Red dragon disciple
|Creation (New Players Guide)|
Race - Deity - Class
Gifts - Backgrounds - Alignment
Mark of Destiny - Epic Sacrifice
Customization - Head List - Builds
|Description - Disguise / Covered|
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
|Settlements - Factions|
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
|Item Creation Systems:|
|Alchemy - Art Craft - Carpentry|
Herb - Smith - Tailor
Dweomercraft - Runes
Weapons - Melee / Ranged / Siege
Resources - Poison
|Classes - Skills - Feats|
Spells (list) - Summons
Familiar Reskins - Misc
|Rules - Roleplay - Maps|
Common Bugs - Staff
Support Tickets - Character Remake
Red Dragon Disciple is a default prestige class with Arelith specific changes.
Arelith Red Dragon Disciple enjoy changes that benefit their draconic heritage. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: any
Class: 3 levels bard or sorcerer
Skills: lore 8
Award: requires a Major Award at creation or kobold race and at least 30 RPB
Hit die: d6-d12
Proficiencies: no additional proficiencies gained
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: climb, concentration, craft mastery, discipline, intimidate, heal, leadership, listen, lore, sail, search, spellcraft, spot
Unavailable feats: scribe scroll, craft wand, weapon specialization
Primary saving throw(s): fortitude, will
Base attack bonus: +3/4 level
Hit points rolls on Arelith are always maximum.
|Ability increases (Hard)|
|10||+7/+2||+7||+3||+7||Gains powers of a half-dragon: darkvision, immunity to breath element(fire, lightning, cold or acid)
immunity to paralysis, and immunity to sleep
Epic Red Dragon Disciple
Hit die: d12
Bonus feats: The epic dragon disciple gains a bonus feat every three levels. In other words, at levels 13, 16 and 19.
Epic bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic damage reduction, epic prowess, epic reputation, epic spell penetration, epic toughness, greater spell focus, improved combat casting
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
|Prerequisites||-|| May only be selected by spending a Major Award at character creation or kobold race.
A kobold may take RDD levels without spending a Major Award, but they must:
|Class skills||-|| Red dragon disciples on Arelith get access to Climb, Intimidate and Sail as class skills.|
Red dragon disciples on Arelith lose access to Parry as a class skill.
|Dragon Breath||-|| Damage is (RDD level * 15) + (RDD level * 1d4).
|Wing color||-|| Red Dragon Disciples may select an alternative wing color and damage type by using the -path command. This only works if selected at level 2.
|Bonus Climb||9||Gains dragon disciple level towards climb checks after gaining wings (level 9). Takes 5% less falling damage and another 5% less for every RDD level over 9.|
|Epic Bonus Feats||-||Gains Epic Bonus Feats at 13, 16, 19.|
Disclaimer: Dragon Disciples are not half dragons. As they gain more levels they may gain more draconic abilities similar to dragons or half-dragons, but are neither themselves.
Through ritualistic experimentation, dormant Dragon Blood is activated. This causes your body and mind to be forcibly mutated and over time, brings you to have the same potential as a Half-Dragon. However, your lineage is not a reflection of your potential, the Dragon Blood you do have is mere traces of it.
A Dragon Disciple is a character with a distant dragon in the bloodline, often the source of his/her sorcerous powers, that has decided to pursue and nurture the little of dragon blood that they have for whatever purpose; change, empowering and else.
A Dragon Disciple will suffer both mental and physical change as they progress through the class, becoming more like the dragon in their bloodline. To represent this, give a solid read at the dragon you chose for your character to understand their motives their habit, and their general mentality. For instance, a green disciple that was once amicable may start to find elves very displeasing. A copper disciple may feel an overwhelming urge to wisecrack a few lines, even if it's not really the best moment.
Dragons are thoroughly described in the Draconomicon.
Legendary Roleplay Rant: The Urge
Let me start by saying, that if you want to take levels in the class just to get wings, you better look elsewhere. Dragon Disciples are a complex class to play, with a deep nuance and care required to properly display their growth and how it affects the characters that delve in its path. Should you, the brave and bold, opt to take upon your shoulders the challenge to properly play one, bear with me and I'll try to guide you over the most important part of what makes a Dragon Disciple what it is. The urge.
Dragon Disciples are unlike other classes; you take fighter levels because you want to be better with a sword. You take rogue levels for the perks it brings of having a roguish side to you, a comprehension of certain finer arts. Dragon Disciples are more akin to monks and pale masters than other classes, they don't intend to wield their weapons better or master a form of magic, instead, they strive to change themselves. Their pursuit is the deliberate pursuit of change within themselves, to perfect themselves in a way or another.
Now, I won't tell you how to play your character, but I will tell you what they are dealing with. The Urge. The urge is the itch on the back; it wasn't there before, before they took the levels in the class, but why is it there now? Why isn't it going away? The itch is insistent, persistent, it wants something, it wants you to scratch it. Maybe at first it feels odd, it feels out of place, but if it could speak, it would tell you that it makes sense, that it's fine to scratch it. It may even seem wrong, but the itch is not going anywhere, it only grows with you, it grows the deeper you get into the class, it becomes overwhelming. Sometimes you may find yourself accidentally scratching it, just to ease your mind a little and focus on other things, why did you become a Disciple to begin with? It may cease to matter eventually. The itch tells you things that weren't apparent before, but the more you scratch it the more you see things its way, and the less it bothers you. It is part of yourself, and maybe, just maybe, you just want to embrace the itch, until it stops being an itch. It is what you are, it wants what you want.
The itch, it is the draconic blood burning in the Disciple, flaring up with the magic. To become a Disciple is to become a dragon in mind, and to give in to the urge, to embrace the overwhelming desire of the blood and take it as your new nature.
Tome & Blood
My heart is ancient.
- A dragon disciple is different. He always suspected, but the flying dreams confirm it.
- The experience is so vivid and real that other dreams are as dusty cinders in comparison. Hurtling through the sky, unfettered by the earth, the dreamer exults in his beautifully scaled wings pulling him through the clouds.
- His senses are alive as never before, allowing him to smell, hear, and see with a terrible clarity no mere human can ever really comprehend.
- A volatile power burns in his lungs, a potency he knows he could unleash with a mere breath.
- It’s almost... draconic.
- It is known that certain powerful dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small.
- Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly.
- First come the dreams. Many dismiss them as nothing more than wish fulfillment (or even nightmares), and that’s the end of it.
- But a few embrace the dreams, recognizing their allure as a promise.
- These become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.
- Dragon disciples prefer a life of exploration to a cloistered existence. Most are sorcerers, but bards sometimes follow the path. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons.
- Information about default NWN class is available on NWNWiki.