User:Thc/Dragon Disciple

Introduction
The Dragon Disciple is not so much a class or profession as it is a way of life. Whereas a Warrior might spend his time becoming more proficient with the sword, the Dragon Disciple spends his time emulating the qualities of a dragon and testing the limits of his draconic abilities. While the Dragon Disciple does possess a number of dragon-like characteristics, he is not to be confused with a Half-Dragon, who unlike the Dragon Disciple, has dragon blood in his immediate lineage. Still, it is said that those who become Dragon Disciples have dragon blood some place in their distant ancestory, although it seems anyone can become one.

General Information
The Dragon Disciple is not particularly skilled in any area of combat, as evidenced by his lack of weapon mastery attribute. Rather, his appeal as a class comes from his ability to quickly fill a variety of roles by wisely choosing a particular secondary profession. The Dragon Disciple understands that true strength comes not from the weapon one wields but from the fire within.

Upon reaching enlightenment (20th level), the Dragon Disciple evolves and dragon-like wings burgeon from his dorsal seemingly overnight. These wings are not just for show - at this point, he is granted access to the Flight Mastery attribute and may spend attribute points there if he so desires. Non-primary Dragon Disciples do not have access to Flight Mastery.

The Dragon Disciple class introduces a new type of skill, Aura. Aura is like a mixture of a stance skill and a maintained enchantment. Like a maintained enchantment, an aura can last indefinitely and costs 1 point of energy regeneration. Like a stance, only one aura may be active at a time. Unlike a stance skill however, an aura only affects either party members or foes (or both), rather than the user of the skill.

Attributes

 * Draconic Heritage (Primary): For each rank in Draconic Heritrage, the Dragon Disciple gains +5 hit points, +2 energy and +5 AL vs. fire.  At 12 levels, the total bonus amounts to +60 HP, +24 energy and +60 AL vs. fire.
 * Charisma: Like Dragons, The Dragon Disciples is known for his powerful personality and strong presence on the battlefield. As such, skills linked to the Charisma attribute are generally more useful in large party situations, where his presence can affect multiple foes.
 * Flight Mastery: The Dragon Disciple may use his wings to perform complicated acrobatics and otherwise impossible movements.  This attribute is only available at 20th level, and only to primary Dragon Disciples.
 * Fire Mastery: Like dragons, Dragon Disciples are often adept at manipulating the element of fire. Compared to the Elementalist Fire Magic attribute, Fire Mastery feels more natural - more innate, as the source of heat comes from within.  That said, it is entirely possible to combine both attribute lines.

Draconic Heritage

 * Blindsense {E}: Enchantment. For 10...45 seconds, you ignore the effects of blind and have an additional 10...20% chance to critical. Energy:5 Activation: 1/4 Recharge: 30
 * Natural Armor {E} Enchantment. For 10...45 seconds, you gain +5...24 AL vs. physical attacks.  This armor stacks. Energy:5 Activation: 1/4 Recharge: 30.
 * Inner Strength {E}: Enchantment. For 10...45 seconds, every time you cast a spell, you gain 1...2 energy.  Energy:5 Activation: 1/4 Recharge: 30.
 * Claw Attack: Skill. You strike for 10...30 damage.  This skill counts as an offhand attack.  (50% failure chance with Draconic Heritage 4 or less.)  Energy:5 Activation: 1/4 Recharge: 10.
 * Bite Attack: Skill. You strike for 10...60 damage.  Your next attack has 10...20% armor penetration. (50% failure chance with Draconic Heritage 4 or less.)  Energy:5 Activation: 1/4 Recharge: 10.
 * Dragon's Roar: Shout. Foes in the area are dazed for 1...4 seconds.  Energy:5 Recharge: 20.

Charisma

 * Use Magic Device: Skill. For 5...60 seconds, you gain the full benefits of equipped items, even if you don't meet the requirements.  Weapons are treated as having weapon mastery equal to your Charisma rank to a maximum of 12.  Energy:5 Recharge: 45.
 * Dragon's Gait: Stance. For 1...10 seconds, you cannot be knocked down.  Energy:5 Recharge: 20.
 * Dragon's Gaze: Hex Spell. For 1...10 seconds, target foe has has 1...20% chance of spell failure.  Energy:15 Recharge: 20.
 * Imposing Presence: Aura. Foes in the area are weakened for 1...5 seconds every 10 seconds.
 * Draconic Aura {E}: Aura. For 1...5 seconds every 10 seconds, all party members in the area gain a +1 bonus to all attributes, and all foes take a -1 penalty to all attributes.

Flight Mastery

 * Fly {E}: Stance. For 1...10 seconds, you move 50% faster.  Energy:5 Recharge: 10.
 * Dive Attack: Stance. Your next attack deals +1...10 damage.  If target foe was under 50% health, that foe is knocked down.  Energy:5 Recharge: 10.
 * Whirlwind Stance: Stance. You create a small vortex of air around you.  For 1...10 seconds, you move 15% faster, and ranged attacks have a 10...50% chance to miss you and adjacent allies. Energy:5 Recharge: 15.
 * Whirlwind Fury {E}: Stance. For 1...10 seconds, you move 15% faster, ranged attacks have a 10...50% chance to miss you and adjacent allies, and you attack 25% faster. Energy:10 Recharge: 15.
 * Purifying Wind: Enchantment Spell. You are healed for 10...100 health.  If you are cripped, you are no longer crippled and cannot be crippled for 1...10 seconds. Energy:5  Activation: 1 Recharge: 10.

Fire Mastery

 * Flame Weapon: Enchantment Spell. For 10...60 seconds your weapon is enchanted with inner flame, and your attacks deal +1...11 fire damage. Energy: 10 Activation: 2 Recharge: 45
 * Fire Breath {E}: Spell. Target touched for and all foes in the area take 10...120 fire damage.  Foes moving faster than normal evade the spell and take half damage. Energy:5 Activation: 3/4 Recharge: 10.
 * One with Fire: Enchantment. For 10...30 seconds, spells you cast that deal elemental damage deal +5% damage and +1% damage for every rank in Draconic Heritage. Energy:5 Activation: 2 Recharge: 10.
 * Aura of Flames: Enchantment Spell. For 1...10 seconds, adjacent foes take 1...20 fire damage each second. Energy:15 Activation: 2 Recharge: 30.
 * Purifying Fire: Enchantment Spell. You are healed for 10...100 health.  If you are under the effects of burning, gain +1 energy regeneration for 1...10 seconds. Energy:5 Activation: 1 Recharge: 10.

Example Builds
To come!