Sunder (or Improved Sunder) a target under the effects of Trip (or Improved Trip), that target takes an additional 1d6 damage per Character Level of the Element you selected for your Draconic Soul. This damage scales with 200% Melee or Ranged Power.
    • Untouchable Soul: You have Displacement, giving opponents a 25% chance to miss you due to concealment. This cannot be dispelled.
    • Lead the Charge:Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a +20%/30%/50%[W] strike. 12 second cooldown. Shares cooldown with Shield Charge. Note: This works with any melee weapon, and not just a shield.
      • (This is identical to the KOTC one, though slightly higher up).
    • Ability Score: Multiselector
      • STR
      • CHA
  • Tier 5
    • Soul Scales: You gain +15 Magical Resistance Rating. +25% Competence Bonus to Max HP, and you have a 5% chance to ignore damage of the element you selected for your Draconic Soul.
    • Tactical Commander: The cooldowns of your Trip, Sunder, Stunning Blow, and Dragon's Roar (and their Improved versions) are reduced by 33%.
    • Improved Dragon's Roar: Your Dragon's Roar now Cowers enemies instead of Dazing them.
    • Memory of Flight: (antireq Dragonborn version of the same): Active Ability: Activate: Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Activation Cost: Nothing Cooldown: 15 Seconds. When you use Memory of Flight (this version or Dragonborn's), you gain a +20% Action Boost bonus to movement speed for 6 seconds.
    • Conqueror: +1/2 Competence Bonus to Critical Multiplier with All Weapons.


Past Life:
You were a Dragon Lord in a past life. Others find you strangely compelling when you speak or take to the battlefield. Each time you acquire this feat you gain +1 Damage with Melee Weapons and +1 Breath Weapon DC. This feat can be stacked up to three times.

KNOWN ISSUE:
"Dragons roar" (dragon lord architype) is broken and should not be used with these types of characters:
-All Dwarves
-All Half-Orcs
-Shifter Males
 
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Elminster

Well-known member
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Elminster

Well-known member
  • Untouchable Soul: You have Displacement, giving opponents a 25% chance to miss you due to concealment. This cannot be dispelled.

    If this adds 25% it should read "You have Lesser Displacement"
It's says displacement. It should be +50%. Mod will fix it.
 

droid327

Well-known member
STR trance? Watch out :D I'm glad its T3 though so you cant just /2 splash it onto Barbs or Druids or Monks
CHA trance, antireq: Lawful...Sacred Fist feels targeted lol, that's the only case where this matters

I kinda wish this came with an update to the Ravager tree. Its kinda lackluster. Hate and Cruel Cut are both woefully outdated, including all their upgrade tiers. Passive debuff aura? Guard damage? Those have zero value outside early Heroic, and little value even there. There's just not enough good things to spend points on to justify unlocking T4 or T5.

Elemental damage on Trip/Sunder seems low, but I guess the idea is "some is better than nothing"? 32d6 @ 300 MP = 784 damage, that's a pretty insiginificant contribution for a unique class mechanic. I think this'll end up being something no one really notices having or not having, and just take it for the +1 to Tactics

Is Cower a Fear effect? Is the Daze? It'd be weird if taking an improvement ended up making more mobs immune to your CC, since lots of things are immune to Fear

If we're building a new archetype around Tactical feats, can we look at the prereqs for Imp Trip? Combat Expertise seems like a pure feat tax, especially if you're taking away a few Bonus Feats.

This tree is begging for a Helpless damage bonus somewhere (besides Ravager T5) to complement Stunning Blow and/or Imp Trip with Dreadnaught
 

Elminster

Well-known member
This tree is begging for a Helpless damage bonus somewhere (besides Ravager T5) to complement Stunning Blow and/or Imp Trip with Dreadnaught

This.

Almost feel like it has helpless dam bonus already by the thematics of it, but on a more detail glance it's nowhere to be found.
 

SteelStar

Senior Systems Designer
  • Untouchable Soul: You have Displacement, giving opponents a 25% chance to miss you due to concealment. This cannot be dispelled.

    If this adds 25% it should read "You have Lesser Displacement"
It's meant to be full Displacement. The functionality will be fixed.

Is the DL aura exclusive or it can be used simultaniously with the Warlock ES aura?
It's like Paladin aura, non-exclusive. You can use it with ES' aura.

This works with PDK?
The PDK Iconic starts with one level in (base) Fighter. You can change them into a Dragon Lord Fighter with a (+0) Lesser Reincarnation.
 

peng

Well-known member
The tactical DCs seem a bit low. Most other trees with access to tactical DCs are scaling with class or half class level.
 

Elminster

Well-known member
It's meant to be full Displacement. The functionality will be fixed.


It's like Paladin aura, non-exclusive. You can use it with ES' aura.


The PDK Iconic starts with one level in (base) Fighter. You can change them into a Dragon Lord Fighter with a (+0) Lesser Reincarnation.

Nice. PDK takes no negative CHA modifiers.
 

FatBudScream

Keeper of Kebabs
Hmm so those 'Auras' are Feats in the end, do you intend to make them available as secondary feat choice for those who will try multiclassing this Archetype, like you did with the Acolyte of the Skin (Pact Attunment)?
Or just available if enough levels of it?
Would be interesting for further multi-class blending.
 
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