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View Full Version : Contest Base Class Contest XXXXVI: Dungeons And...You Get The Idea



Alabenson
2018-12-28, 09:08 PM
Dungeons And...You Get The Idea

Welcome to Base Class Contest number forty six! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to... uh, brag that you won this contest!


1. You will be creating an original base class based around a theme of dragons; anything is possible, from a fire-breathing warrior to a dragon-worshiping priest to a professional kidnapper of princesses, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 10:00 Eastern Standard Time (New York/Miami) on February 8th 22nd March 8th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

May your swords stay sharp, may the odds be ever in your favor, and may all of your die rolls be high...

Gentlemen, start your brewing!

Alabenson
2018-12-28, 09:09 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Alabenson
2018-12-28, 09:13 PM
The Dracocleptor

Dragons tend to mean many things to many people. For some, the term simply conjures images of giant, flying, fire-breathing reptiles. Others are more interested in the primordial sorcerous power the creatures wield. For a few, however, there is no concept more inextricably linked to the notion of dragons than the massive piles of treasure they are infamous for collecting. Dracocleptors are individuals who have been inspired by this last association to embrace the power of dragons as a means to an end. Combining a lethal breath weapon with an assortment of skills more commonly associated with rogues and other thieves, dracocleptors seek to track down and build their very own hoards.

Adventures: Overwhelmingly, greed is the driving force behind nearly every adventuring dracocleptor, few activities offering comparable opportunities to acquire massive piles of wealth. Beyond this, adventuring also offers excellent opportunities to increase one's power, and more karmically-minded dracocleptors may see righting wrongs while adventuring as a way to balance the scales against their more avaricious tendencies.

Characteristics: Like rogues and other adventurers that rely on their skills, dracocleptors wield a wide assortment of skills, particularly those involved in stealth, theft and deception. While dracocleptors possess middling talents when it comes to melee combat, they make up for this with the ability to unleash a powerful breath weapon like the dragons they idolize and moreover dracocleptors are uniquely skilled at utilizing this ability against unaware adversaries. Finally, dracocleptors are able to supplement their other abilities with a small number of arcane spells.

Alignment: Unlike others who venerate dragons, dracocleptors don't necessarily share any philosophical opinions with the creatures they idolize beyond a mutual love of intrinsic wealth. As such, a dracocleptor may be of any alignment, regardless of what sort of dragon they identify with.

Religion: Not surprisingly, dracocleptors frequently venerate the draconic deities, with worship of Astilabor and Tiamat being particularly common. Other dracocleptors choose to favor more traditionally roguish deities, but few dracocleptors are especially pious.

Background: Almost all dracocleptors are self-taught to at least some degree, since few dracocleptors are willing to take on apprentices. Most dracocleptors start out as thieves-in-training before stumbling upon the magical secrets of the dracocelptors, at which point they rededicate themselves to that path. More rarely, a dracocleptor will begin their career as a student of magic before learning of the dracocleptors and refocusing their studies on mastering the dracocleptor's more mundane skills.

Races: Humans represent the majority of dracocleptors, being famously willing to exploit unconventional sources of power for their own ends. Halflngs are one of the few other common races to produce a notable number of dracocleptors, thanks to their tendency towards thievery and their appreciation of power that's independent of physical size. Among the savage races, kobolds make up an unsurprising number of dracocleptors, already venerating dragons and naturally prone to stealth.

Other Classes: Dracocleptors benefit greatly from working with other classes, preferring to have martial classes to fight in front of them, and to have more dedicated spellcasters available to support them in and out of combat.

Role: Depending on their skill selection dracocleptors can fill any number of roles in a party, such as party face or scout. Furthermore, dracocleptors are able to act as skirmishers, heavily damaging unaware opponents with their breath weapons.

GAME RULE INFORMATION
Dracocleptors have the following game statistics
Abilities: Constitution is the most valuable ability for dracocleptors, as it determines both their hit points and the power of their breath weapon. As dracocleptors typically wear light or no armor they have to rely on Dexterity more for protection, and Charisma not only powers the dracocleptor's spellcasting but a few of their special abilities as well.
Alignment: Any
Hit Die: D8
Starting Age: As a bard
Starting Gold: As barbarian

Class Skills:
Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st level: (8 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 8 + Intelligence Modifier



LevelBABFortRefWillSpecial0th 1st 2nd 3rd 4th5th



1st+0+0+2+0 Armored Mage, Breath Weapon (1d6), Draconic Affinity, Trapfinding 2 0 -- -- -- --



2nd+1+0+3+0 Ambush Breath (doubled damage) 2 1 -- -- ----



3rd+2+1+3+1 Breath Weapon (2d6), Energy Resistance 5 2 1 -- -- -- --



4th+3+1+4+1 Draconic Senses (darkvision, low-light vision) 3 1 -- -- -- --



5th+3+1+4+1 Breath Weapon (3d6) 3 2 0 -- -- --



6th+4+2+5+2 Draconic Flight, Energy Resistance 10 3 2 1 -- -- --



7th+5+2+5+2 Breath Weapon (4d8) 4 2 1 -- -- --



8th+6+2+6+2 Treasure Sense 30 ft 4 3 1 -- -- --



9th+6 +3+6 +3 Breath Weapon (5d8), Energy Resistance 15 4 3 2 0 -- --



10th+7+3+7+3 Ambush Breath (Charisma to DC), Breath Weapon Range Increases 5 3 2 1 -- --



11th+8+3+7+3 Breath Weapon (6d8) 5 4 2 1 -- --



12th+9+4+8+4 Draconic Senses (blindsense), Energy Resistance 20 5 4 3 1 -- --



13th+9+4+8+4 Breath Weapon (7d10) 5 4 3 2 0 --



14th+10+4+9+4 Improved Draconic Flight 5 5 3 2 1 --



15th+11+5+9+5 Breath Weapon (8d10), Energy Resistance 25 5 5 4 2 1 --



16th+12+5+10+5 Treasure Sense 60 ft 5 5 4 3 2 --



17th+12+5+10+5 Breath Weapon (9d10) 5 5 4 3 2 0



18th+13+6+11+6 Ambush Breath (bypass resistance), Energy Resistance 30 5 5 5 3 3 1



19th+14+6+11+6 Breath Weapon (10d12), Breath Weapon Range Increases 5 5 5 4 3 2



20th+15+6+12+6 Draconic Transformation 5 5 5 4 4 3



Weapon and Armor Proficiencies: Dracocleptors are proficient with all simple weapons, as well as the handaxe, kukri, sap and short sword. A dracocleptor is proficient with light armor, but not shields.

Spells: A dracocleptor casts arcane spells, which are drawn from the dracocleptor spell list (see below). A dracocleptor can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a dracocleptor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dracocleptor’s spell is 10 + the spell level + the dracocleptor’s Cha modifier.
A dracocleptor can cast only a certain number of spells of each spell level per day. The dracocleptor’s base daily spell allotment is given on the Table below. In addition, a dracocleptor receives bonus spells per day if he has a high Charisma score.
Upon reaching 6th level, and at every third dracocleptor level after that, a dracocleptor can choose to learn a new spell in place of one he already knows. In effect, the dracocleptor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dracocleptor spell the dracocleptor can cast. A dracocleptor may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Dracocleptor Spells Known



Level 0th 1st 2nd 3rd 4th 5th



1st 2 1 -- -- -- --



2nd 3 1 -- -- -- --



3rd 3 1 -- -- -- --



4th 3 2 -- -- -- --



5th 3 2 1 -- -- --



6th 3 2 1 -- -- --



7th 3 3 1 -- -- --



8th 4 3 2 -- -- --



9th 4 3 2 1 -- --



10th 4 4 2 1 -- --



11th 4 4 3 1 -- --



12th 5 4 3 2 -- --



13th 5 5 3 2 1 --



14th 5 5 4 2 1 --



15th 5 5 4 3 2 --



16th 5 5 4 3 2 --



17th 5 5 5 3 3 1



18th 5 5 5 4 3 2



19th 6 5 5 4 4 2



20th 6 5 5 4 4 3



Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. The unique nature of a dracocleptor’s spells, however, allows them to avoid any chance of arcane spell failure if they wear light armor. This does not extend to any other form of armor or if they carry a shield, nor does this ability apply to spells gained from other spellcasting classes.

Breath Weapon (Su): Starting at 1st level the dracocleptor gains a breath weapon corresponding to their draconic affinity (see below). Regardless of the area of effect or energy type, the breath weapon initially deals 1d6 points of damage, plus an additional die per two class levels. At 7th level and every 6 levels thereafter the damage dice of the dracocleptor's breath weapon increases, becoming a d8 at 7th, a d10 at 13th, and finally a d12 at 19th. A successful Reflex save (DC = 10 + 1/2 the dracocleptor's class level (rounded up) + the dracocleptor's Con modifier) halves the damage dealt.
Alternatively, the dracocleptor can choose to project their breath weapon as a ray with a range of 60 ft, targeting a single opponent. In this case the dracocleptor must succeed at a ranged touch attack against their opponent, however the opponent does not receive a saving throw to reduce the damage. Furthermore, when projected as a ray the dracocleptor's breath weapon deals additional damage equal to their Con modifier (if positive) for each die of damage their breath weapon normally deals. For example, the ray produced by a 7th level dracocleptor with a Constitution score of 17 would deal 4d8+12 damage.
Initially, cone-shaped breath weapons have a range of 15 feet, while line-shaped breath weapons have a range of 30 feet. At level 10, these ranges double to 30 feet and 60 feet, and the range of the dracocleptor's ray increases to 120 feet. At 19th level these ranges double again to 60 feet and 120 feet, with the ray's range increasing to 240 feet.
Regardless of the form it takes, a dracocleptor must wait 1d4 rounds after using their breath weapon before they can use it again.

Draconic Affinity: Every dracocleptor must select a particular variety of true dragon that they share a particular connection with. This connection determines the nature of the dracocleptor's breath weapon as well as what sort of energy resistance the dracocleptor develops. Furthermore, each variety of dragon has a certain number of skills associated with. The dracocleptor receives a +2 bonus to these affiliated skills, and the dracocleptor gains the ability to always treat them as class skills. While most dracocleptors will choose to develop an affinity with a variety of dragon with they share morale or ethical viewpoints with, there is no requirement for them to do so.



Affinity Type Breath Weapon Energy Resistance Draconic Skills



Black Line of acid Acid Hide, Move Silently, Swim


Blue Line of lightning Electricity Bluff, Hide, Spellcraft


Brass Line of fire Fire Bluff, Gather Information, Survival


Bronze Line of lighting Electricity Disguise, Survival, Swim


Copper Line of acid Acid Bluff, Hide, Jump


Gold Cone of fire Fire Disguise, Heal, Swim


Green Cone of acid Acid Bluff, Hide, Move Silently


Red Cone of fire Fire Appraise, Bluff, Jump


Silver Cone of cold Cold Bluff, Disguise, Jump


White Cone of cold Cold Hide, Move Silently, Swim



Trapfinding (Ex): A dracocleptor can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

Ambush Breath (Su): At 2nd level, a dracocleptor develops the ability to wield their breath weapon more effectively against opponents who are unable to defend themselves effectively. If a creature who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor is caught in the area of effect of the dracocleptor's breath weapon or targeted by their breath weapon's ray form, then that creature takes double damage from the attack.
At 12th level the dracocleptor's ability to take advantage of unwary opponents improves further. If a creature who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor is caught in the area of effect of the breath weapon of a dracocleptor 12th level or higher than the DC for that creature to save against the dracocleptor's breath weapon increases by an amount equal to the dracoclepor's Cha modifier (if positive). If the area of the dracoclepor's breath weapon would also include creatures who would retain their Dexterity bonus than those creatures would save against the regular DC.
Starting at 18th level the dracocleptor's ability to punish opponents unable to defend themselves reaches its zenith. Creatures who would be denied their Dexterity bonus to AC against attacks made by the dracocleptor of 18th level or higher who are caught in the area of effect of their breath weapon or targeted by their breath weapon's ray form are unable to apply the benefits of any energy resistance they may possess against that attack. Should they possess immunity to the type of damage dealt by the dracocleptor's breath weapon, then they instead take half of the damage they would had they not been immune.

Energy Resistance (Ex): Beginning at 3rd level, a dracocleptor gains resistance 5 against the type of energy dealt by their breath weapon. For every three additional dracocleptor levels the dracocleptor possesses this resistance increases by an additional 5 (resistance 10 at level 6, 15 at level 9, 20 at level 12, 25 at level 15, and 30 at level 18).

Draconic Senses (Ex): A dracocleptor of 4th level or higher finds that their visual acuity begins to sharpen as they gain the finely honed senses of a dragon, gaining low-light vision as well as darkvision out to 60 ft. If a dracocleptor already possess darkvision or gains it from another source, then the range of their darkvision extends by 30 ft.
At 12th level, a dracocleptor's senses improve further, granting them blindsense out to a range of 30 ft.

Draconic Flight (Ex): At 6th level a dracocleptor sprouts a massive pair of dragon-like wings, enabling them to fly at a speed equal to their normal land speed with average mobility.

Treasure Sense (Su): Starting at 8th level, a dracocleptor gains the ability to magically sense hidden valuables. By concentrating as a full-round action, the dracocleptor can discern the approximate location (generally within a 5 ft. square), and approximate value of any items with an intrinsic value of at least 100 gp within 30 ft. This ability cannot locate magical items unless said items possess an intrinsic value beyond their magical properties (so a hat of disguise would escape notice, but a magical ring would likely be detected).
At level 16 the range of this ability increases to 60 ft. and the dracocleptor can use it as a swift action. Furthermore, starting at 16th level a dracocleptor's treasure sense can also detect magic items, allowing the dracocleptor to determine the value and function of magic items within range.
This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt can block it.

Improved Draconic Flight (Ex): Starting at level 14 a dracocleptor's flight speed increases to twice their normal land speed. Furthermore, when flying the dracocleptor's overland speed is 1.5 times greater than what it would normally be, and if performing a forced march the dracocleptor checks for nonlethal damage once every 2 hours instead of every hour.

Draconic Transformation (Ex): At 20th level a dracocleptor's draconic affinity fully manifests itself, partially transforming a dracocleptor into a dragon. This comes with the following effects;
- The dracocleptor's creature type changes to dragon if it wasn't already.
- The dracocleptor gains immunity to paralysis, sleep and the energy type determined by their draconic affinity
- The dracocleptor gains damage reduction 10/magic
- Finally, the dracocleptor is treated as a sorcerer of their dracocleptor class level for the purpose of using spell completion or spell trigger magic items (such as scrolls or wands).

Dracocleptor Spell List
0: dancing lights, detect magic, ghost sound, mage hand, message, open/close, read magic

1: alarm, breath flare, camouflage, cause fear, charm person, cheat, comprehend languages, detect secret doors, disguise self, expeditious retreat, hoard gullet, hypnotism, mage armor, obscure object, obscuring mist, silent image, undetectable alignment, unseen servant, ventriloquism

2: barkskin, bear's endurance, cat's grace, detect thoughts, eagle's splendor, entice gift, fog cloud, invisibility, knock, locate object, mesmerizing glare, minor image, resist energy, scare, silence

3: arcane sight, clairaudience/clairvoyance, gaseous form, glyph of warding, haste, invisibility sphere, major image, nondetection, protection from energy, shrink item, sleet storm, suggestion, tongues

4: breath weapon substitution, detect scrying, dispelling breath, fear, freedom of movement, hallucinatory terrain, greater invisibility, locate creature, rebuking breath, voice of the dragon

5: contingent energy resistance, fabricate, mass charm person, mass suggestion, mind fog, mirage arcana, mislead, seeming, stunning breath, true seeing

Lanth Sor
2018-12-28, 10:43 PM
Wyrm

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/cb10fca4-e959-4862-947e-ed7efdd41157/d2vpbkr-531f86d1-11e2-4273-a02e-aa1dcb2f4ad5.jpg


Wyrms are those who look upon dragons and claim to bear their soul. Taking in this truth they ascend beyond the mundane and become as mighty as the draconic lords. Clad in full plate and wielding mighty weapons wyrm's are sights to be feared. Their uncommon endurance allows for horrifying might to rend the weak with mighty strikes, or even calamitous power.
MAKING A WYRM
Abilities: A wyrm values constitution and charisma above most other attributes as constitution powers many of their physical abilities, and charisma powers their more supernatural abilities. Strength is a strong third as it enables deadly attacks with their weapon of choice. Dexterity is also valued as wyrms as a melee combatant. Wisdom and Intelligence both have their merits but neither is crucial to the wyrm's success.
Races: Most wyrms are humans, half elves, half-orcs, orcs, and tieflings, as all appropriate the power of dragons found in the fear they instill. Elves are not as common, but they bear a fair understanding of the creatures and sometimes are drawn the the power they command. Dwarves bear the knowledge of draconic fear throughout their culture, but most would consider the act of taking this fear as a kind of treason, but still a few to take the mantle. Most gnomes and halflings don't shoulder the ire for others needed to call the wyrms true power.
Alignment: A wyrm can be of any alignment though the primary source of their power originating in fear leads most toward the path of evil. Good wyrm's focus more on inspiring others through uses of might and to cause awe in others. Lawful wyrms are just as common as chaotic wyrms. Lawful wyrms tend to live longer then chaotic wyrms, especially when they are of the evil alignment as chaotic evil wyrms tend to be routed out and dispatched when not careful.
Starting Gold: 5d6x10 (175 gp).
Starting Age: As paladin (PH 109).

Hit Die: d12
Skill Points: 6 + Intelligence Modifier
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Heal, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Swim.
Proficiencies: Infinite Dragon are proficient with simple weapons, martial weapons, bastard swords, and whips, and light armor or shields.


LevelBABFortRefWillSpecial
1st+1+2+2+2Wyrm Presence, Drake Blood, Adrenaline Surge, Limit Break
2nd+2+3+3+3Wyrm Mind, Wyrm Mien
3rd+3+3+3+3Wyrm Hide, Drake Blood Technique
4th+4+4+4+4-
5th+5+4+4+4Wyrm Mien
6th+6/+1+5+5+5Wyrm's Hoard
7th+7/+2+5+5+5Wyrm's Domain, Drake Blood Technique
8th+8/+3+6+6+6-
9th+9/+4+6+6+6Wyrm Mien
10th+10/+5+7+7+7-
11th+11/+6/+1+7+7+7Drake Blood Technique
12th+12/+7/+2+8+8+8-
13th+13/+8/+3+8+8+8Wyrm Mein, Wyrm's Dominance
14th+14/+9/+4+9+9+9-
15th+15/+10/+5+9+9+9Drake Blood Technique
16th+16/+11/+6/+1+10+10+10-
17th+17/+12/+7/+2+10+10+10Wyrm Mien
18th+18/+13/+8/+3+11+11+11-
19th+19/+14/+9/+4+11+11+11Drake Blood Technique, Wyrm's Dominion
20th+20/+15/+10/+5+12+12+12Soul of the Wyrm


Wyrm Presence (Ex): The presence of dragons is an unforgettable thing, Wyrm's steal the raw power from the legend of dragons and wield it against men, beasts, and even the world. The wyrm adds their strength to their intimidate checks. Additionally the wyrm gains a pool of anima equal to 1/2 class level + their charisma modifier. Wyrms count as having the dragon type in addition to their base type when determining if effects apply to them or meeting prerequisites. Wyrm Miens are supernatural abilities unless noted otherwise.

Additionally when they use intimidate to demoralize it effects a 30ft cone in front of them.

Drake's Blood (Ex): The presence of the dragon seeps into the wyrms blood granting a pool of adrenaline, class level + Constitution modifier uses per encounter(min 3). Recovery requires 5 minutes of rest or 1 hour of light activity. You may expend more adrenaline then you currently have, but doing so is taxing. If your pool becomes -1 then the wyrm is fatigued, at -2 the fatigue penalties double, at -3 the wyrm is exhausted, at -4 the wyrm is also staggered, at -5 the wyrm is rendered unconscious. Adrenaline is expended at the end of the turn the technique is used. Anything that normally causes fatigue, exhausted, or sleep effect instead cause the Wyrm to lose adrenaline. If something removes fatigue, exhaustion, or sleep it instead restores the correlated adrenaline. Fatigue cost 1 adrenaline, exhaust costs 2, sleep cost 3. Unless noted otherwise all drake's blood techniques are extraordinary abilities.

Adrenaline Surge: Expend 3 uses of adrenaline to gain an extra move action, but are staggered on the next round. At level 6 the uses drop to 2 uses required. The extra action can only be used for movement actions such a fly, climb, jump, etc. At level 12 only 1 use is used. At level 18 you are no longer staggered the following round. This is a drake's blood technique.

Limit Breaks:

Limit Breaks are special abilities unique to FFd20 (http://www.finalfantasyd20.com/system-rules/limit-breaks/) that all base and prestige classes get at 1st level. To activate a limit break, most require a standard action (though some limit breaks allow swift actions to be used) and you can only activate a limit break while your health (or the health of your animal companion, automaton, bone commander, etc.) is 50% or less. All limit breaks are considered supernatural (Su) abilities unless stated otherwise. In addition, a limit break cannot be activated while another limit break is in effect (like some that have durations).
At 1st level, you get 1 limit break usage per day, and every 4 levels thereafter (2 levels for prestige classes), you gain an additional limit break usage.

Seethe Primeval Scorn: The wyrm invokes the ire found in their soul for those who wish to surmount their true power. The seething ire pervades the vary air distorting sight and unleashing a low howl whips through as the wyrm appears to be the eye of a storm. All in 30ft radius of the wyrm are instantly target of an intimidate demoralize check 10 + wyrm's intimidate bonus. Additionally the first anima used each round this ability persists is at no cost. This ability last 1 round per 4 class levels.

Incite Primeval Instinct: The wyrm enters a state of pure instinct gaining 1/4th class level to Attack, dodge bonus to AC, skill and ability checks, and saves. During this state all Drake's Blood Techniques have no cost. This ability last 1 round per 4 class levels.

Wyrm Mind At the 2nd level Wyrm's choose a single mental discipline to paragon similar to dragons magic and other mental proficiencies.

Eldritch Power
The wyrm gains spell casting as a 1st level sorcerer, but do not gain the sorcerers spells known. Instead they start with 4 0 level spells known. The wyrms chooses one non-divine class, that cast 9th level spells, the wyrm uses their spell list. If the class is a non-arcane spell caster, the wyrms spells instead are the same type as the class they draw their spell list form, IE pathfinder Psychic uses psychic magic. The wyrms caster level is equal to their class level. Their spell slots advance as a sorcerer of half their class level rounded down.

The wyrm does not learn new spells as they advance in level, instead they must acquire new spells through scrolls or other records of the spell. Learning a spell requires the same financial investment as wizard coping into their spell book, this is spent on alchemical tinctures, incense and powders. The wyrm keeps all spells known in their mind not requiring a spell book. Wyrm's ignore 5% arcane spell failure in any armor they are proficient in per odd class level level minimum 0%.


Martial Adept
Gain martial initiator level equal to class level. Instead of readying a maneuvers the wyrm must expend 1 adrenaline per 3 maneuver levels to activating a maneuver. If the maneuver is supernatural it instead costs anima. Learning new maneuvers is requires the same cost as learning a spell from a spell book or scroll, but requiring martial manuscript or person who knows the desired maneuver. Learning a maneuver that you have no source of training cost XP worth twice the gp cost of the maneuver, 1 week per maneuver level, and training equipment equal to the maneuver manuscript's cost is used up each week.

Discipline Access: At 2nd level, a Martial Adept chooses their Primary Discipline, the core idea from which their talent shall spring. They gain that Discipline's associated skill as a class skill, and become proficient with its associated weapons, as well as gaining access to its maneuvers.

At 4th level, a Martial Adept chooses a second Discipline that comes naturally to them (its theme is usually similar in some way to their Primary Discipline, but not always). They gain access to that Discipline's maneuvers, associated weapons, and skill much as their Primary Discipline.

At 6th level, a Martial Adept gains the ability to learn new Disciplines whenever they wish. This typically requires about a month of time, spent in tutelage to a master of the discipline that the Adept wishes to learn (they must know at least 4th level maneuvers from the discipline to be considered a master of it), or spent communing in some way with the idea that the discipline represents.

For example, a discipline based around fighting like a gladiator could be learned by spending a month trapped in a gladiatorial arena, battling for one's life in front of a crowd. A discipline based around fighting like a wolf could be learned by observing wolves in the wild for a month. A discipline based around serving one's deity could be learned by dedicating a month to directly carrying out the will and wishes of one's deity, forsaking all personal pursuits, concerns, and comforts for the duration. Any of these would be considered "communing" with the idea of a discipline.

At the conclusion of one's tutelage, or communion, the Martial Adept must spend 1,000 experience points, representing his temporary dedication to a singular purpose (learning the discipline), rather than the general progress that experience points represent. Then, he gains access to the chosen Discipline's maneuvers, gains its associated skill as a class skill, and gains proficiency with its associated weapons. He immediately gains knowledge of 1st level Core Maneuver of the learned Discipline - this maneuver does not count against his pool of Core Maneuvers Known, but is otherwise considered a Maneuver Known.


Psionic Mastery
The wyrm gains manifesting as a 1st level psion, but do not gain the psions powers known. Instead they start with 2 1st level powers known. The wyrms chooses one manifesting class, that manifests 9th level powers, the wyrm uses their power list. The wyrms manifester level is equal to their class level. Their power points and max power level advance as a psion of half their class level rounded down.

The wyrm does not learn new powers as they advance in level, instead they must acquire new powers through power stones or other records of the power. Learning a power requires the same financial investment as wizard coping into their spell book, this is spent on alchemical tinctures, incense and powders. The wyrm keeps all powers known in their mind not requiring a spell book or similar item.


Wyrm Mien: Starting at the 2nd level, the 5th level, and every 4th level there after the wyrm gains a new wyrm mien.

Arctic Soul: The wyrm gains the Cold Subtype. The wyrm also gains the chill special attack dealing cold damage in addition to damage dealt on a successful hit in melee. Those affected by the chill ability must also succeed on a fortitude save or be chilled, having the chilled condition and taking 1/2 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A chilled creature can attempt a new save as a full-round action. Contact with fire grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take cold damage as though hit by the wyrm's chill and must make a fortitude save to avoid being chilled.

(Chilled: A chilled creature moves and attacks at a drastically slowed rate for 1 round. A chilled creature can take only a move action or standard action on its next turn, but not both (nor may it take full-round actions). Additionally, it suffers a –2 penalty to AC, and a –2 penalty on melee attack rolls, damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.)

Draconic Aura (Ex): The wyrm gains 1 draconic aura per 4 class levels rounded up. The wyrm's bonus for draconic aura is +1 per wyrm mien they have.

Dragon's Breath: The wyrm gains a breath weapon dealing 1d6/2 class levels damage to all in a cone 15ft. The damage is the same type as the damage dealt by your soul Wyrm Main. The DC is 10 + 1/2 class level + CON modifier. The breath weapon cannot be used for 1d4 + 4 rounds after use. The recovery is reduced by 1 round at the 4th level and every 4 levels there after, to minimum of 1d4 rounds. The range doubles at the 6th level, and every 6 levels there after. Requires any soul wyrm mien.

Inferno Soul: The wyrm gains Fire subtype. The wyrm also gains the burn special attack dealing fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking 1d6/4 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take fire damage as though hit by the wyrm's burn and must make a Reflex save to avoid catching on fire.

Living Blizzard: The wyrm radiates enough cold to passively freeze those around them. The wyrm gains freezing presence with a range of 5ft per class level. The presence deals 1/2 class level cold damage(Fortitude negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also Chilled by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels cold damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Living Inferno: The wyrm radiates enough heat to passively burn those around them. The wyrm gains burning presence with a range of 5ft per class level. The presence deals 1/2 class level fire damage(Refelx negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also blinded by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels fire damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Unapproachable: By expending 2 anima to double the range of Wyrm Domain. If the intimidate succeeds by 5 or more vs a target they are staggered if in the normal range of wyrm domain. This effect last 1 round per 3 levels. Requires Wyrm domain.

Untouchable: While the wyrm has 1 anima they add their armor bonus to AC to their touch AC. Additionally they may expend a 1 anima to oppose any incoming attack with an intimidate check, if the intimidate matches the attack the attack misses as the pressure of the wyrm's presence deters the assault.

Wings of the Wyrm: The wyrm manifests the aura of draconic wings allowing flight. The wyrm gains a fly speed equal to twice their base land speed, with clumsy maneuverability. At 5t level the maneuverability increase by one step. At 9th level the maneuverability increase by an additional step. By expending 1 anima the wings become more solid granting an overland fly speed of 4x base land speed for 1 hour per 2 class levels. Requires Wyrm's Ascent.

Wyrm Sense: The wyrm's senses have expanded beyond their natural bounds. The wyrm gains blindsense 15ft per 5 class levels. As a swift action, spend 1 anima to gain blind sight at normal blindsense range and double blindsense range. This lasts 1 minute. Requires Intuit Danger, and Sense of the Dragon


Wyrm Hide: Starting at the 3rd level, the wyrm gains DR X/-, X is equal to constitutions modifier +1/3rd class level. By expending 1 adrenaline as a immediate action, the class level bonus increases to equal class level for 1 round.

Drake's Blood Techniques: At the 3rd level and every 4th levels there after the wyrm gains a new drake's blood techniques.

Astride the World: As a full-round action, you may expend 2 adrenaline to make an even greater jump. The DC for this jump becomes 1 point per 100 ft. of horizontal distance or 1 point per 10 ft of vertical distance. Requires class level 7 and wyrm's ascent.

Earth Fall Strike: When landing after being airborne for any reason you may use your fall force to damage your enemies. When falling the wyrm are considered charging. The wyrm deals an addition 1d6 falling damage on hit per 10 ft of downward movement during a jump of fall.

Evade the Drake's Breath: The wyrm gains evasion as the rogue class feature. At the 7th level the evasion increase to improved evasion. By expending 1 adrenaline the wyrm instantly moves to the nearest safe location not effected by an effect that requires a reflex save.

Intuit Danger: The wyrm gains uncanny dodge as the rogue class feature. At the 7th level uncanny dodge increase to improved uncanny dodge. When attacked the wyrm may expend 1 adrenaline, as an immediate action, granting dodge bonus to the next attack equal to class level.

Irrational Stride: When making any movement, expend 1 adrenaline as a swift action to complete your movement without passing through any intervening squares. This does not allow you to reach any space you would not normally be able to reach with associate movement modes you posses. You may use this ability to charge through difficult or obstructed terrain as long as you are aware of the position of your target.

Lifeblood Unending: The wyrm gains fast healing equal to con mod(max 1/2th class level, min 1/4th class level) while bloodied. Expend 3 adrenaline as a swift action, to activate the fast healing for 1/2 class level rounds without being bloodied. As a standard action expend 1 adrenaline to increase the fast healing to be equal to class level.

Sense of the Dragon: The wyrm gains low-light vision, but the distance is 3x human sight, increasing to 4x at 5th level. Gain Darkvision 60ft, the range doubles at 9th level. Add half level to perception checks(spot, listen, and search). Gain scent 10ft, and increase by 5ft per odd level after the 1st. By expending 1 adrenaline as a standard action, to double the base benefits of Sense of the Dragon for 1 minute.

Undaunted Stride: The wyrm no longer has their speed reduced by armor or encumbrance. The wyrm may also expend 1 adrenaline per spell level, power level, etc.(min 1) to ignore the speed reduction portion of any effect.

Unimpeachable Strike: With a sudden whip of their weapon the wyrm attacks with such speed it would be imperceptible, if the wind didn't follow the attack. No attack roll is made for this attack instead the target must reflex save DC (10 + class level + strength modifier). The attack deals critical damage for the weapon. All damage is converted into untyped damage. This may be used in place of any attack including AOO. This cost 1 adrenaline.

Vengeance of Scarred Lord: When the wyrm takes damage from a source they gain bonus precision damage to their next melee attack against the source of the damage. The bonus damage is 1d6 per odd class level. This does not count as sneak attack die. By expending 1 adrenaline when making an attack benefiting from this ability the attack rolls any die related to hitting the target twice taking the better result.

Wyrm's Ascent: As long as the wyrm has 1 adrenaline they are always considered to have a running start when making jump checks and are not limited by their height or speed for jump distances or height. While making a jump check you may expend adrenaline to gain a bonus equal to 3 + class level per adrenaline spent. The wyrm no longer takes fall damage from jumps they successfully make. Additionally when making jump down check for every 5 they exceed the DC they ignore an additional 5ft of fall distance.


Wyrm Horde (Sp): Whenever a Wyrm spends at least a week in an area, they may attune themselves to that place, the place must contain at least level²x100g worth of valuables or be their place of residence. Thereafter, they may open a portal of swirling mist, the wyrm can specify cosmetic details, to that area by spending ten consecutive rounds casting this ability. The portal is large enough to accommodate any creature you have a magical bond with, but creatures other then the wyrm and any bonded creatures can use the portal. Enemies and allies alike can see the gate, which remains open for up to eight hours after being cast, and can walk through it without interference, but doing so does nothing except leave them with a vague feeling of unease.

An identical portal appears at the Wyrm's destination. If he steps through this second gateway before eight hours elapse, he returns to the location of the first gate and the gates disappear. Even if he doesn't use the second gate again, both gates disappear after eight hours.

Treat this ability as the result of a 1st level Conjuration (Teleportation) spell for adjudicating effects.

Wyrm Domain (Ex): Starting at the 7th level, the very presence of the wyrm becomes overbearing to his enemies. Upon entering 15ft of the wyrm enemies are immediately effected as if the wyrm had used the demoralize option of intimidate on them, on a roll of class level + intimidate to demoralize bonus. Every odd level there after the radius increases by 15ft. For all purposes this counts as frightful presence.

Wyrm's Dominance (Ex): Starting at the 13th level, the wyrm gains leadership and epic leadership as the feat. The wyrms leadership score is equal to their intimidate bonus instead of the normal calculations. Loss of life in the wyrms has no effect on their score. Followers cannot exceed 1/3rd the wyrm's level. An important note is the wyrm's followers spring up around their myth and are not bound to them through anything other then fanaticism, though the wyrm may spend time directing the horde. The cohort/s is/are usually the hordes leader.

Wyrm's Dominion (Ex): A wyrm at the 19th level begins to grant their loyal horde with a fraction of his presence. Any cohort or follower of the wyrm radiates the wyrm's wyrm domain ability, the DC uses the follower/cohort's HD for the DC but the wyrm's Charisma modifier. Range of the ability is 5ft/3 HD if under 7HD otherwise it matches a wrym of the sam HD as the cohort/follower.

Soul of the Wyrm: The wyrm's type changes to dragon at the 20th level. They are considered a true dragon and have their racial aging replaced with dragon aging (https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/). They do not gain anything but attribute and natural armor changes for raising in age category. Use the wyrms current age to determine what dragon age category they fall into.




Wyrm

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/cb10fca4-e959-4862-947e-ed7efdd41157/d2vpbkr-531f86d1-11e2-4273-a02e-aa1dcb2f4ad5.jpg


Wyrms are those who look upon dragons and claim to bear their soul. Taking in this truth they ascend beyond the mundane and become as mighty as the draconic lords. Clad in full plate and wielding mighty weapons wyrm's are sights to be feared. Their uncommon endurance allows for horrifying might to rend the weak with mighty strikes, or even calamitous power.
MAKING A WYRM
Abilities: A wyrm values constitution and charisma above most other attributes as constitution powers many of their physical abilities, and charisma powers their more supernatural abilities. Strength is a strong third as it enables deadly attacks with their weapon of choice. Dexterity is also valued as wyrms as a melee combatant. Wisdom and Intelligence both have their merits but neither is crucial to the wyrm's success.
Races: Most wyrms are humans, half elves, half-orcs, orcs, and tieflings, as all appropriate the power of dragons found in the fear they instill. Elves are not as common, but they bear a fair understanding of the creatures and sometimes are drawn the the power they command. Dwarves bear the knowledge of draconic fear throughout their culture, but most would consider the act of taking this fear as a kind of treason, but still a few to take the mantle. Most gnomes and halflings don't shoulder the ire for others needed to call the wyrms true power.
Alignment: A wyrm can be of any alignment though the primary source of their power originating in fear leads most toward the path of evil. Good wyrm's focus more on inspiring others through uses of might and to cause awe in others. Lawful wyrms are just as common as chaotic wyrms. Lawful wyrms tend to live longer then chaotic wyrms, especially when they are of the evil alignment as chaotic evil wyrms tend to be routed out and dispatched when not careful.
Starting Gold: 5d6x10 (175 gp).
Starting Age: As paladin (PH 109).

Hit Die: d12
Skill Points: 6 + Intelligence Modifier
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Heal, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Swim.
Proficiencies: Wyrms are proficient with simple weapons, martial weapons, bastard swords, and whips, and light armor or shields.


LevelBABFortRefWillSpecial
1st+1+2+2+2Wyrm Presence, Drake Blood, Adrenaline Surge, Limit Break - (-)
2nd+2+3+3+3Eldritch Power, Wyrm Mien+4 (4)
3rd+3+3+3+3Wyrm Hide, Drake Blood Technique+2 (6)
4th+4+4+4+4Wyrm Mien+2 (8)
5th+5+4+4+4Drake Blood Technique+2 (10)
6th+6/+1+5+5+5Wyrm's Hoard, Wyrm Mien+3 (13)
7th+7/+2+5+5+5Wyrm's Domain, Drake Blood Technique+3 (16)
8th+8/+3+6+6+6Wyrm Mien+3 (19)
9th+9/+4+6+6+6Drake Blood Technique+3 (22)
10th+10/+5+7+7+7Wyrm Mien+4 (26)
11th+11/+6/+1+7+7+7Drake Blood Technique+4 (30)
12th+12/+7/+2+8+8+8Wyrm Mien+4 (34)
13th+13/+8/+3+8+8+8Wyrm's Dominance, Drake Blood Technique+4 (38)
14th+14/+9/+4+9+9+9Wyrm Mien+5 (43)
15th+15/+10/+5+9+9+9Drake Blood Technique+5 (48)
16th+16/+11/+6/+1+10+10+10Wyrm Mien+5 (53)
17th+17/+12/+7/+2+10+10+10Drake Blood Technique+5 (58)
18th+18/+13/+8/+3+11+11+11Wyrm Mien+6 (64)
19th+19/+14/+9/+4+11+11+11Wyrm's Dominion, Drake Blood Technique+6 (70)
20th+20/+15/+10/+5+12+12+12Soul of the Wyrm+6 (76)


Wyrm Presence (Ex): The presence of dragons is an unforgettable thing, Wyrm's steal the raw power from the legend of dragons and wield it against men, beasts, and even the world. The wyrm adds their strength to their intimidate checks. Wyrms count as having the dragon type in addition to their base type when determining if effects apply to them or meeting prerequisites.

Wyrm's Ire (Ex): The wyrm can calls upon the rage of dragon invoking frightful presence in a 30ft cone in front of them.

Drake's Blood (Ex): The presence of the dragon seeps into the wyrms blood granting a pool of adrenaline, class level + Constitution modifier uses per encounter(min 3). Recovery requires 5 minutes of rest or 1 hour of light activity. You may expend more adrenaline then you currently have, but doing so is taxing. If your pool becomes -1 then the wyrm is fatigued, at -2 the fatigue penalties double, at -3 the wyrm is exhausted, at -4 the wyrm is also staggered, at -5 the wyrm is rendered unconscious. Adrenaline is expended at the end of the turn the technique is used. Anything that normally causes fatigue, exhausted, or sleep effect instead cause the Wyrm to lose adrenaline. If something removes fatigue, exhaustion, or sleep it instead restores the correlated adrenaline. Fatigue cost 1 adrenaline, exhaust costs 2, sleep cost 3. Unless noted otherwise all drake's blood techniques are extraordinary abilities.

Adrenaline Surge: Expend 3 uses of adrenaline to gain an extra move action, but are staggered on the next round. At level 6 the uses drop to 2 uses required. The extra action can only be used for movement actions such a fly, climb, jump, etc. At level 12 only 1 use is used. At level 18 you are no longer staggered the following round. This is a drake's blood technique.

Limit Breaks:

Limit Breaks are special abilities unique to FFd20 (http://www.finalfantasyd20.com/system-rules/limit-breaks/) that all base and prestige classes get at 1st level. To activate a limit break, most require a standard action (though some limit breaks allow swift actions to be used) and you can only activate a limit break while your health (or the health of your animal companion, automaton, bone commander, etc.) is 50% or less. All limit breaks are considered supernatural (Su) abilities unless stated otherwise. In addition, a limit break cannot be activated while another limit break is in effect (like some that have durations).
At 1st level, you get 1 limit break usage per day, and every 4 levels thereafter (2 levels for prestige classes), you gain an additional limit break usage.

Seethe Primeval Scorn: The wyrm invokes the ire found in their soul for those who wish to surmount their true power. The seething ire pervades the vary air distorting sight and unleashing a low howl whips through as the wyrm appears to be the eye of a storm. All in 30ft radius of the wyrm are instantly target of an intimidate demoralize check 10 + wyrm's intimidate bonus. Additionally the first wyrm mien used each round this ability persists is at no cost. This ability last 1 round per 4 class levels.

Incite Primeval Instinct: The wyrm enters a state of pure instinct gaining 1/4th class level to Attack, dodge bonus to AC, skill and ability checks, and saves. During this state all Drake's Blood Techniques have no cost. This ability last 1 round per 4 class levels.

Eldritch Power
The Wyrm gains a caster level equal to their 3/4 class level. The wyrm's gains an anima pool with 4 points plus charisma modifer, and the pool increase as shown in the table above as the Wyrm gains levels. All wyrm class features that cost anima have their cost doubled except spells. By expending 1 anima per spell level(including any spell level changes such as metamagic feats) the wyrm may cast any spell they know. When casting a spell the wyrm must make a DC 15 + (2 x spell level) will save or fail to cast the spell and expend the anima. On a failed save the wyrm also takes 1d10 damage per spell level. If the save was failed by 5 or more the wyrm takes an additional d10 per 5 anima remaining and all their anima is expended.

The wyrm learns 4 cantrips at the 2nd level and 2 1st level spells. The wrym learns new spells the same way a wizard does, expect instead of writing down their new spells they commit them to memory. Learning a new sepll takes 2 hours per spell level. The cost of memorizing a spell is twice the value of the scroll, in incense and magical reagents. The wyrm can memorize spells of any level, but must make a DC 18 + spell level spellcraft check, or the spell is not learned. Regardless of success or failure consumable items are consumed, and on failure the source spell is ruined, in the case of spell book or similar item the only the desired spell is ruined. Ruined spells cannot be used for casting and must be recopied to the spell book.

Wyrm Mien: Starting at the 2nd level, and every even level there after the wyrm gains a new wyrm mien. Wyrm Miens are supernatural abilities unless noted otherwise.

Arctic Soul: The wyrm gains the Cold Subtype. The wyrm also gains the chill special attack dealing cold damage in addition to damage dealt on a successful hit in melee. Those affected by the chill ability must also succeed on a fortitude save or be chilled, having the chilled condition and taking 1/2 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A chilled creature can attempt a new save as a full-round action. Contact with fire grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take cold damage as though hit by the wyrm's chill and must make a fortitude save to avoid being chilled.

(Chilled: A chilled creature moves and attacks at a drastically slowed rate for 1 round. A chilled creature can take only a move action or standard action on its next turn, but not both (nor may it take full-round actions). Additionally, it suffers a –2 penalty to AC, and a –2 penalty on melee attack rolls, damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.)

Draconic Aura (Ex): The wyrm gains 1 draconic aura per 4 class levels rounded up. The wyrm's bonus for draconic aura is +1 per odd wyrm mien they have.

Dragon's Breath: The wyrm gains a breath weapon dealing 1d6/2 class levels damage to all in a cone 15ft. The damage is the same type as the damage dealt by your soul Wyrm Main. The DC is 10 + 1/2 class level + CON modifier. The breath weapon cannot be used for 1d4 + 4 rounds after use. The recovery is reduced by 1 round at the 4th level and every 4 levels there after, to minimum of 1d4 rounds. The range doubles at the 6th level, and every 6 levels there after. Requires any soul wyrm mien.

Inferno Soul: The wyrm gains Fire subtype. The wyrm also gains the burn special attack dealing fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking 1d6/4 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take fire damage as though hit by the wyrm's burn and must make a Reflex save to avoid catching on fire.

Living Blizzard: The wyrm radiates enough cold to passively freeze those around them. The wyrm gains freezing presence with a range of 5ft per class level. The presence deals 1/2 class level cold damage(Fortitude negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also Chilled by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels cold damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Living Inferno: The wyrm radiates enough heat to passively burn those around them. The wyrm gains burning presence with a range of 5ft per class level. The presence deals 1/2 class level fire damage(Refelx negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also blinded by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels fire damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Unapproachable: By expending 2 anima to double the range of Wyrm Domain. If the intimidate succeeds by 5 or more vs a target they are staggered if in the normal range of wyrm domain. This effect last 1 round per 3 levels. Requires Wyrm domain.

Untouchable: While the wyrm has 1 anima they add their armor bonus to AC to their touch AC. Additionally they may expend a 1 anima to oppose any incoming attack with an intimidate check, if the intimidate matches the attack the attack misses as the pressure of the wyrm's presence deters the assault.

Wings of the Wyrm: The wyrm manifests the aura of draconic wings allowing flight. The wyrm gains a fly speed equal to twice their base land speed, with clumsy maneuverability. At 5t level the maneuverability increase by one step. At 9th level the maneuverability increase by an additional step. By expending 1 anima the wings become more solid granting an overland fly speed of 4x base land speed for 1 hour per 2 class levels. Requires Wyrm's Ascent.

Wyrm Sense: The wyrm's senses have expanded beyond their natural bounds. The wyrm gains blindsense 15ft per 5 class levels. As a swift action, spend 1 anima to gain blind sight at normal blindsense range and double blindsense range. This lasts 1 minute. Requires Intuit Danger, and Sense of the Dragon


Wyrm Hide: Starting at the 3rd level, the wyrm gains DR X/-, X is equal to constitutions modifier +1/3rd class level. By expending 1 adrenaline as a immediate action, the class level bonus increases to equal class level for 1 round.

Drake's Blood Techniques: At the 3rd level and every 4th levels there after the wyrm gains a new drake's blood techniques.

Astride the World: As a full-round action, you may expend 2 adrenaline to make an even greater jump. The DC for this jump becomes 1 point per 100 ft. of horizontal distance or 1 point per 10 ft of vertical distance. Requires class level 7 and wyrm's ascent.

Earth Fall Strike: When landing after being airborne for any reason you may use your fall force to damage your enemies. When falling the wyrm are considered charging. The wyrm deals an addition 1d6 falling damage on hit per 10 ft of downward movement during a jump of fall.

Evade the Drake's Breath: The wyrm gains evasion as the rogue class feature. At the 7th level the evasion increase to improved evasion. By expending 1 adrenaline the wyrm instantly moves to the nearest safe location not effected by an effect that requires a reflex save.

Intuit Danger: The wyrm gains uncanny dodge as the rogue class feature. At the 7th level uncanny dodge increase to improved uncanny dodge. When attacked the wyrm may expend 1 adrenaline, as an immediate action, granting dodge bonus to the next attack equal to class level.

Irrational Stride: When making any movement, expend 1 adrenaline as a swift action to complete your movement without passing through any intervening squares. This does not allow you to reach any space you would not normally be able to reach with associate movement modes you posses. You may use this ability to charge through difficult or obstructed terrain as long as you are aware of the position of your target.

Lifeblood Unending: The wyrm gains fast healing equal to con mod(max 1/2th class level, min 1/4th class level) while bloodied. Expend 3 adrenaline as a swift action, to activate the fast healing for 1/2 class level rounds without being bloodied. As a standard action expend 1 adrenaline to increase the fast healing to be equal to class level.

Sense of the Dragon: The wyrm gains low-light vision, but the distance is 3x human sight, increasing to 4x at 5th level. Gain Darkvision 60ft, the range doubles at 9th level. Add half level to perception checks(spot, listen, and search). Gain scent 10ft, and increase by 5ft per odd level after the 1st. By expending 1 adrenaline as a standard action, to double the base benefits of Sense of the Dragon for 1 minute.

Undaunted Stride: The wyrm no longer has their speed reduced by armor or encumbrance. The wyrm may also expend 1 adrenaline per spell level, power level, etc.(min 1) to ignore the speed reduction portion of any effect.

Unimpeachable Strike: With a sudden whip of their weapon the wyrm attacks with such speed it would be imperceptible, if the wind didn't follow the attack. No attack roll is made for this attack instead the target must reflex save DC (10 + class level + strength modifier). The attack deals max damage for the weapon. The damage ignores damage reduction and hardness. This may be used in place of any attack including AOO. This cost 1 adrenaline.

Vengeance of Scarred Lord: When the wyrm takes damage from a source they gain bonus precision damage to their next melee attack against the source of the damage. The bonus damage is 1d6 per odd class level. This does not count as sneak attack die. By expending 1 adrenaline when making an attack benefiting from this ability the attack rolls any die related to hitting the target twice taking the better result.

Wyrm's Ascent: As long as the wyrm has 1 adrenaline they are always considered to have a running start when making jump checks and are not limited by their height or speed for jump distances or height. While making a jump check you may expend adrenaline to gain a bonus equal to 3 + class level per adrenaline spent. The wyrm no longer takes fall damage from jumps they successfully make. Additionally when making jump down check for every 5 they exceed the DC they ignore an additional 5ft of fall distance.


Wyrm Horde (Sp): Whenever a Wyrm spends at least a week in an area, they may attune themselves to that place, the place must currently contain at least level²x100g worth of valuables or be their place of residence. Thereafter, they may open a portal of swirling mist, the wyrm can specify cosmetic details, to that area by spending ten consecutive rounds casting this ability. The portal is large enough to accommodate any creature you have a magical bond with, but creatures other then the wyrm and any bonded creatures can use the portal. Enemies and allies alike can see the gate, which remains open for up to eight hours after being cast, and can walk through it without interference, but doing so does nothing except leave them with a vague feeling of unease.

An identical portal appears at the Wyrm's destination. If he steps through this second gateway before eight hours elapse, he returns to the location of the first gate and the gates disappear. Even if he doesn't use the second gate again, both gates disappear after eight hours.

Treat this ability as the result of a 1/2 class level Conjuration (Teleportation) spell for adjudicating effects.

Wyrm Domain (Ex): Starting at the 7th level, the very presence of the wyrm becomes overbearing to his enemies. Upon entering 15ft of the wyrm enemies are immediately effected as if the wyrm had used the demoralize option of intimidate on them, on a roll of class level + intimidate to demoralize bonus. Every odd level there after the radius increases by 15ft. For all purposes this counts as frightful presence.

Wyrm's Dominance (Ex): Starting at the 13th level, the wyrm gains leadership and epic leadership as the feat. The wyrms leadership score is equal to their intimidate bonus instead of the normal calculations. Loss of life in the wyrms has no effect on their score. Followers cannot exceed 1/3rd the wyrm's level. An important note is the wyrm's followers spring up around their myth and are not bound to them through anything other then fanaticism, though the wyrm may spend time directing the horde. The cohort/s is/are usually the hordes leader.

Wyrm's Dominion (Ex): A wyrm at the 19th level begins to grant their loyal horde with a fraction of his presence. Any cohort or follower of the wyrm radiates the wyrm's wyrm domain ability, the DC uses the follower/cohort's HD for the DC but the wyrm's Charisma modifier. Range of the ability is 5ft/3 HD if under 7HD otherwise it matches a wrym of the sam HD as the cohort/follower.

Soul of the Wyrm: The wyrm's type changes to dragon at the 20th level. They are considered a true dragon and have their racial aging replaced with dragon aging (https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/). They do not gain anything but attribute and natural armor changes for raising in age category. Use the wyrms current age to determine what dragon age category they fall into.



Archetypes

Tome Wyrm
Martial Adept
Gain martial initiator level equal to class level. Instead of readying a maneuvers the wyrm must expend 1 adrenaline per 3 maneuver levels to activating a maneuver. If the maneuver is supernatural it instead costs anima.

Learning new maneuvers requires the same cost as learning a spell from a spell book or scroll, but requiring martial manuscript or person who knows the desired maneuver. Learning a maneuver that you have no source of training cost XP worth twice the gp cost of the maneuver, 1 week per maneuver level, and training equipment equal to the maneuver manuscript's cost is used up each week. The Wyrm chooses one martial discipline and gains all 1st level maneuvers and stances of that discipline.


Gem Wyrm
Psionic Mastery
The wyrm gains manifesting as a 1st level psion, but do not gain the psions powers known. Instead they start with 2 1st level powers known. The wyrms chooses one manifesting class, that manifests 9th level powers, the wyrm uses their power list. The wyrms manifester level is equal to their class level. Their power points and max power level advance as a psion of half their class level rounded down.

The wyrm does not learn new powers as they advance in level, instead they must acquire new powers through power stones or other records of the power. Learning a power requires the same financial investment as wizard coping into their spell book, this is spent on alchemical tinctures, incense and powders. The wyrm keeps all powers known in their mind not requiring a spell book or similar item.

Lanth Sor
2018-12-28, 10:44 PM
Draconic Traits

Alternate Form
Benefit: A dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. This is a supernatural ability.

Awesome Presence
Prerequisite: Huge or Larger
Benefit: Gain the presence of the same name found on Dragon magic pg125

Burning Presence
Prerequisite: Primordial Flame
Benefit: Gain the presence of the same name found on Dragon magic pg125

Corrupting Presence
Prerequisite: Evil alignment
Benefit: Gain the presence of the same name found on Dragon magic pg125

Dissolving Presence
Prerequisite: Primordial Vitriol
Benefit: Gain the presence of the same name found on Dragon magic pg125

Dragon Hide
The skin of a dragon is thick like armor and more resilient than most leathers granting far better protection then most humanoids.
Benefit: The dragon gains a natural armor bonus by their constitution modifier(Minimum +3). If they already have one the existing bonus increases by the same amount.

Fatiguing Presence
Prerequisite: None
Benefit: Gain the presence of the same name found on Dragon magic pg125

Fiendish Presence
Prerequisite: Evil Alignment
Benefit: Gain the presence of the same name found on Dragon magic pg125

Freezing Presence
Prerequisite: Primordial Freeze A
Benefit: Gain the presence of the same name found on Dragon magic pg125

Necrotic Presence
Prerequisite: Undead
Benefit: Gain the presence of the same name found on Dragon magic pg125

Radiant Presence
Prerequisite: Good alignment or Light Domain
Benefit: Gain the presence of the same name found on Dragon magic pg125

Shocking Presence
Prerequisite: Primordial Storm
Benefit: Gain the presence of the same name found on Dragon magic pg125

Thundering Presence
Prerequisite: Primordial Echo
Benefit: Gain the presence of the same name found on Dragon magic pg125

Lanth Sor
2018-12-28, 10:45 PM
Dragon



Hit Die: d12
Skill Points: 6+ Intelligence Modifier
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Heal, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Swim.
Proficiencies: Infinite Dragon are proficient with natural attacks, and simple weapons, and no armor or shields.


LevelBABFortRefWillSpecial
1st+1+2+2+2Dragon Body(Wyrmling), Dragon's Hoard, Dragon Blood
2nd+2+3+3+3Dragon Mind
3rd+3+3+3+3Dragon Hide
4th+4+4+4+4Draconic Ascension
5th+5+4+4+4-
6th+6/+1+5+5+5-
7th+7/+2+5+5+5-
8th+8/+3+6+6+6Draconic Ascension
9th+9/+4+6+6+6-
10th+10/+5+7+7+7-
11th+11/+6/+1+7+7+7-
12th+12/+7/+2+8+8+8Draconic Ascension
13th+13/+8/+3+8+8+8-
14th+14/+9/+4+9+9+9-
15th+15/+10/+5+9+9+9-
16th+16/+11/+6/+1+10+10+10Draconic Ascension
17th+17/+12/+7/+2+10+10+10-
18th+18/+13/+8/+3+11+11+11-
19th+19/+14/+9/+4+11+11+11-
20th+20/+15/+10/+5+12+12+12Draconic Ascension


Dragon Body:
Lose all previous racial traits.
You're size is tiny
Darkvision out to 60 feet and low-light vision.
Dragons eat, sleep, and breathe.
2 Claws dealing 1d3
a bite dealing 1d4(STR x 1.5)


Dragon's Hoard (Su): A dragon can consume treasure to empower their form with the power of their greater kin. All wealth so consumed remains in the dragon's stomach until their death. Truly great dragons are known for the vast hoards they bear in the stomachs. The horde is part of a internal dimensional space that can hold anything the dragon can swallow. The dragon cannot take anything out of their horde, but another creature can enter the horde to retrieve an item. The Dragon gains additional traits based on the value of their horde. The table blow provides the values needing met to gain each new bonus trait. The equation is spare root of horde value, divided by 10 traits.
Bonus Dragonic Traits = (√ hoard Value) / 10


Horde ValueBonus TraitsFortRefWillSpecial
100g1+2+2+2Dragon Body(Wyrmling), Dragon's Hoard, Dragon Blood
400g2+3+3+3Dragon Mind
900g3+3+3+3Dragon Hide
1,600g4+4+4+4Draconic Ascension
2,500g5+4+4+4-
3,600g6+5+5+5-
4,900g7+5+5+5-
6,400G8+6+6+6Draconic Ascension
8,100G9+6+6+6-
10,000G10+7+7+7-
12,100g11+7+7+7-
14,400g12+8+8+8Draconic Ascension
16,90013+8+8+8-
19,60014+9+9+9-
22,500g15+9+9+9-
25,600g16+10+10+10Draconic Ascension
28,900g17+10+10+10-
32,400g18+11+11+11-
36,100g19+11+11+11-
40,000g20+12+12+12Draconic Ascension


Dragon Blood: At the first level the dragon picks what kind of dragon they are. They gain access to a unique pool of Draconic traits based on the type chosen.

Dragon Hide: The skin of a dragon is thick like armor and more resilient than most leathers granting far better protection then most humanoids. Starting at the 3rd level, the dragon gains a natural armor bonus equal to their constitution modifier(Minimum +3). If they already have one the existing bonus increases by the same amount.

Dragon Mind: A dragon may use your mind in place of any external repository of knowledge such as spell book. Regardless of normal class requirements. This does not allow the use of the Living Grimiore Inquisitor's Sacred Word ability or similar abilities unless you have the normal required items, it only applies to the requirement for a record of spells/power/maneuvers etc.

Draconic Ascension: At the first level the dragon gains two major draconic traits and an additional draconic traits every odd level.


Breadth of a Dragon
Benefit: Increase size by one category. The dragon does not gain any ability score changes due to the size change. Fly maneuverability decreases by one step at large size, and decreases by an additional step at gargantuan.

Primordial Flame
Benefit: Gain (Fire) subtype.



Draconic Traits: Every level the dragon gains three draconic traits, every even level they gain an additional draconic trait. A trait may only be chosen once per level regardless of how many times allowed based on level.

Draconic Traits

Draconic Traits
Table 2: Traits Limits

Dragon Level 1/2 DL 1/3 DL 1/4 DL 1/5 DL 1/6 DL 1/7 DL 1/8 DL 1/9 DL 1/10 DL
1111111111
2111111111
3211111111
4221111111
5322111111
6322211111
7432221111
8432222111
9533222211
10543222221
11643322222
12643322222
13754332222
14754332222
15854333222
16864433222
17965433322
18965433322
191075443332
201075443332
211176543333
221186544333
231286544333
241286544333
251397554433
261397654433
271497654433
2814107654443
2915108655443
3015108655443


Alternate Form
Benefit: A dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. This is a supernatural ability. Each time taken after the first gain 1 additional use of Alternate Form. If gaining an use would increased number of uses to 7/day it becomes usable at-will.
Multiple Times: 1/4 DL

Draconic Charisma
Benefit: Increase racial bonus to Charisma by 2.
Multiple Times: Racial Charisma Bonus cannot exceed 1/2 class level.

Draconic Constitution
Benefit: Increase racial bonus to Constitution by 2.
Multiple Times: Racial Constitution Bonus cannot exceed 1/2 class level + 2.

Draconic Flight
Benefit: Increase fly speed by 25ft.
Multiple Times: Maybe taken once per size larger then tiny.

Draconic Intelligence
Benefit: Increase racial bonus to Intelligence by 2.
Multiple Times: Racial Intelligence Bonus cannot exceed 1/2 class level.

Draconic Strength
Benefit: Increase racial bonus to Strength by 2.
Multiple Times: Racial strength bonus cannot exceed class level + 2.

Draconic Wisdom
Benefit: Increase racial bonus to Wisdom by 2.
Multiple Times: Racial Wisdom Bonus cannot exceed 1/2 class level.

Enlarge Breath
Benefit: Increase range by 10ft if line or 10ft if cone.
Multiple Times: 1/2 DL

Thickened Scales
Prerequisite: natural armor +1
Benefit: Increase natural armor by +3.
Multiple Times: 1/2 DL



Draconic Traits

Alternate Form
Benefit: A dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. This is a supernatural ability.

Awesome Presence
Prerequisite: Huge or Larger
Benefit: Gain the presence of the same name found on Dragon magic pg125

Burning Presence
Prerequisite: Primordial Flame
Benefit: Gain the presence of the same name found on Dragon magic pg125

Corrupting Presence
Prerequisite: Evil alignment
Benefit: Gain the presence of the same name found on Dragon magic pg125

Dissolving Presence
Prerequisite: Primordial Vitriol
Benefit: Gain the presence of the same name found on Dragon magic pg125

Dragon Hide
The skin of a dragon is thick like armor and more resilient than most leathers granting far better protection then most humanoids.
Benefit: The dragon gains a natural armor bonus by their constitution modifier(Minimum +3). If they already have one the existing bonus increases by the same amount.

Fatiguing Presence
Prerequisite: None
Benefit: Gain the presence of the same name found on Dragon magic pg125

Fiendish Presence
Prerequisite: Evil Alignment
Benefit: Gain the presence of the same name found on Dragon magic pg125

Freezing Presence
Prerequisite: Primordial Freeze A
Benefit: Gain the presence of the same name found on Dragon magic pg125

Necrotic Presence
Prerequisite: Undead
Benefit: Gain the presence of the same name found on Dragon magic pg125

Radiant Presence
Prerequisite: Good alignment or Light Domain
Benefit: Gain the presence of the same name found on Dragon magic pg125

Shocking Presence
Prerequisite: Primordial Storm
Benefit: Gain the presence of the same name found on Dragon magic pg125

Thundering Presence
Prerequisite: Primordial Echo
Benefit: Gain the presence of the same name found on Dragon magic pg125


Infinite Dragon

Endless: Contrary to popular belief most dragons do die of old age, its just their definition of old age can match a great empire. Infinite dragons usurp this limitation and cannot die of old age, they do still age but death never comes due to it.

Infinite Dragon Traits

Breath Weapon: Scouring Sands of Time
The dragon breathes a cone of time sand aging and cutting all it touches.
Benefit: This is a cone area Half the damage is slashing and half is time damage. Damage reduction applies to the slashing damage. Immunity to aging prevents the time damage. Reflex save for half.

Breath Weapon: Time Sapping
The dragon can breathe a cone of temporal stasis.
Prerequisite: Breath Weapon: Scouring Sands of Time, Dragon Body(Old)
Benefit: Anyone in the cone must fort save or enter stasis for 1d4 rounds.

Infinite Conscience
Infinite Dragons see the now as one slice of their conscious and are aware of every point of their existence at once.
Prerequisite: 18th level
Benefit: The d

UristMcRandom
2018-12-31, 01:41 AM
Drakosteo

Put an optional image of your class here!

Put a quote by or about a member of your class here!

Many seek the wealth of a dragon's horde, braving countless perils for material riches beyond mortal imaginings. But there are a few to whom the knowledge of the dragons is more precious than any coin or gem. Dragons are among the most ancient and long-lived races of the world, and with great age comes great wisdom. Those who follow the path of the drakosteo brave the perils of a dragon's lair for a horde of a different sort - and the rewards are great and terrible indeed.

Adventures: The drakosteo's thirst for draconic wisdom drives them to adventure. Some go to discover some truth about themselves, some go in service of a higher power, and some go out of greed. What distinguishes drakosteo from other seekers of knowledge is their innate connection to the ancient mysteries of dragonkind.

Characteristics: Imbued by their oracles with the wisdom and power of dragonkind through a magic all their own, the drakosteo blends draconic magic with martial might to provide a powerful ally for their companions.

Alignment: Drakosteo aren't particularly given to any alignment. The zealous, the just, the merciful and the merciless are found equally among their ranks.

Religion: Neither necromancer, nor diviner, but rather something of both. A drakosteo is frequently drawn to the worship of deities of death and knowledge, or else the draconic deities of those whose knowledge they seek to unlock.

Background: To seek the knowledge of dragonkind is a momentous task, for the quest is not embarked upon lightly. Drakosteo often have deep personal ties to their search for wisdom. Like a paladin's oath, or a warlock's pact, the drakosteo is defined by their search.

Races: Humans and kobolds are most given to the path of the drakosteo. Many humans are descended from draconic bloodlines, a fact shared with the kobold race. A not-insignificant number of drakosteo also come from the ranks of the dragonborn of Bahamut - seeking to learn all they can about the enemies they are sworn to destroy, and the allies they are pledged to protect.

Other Classes: Wizards and drakosteo have a common ground as seekers of ancient knowledge, and can be good companions - or bitter rivals. Sorcerers of draconic blood often find kinship with drakosteo, and often a drakosteo's knowledge can help a sorcerer to better understand the font of their power.

Role:

GAME RULE INFORMATION
Drakosteo have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any
Hit Die: d6
Starting Age: As cleric
Starting Gold: As fighter

Class Skills
The Drakosteo's class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Bluff (Cha), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (any) (Wis), Sense Motive (Wis), Speak Language, Survival (Wis), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 5 + Int modifier

Drakosteo


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+x

+x

+x
Oracle


2nd

+1

+x

+x

+x
Dragonlore


3rd

+2

+x

+x

+x
Class Ability


4th

+3

+x

+x

+x
Class Ability


5th

+3

+x

+x

+x
Class Ability


6th

+4

+x

+x

+x
Class Ability


7th

+5

+x

+x

+x
Class Ability


8th

+6/+1

+x

+x

+x
Class Ability


9th

+6/+1

+x

+x

+x
Class Ability


10th

+7/+2

+x

+x

+x
Class Ability


11th

+8/+3

+x

+x

+x
Class Ability


12th

+9/+4

+x

+x

+x
Class Ability


13th

+9/+4

+x

+x

+x
Class Ability


14th

+10/+5

+x

+x

+x
Class Ability


15th

+11/+6/+1

+x

+x

+x
Class Ability


16th

+12/+7/+2

+x

+x

+x
Class Ability


17th

+12/+7/+2

+x

+x

+x
Class Ability


18th

+13/+8/+3

+x

+x

+x
Class Ability


19th

+14/+9/+4

+x

+x

+x
Class Ability


20th

+15/+10/+5

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the Drakosteo.

Weapon and Armor Proficiencies: Drakosteo are proficient with simple weapons and with light armor.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Oracle (Su): Each drakosteo is blessed with an oracle - an ephemeral manifestation of the true name of a deceased dragon. This oracle is bound to a totem carved of dragonbone possessed by the drakosteo.

By presenting their totem as a standard action, the drakosteo may invoke their oracle. Mechanical text.

If an oracle's totem is lost or destroyed, the drakosteo may construct a new one, requiring 75 gp and 150 experience points per drakosteo level.

Dragonlore (Ex): The drakosteo are well-studied in the lore of dragonkind. You can speak, read, and write Draconic. Additionally, whenever you make a Knowledge check relating to dragons, a Decipher Script check to read draconic runes, or a Survival check to track a dragon, you gain a circumstance bonus equal to half your drakosteo level (rounded down)

rferries
2019-01-02, 05:28 AM
The Draconian


https://i.imgur.com/FuDjRbN.jpg

https://i.imgur.com/bEUNjBX.jpg




The might and glory of dragons wedded to mortal ambition.


Dragons are wise, powerful, and eternal - is it any wonder that lesser creatures revere them? A draconian goes a step further, and seeks to become one of these majestic creatures himself.

Adventures: A draconian adventures in order to improve himself. Transforming oneself into a true dragon requires access to powerful magic and a strong sense of self, things that can be acquired only with life experience.

Characteristics: Draconians are powerful spellcasters, but can also rely on formidable natural weaponry and even a dragon's deadly breath.

Alignment: Draconians can be virtually any alignment. As with true dragons they tend towards either good or evil alignments, but only slightly.

Religion: Draconians generally worship draconic deities (usually Bahamut or Tiamat).

Background: Draconians can come from virtually any background. As with sorcerers they may have a trace of dragon blood in their ancestry, may develop spontaneously, or may pursue dragonhood simply out of desire.

Races: Humans are the most common draconians by far, though kobolds and lizardmen sometimes pursue this path as well.

Other Classes: Draconians revel in their spellcasting powers, but are intimidated by the superior magical prowess of wizards, sorcerers, and the like. They generally dislike rogues (sometimes only out of the assumption that true dragons despise hoard-plunderers).

Role: Draconians can fulfill a variety of roles both magical and martial. Their obviously supernatural nature may present difficulties in social encounters, however.

GAME RULE INFORMATION
Draconians have the following game statistics.

The Draconian
Abilities: Constitution is used for improving a draconian's natural armour and breath weapon, and Charisma enhances their spellcasting.

Alignment: Any.

Hit Die: d12.

Starting Age: As barbarian.

Starting Gold: As monk.

Class Skills
The draconian's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int modifier

Draconian


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Sorcerer Spellcasting


1st

+1



+2



+2



+2


Draconic Armour (+0), Draconic Talons
-


2nd

+2



+3



+3



+3


Spells
1st


3rd

+3



+3



+3



+3


Draconic Lineage
1st


4th

+4



+4



+4



+4


Draconic Armour (+1)
2nd


5th

+5



+4



+4



+4


Breath Weapon (2d6), Draconic Aegis
2nd


6th

+6



+5



+5



+5


Draconic Power (+2)
3rd


7th

+7



+5



+5



+5


Powerful Build
3rd


8th

+8



+6



+6



+6


Draconic Armour (+2)
4th


9th

+9



+6



+6



+6


Draconic Wings
4th


10th

+10



+7



+7



+7


Breath Weapon (4d6), Improved Draconic Aegis
5th


11th

+11



+7



+7



+7


Draconic Tail
5th


12th

+12



+8



+8



+8


Draconic Armour (+3), Draconic Power (+4)
6th


13th

+13



+8



+8



+8



6th


14th

+14



+9



+9



+9



7th


15th

+15



+9



+9



+9


Breath Weapon (6d6), Greater Draconic Aegis
7th


16th

+16



+10



+10



+10


Draconic Armour (+4)
8th


17th

+17



+10



+10



+10



8th


18th

+18



+11



+11



+11


Draconic Power (+6)
9th


19th

+19



+11



+11



+11



9th


20th

+20



+12



+12



+12


Breath Weapon (8d6), Draconic Armour (+5), True Dragon
10th



Class Features
All of the following are class features of the draconian.

Weapon and Armour Proficiencies
Draconians are proficient with their natural weapons and all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a draconian’s gestures, which can cause his spells with somatic components to fail.

Draconic Armour (Ex)
Beginning at 1st level a draconian adds their Constitution bonus (if any) as a natural armour bonus to their Armour Class.

This natural armour bonus gains a +1 enhancement bonus (as barkskin) at 4th level and every four levels thereafter, to a maximum enhancement bonus of +5 at 20th level.

Draconic Talons (Ex)
Beginning at 1st level a draconian gains two claw attacks as primary natural attacks. They deal damage according to the draconian's size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size), including the benefits of the Powerful Build class feature (see below).

A draconian that is wielding a manufactured weapon may make a single claw attack as a secondary natural attack, provided he has a free hand.

Spells
Beginning at 2nd level, a draconian gains the ability to cast spells as a sorcerer of one-half of his draconian class level. This spellcasting stacks with the spellcasting from actual sorcerer levels.

A draconian may learn spells from the Scalykind domain, as well as certain other domains provided by his Draconic Lineage (see below).

Draconic Lineage (Ex)
At 3rd level a draconian chooses a particular type of true dragon and gains benefits associated with that dragon type (see below).

Draconian Lineage


Dragon
Domains
Energy Type


Black
Darkness, Plant, Water
Acid


Blue
Air, Trickery, Weather
Electricity


Brass
Air, Earth, Knowledge
Fire


Bronze
Animal, Water, Weather
Electricity


Copper
Earth, Madness, Trickery
Acid


Gold
Luck, Glory, Nobility
Fire


Green
Charm, Plant, Water,
Acid


Red
Destruction, Fire, Strength
Fire


Silver
Air, Sun, Weather
Cold


White
Air, Water, Weather
Cold



Domains
The draconian may learn spells from these domains as sorcerer spells.

Energy Type
The draconian's breath weapon (see below) deals damage of this energy type, and their draconic aegis (see below) wards against it.

Breath Weapon (Su)
Beginning at 5th level a draconian gains a breath weapon that deals 2d6 points of damage to all creatures and objects in a 30-foot cone. The damage is of a particular type dependent on the draconian's Draconic Lineage (see above). The breath weapon allows a Reflex save (DC 10 + 1/2 draconian's class level + draconian's Constitution modifier) for half damage. The breath weapon is useable once every 1d4 rounds.

The breath weapon deals an additional 2d6 points of damage at 10th level and every five levels thereafter, to a maximum of 8d6 at 20th level.

Draconic Aegis (Su)
Beginning at 5th level, a draconian gains damage reduction 5/magic, spell resistance equal to his class level +5, and resistance 10 against the energy type of his breath weapon (see above).

Improved Draconic Aegis
At 10th level, the benefits described above improve to damage reduction 10/magic, spell resistance equal to his class level +10, and energy resistance 20.

Greater Draconic Aegis
At 15th level, the benefits described above improve to damage reduction 15/magic, spell resistance equal to his class level +15, and energy resistance 30.

Draconic Power (Ex)
Beginning at 6th level, a draconian gains a +2 enhancement bonus to his Charisma, Constitution, and Strength scores. This bonus increases to +4 at 12th level, and to +6 at 15th level.

Powerful Build (Ex)
At 7th level, a draconian gains the Powerful Build special quality. He is treated as a creature of his actual size or as a creature one size larger, whichever is most beneficial to him at the time. This also increases the damage of his natural attacks.

Draconic Wings (Ex)
At 9th level, a draconian gains a fly speed of 60 feet with average maneuverability.

Additionally, he gains two wing attacks as secondary natural attacks. They deal damage according to the draconian's size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size), including the benefits of the Powerful Build class feature (see above).

A draconian may not use his wing attacks while flying.

Draconic Tail (Ex)
At 11th level, a draconian gains a tail slap attack as a secondary natural attack. It deals damage according to the draconian's size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size), including the benefits of the Powerful Build class feature (see above).

True Dragon (Ex)
At 20th level, a draconian becomes a dragon at last. His type changes to dragon, he ignores any aging penalties to his physical ability scores, and he has no maximum age. Finally, he becomes immune to the energy type of his breath weapon.

Unavenger
2019-01-25, 11:34 AM
The Dragon Slayer

"I'm not here to save the princess. I'm here to kill you."

Dragon slayers, as the name suggests, are professional killers of fire-breathing flying death lizards. Of course, many of the skills they learn in doing so are transferable to all kinds of other creatures.

Adventures: Tales of dragons' hordes lure all sorts of people to become dragon slayers - alternatively, they might be out to defeat a particular dragon.

Characteristics: Dragon slayers use a variety of weapons to bring the dragon to the ground and then close in for the kill. Many of these work well against other monsters as well, and they have a variety of abilities outside of combat.

Alignment: Any. As dragons hold a variety of alignment, so too do their opponents.

Religion: Gods of the hunt are common among dragon hunters.

Background: Dragon slayers are not part of a particular organisation, so anyone can, with enough training, become one - if they have the desire to.

Races: Any, so long as they themselves are not dragons!

Other Classes: Dragon slayers are fundamentally martial combatants, and are often treated as such.

Role: Dragon slayers slay dragons, of course, but the dragon slayer is also strong when dealing damage and hindering all kinds of enemies.

Adaptation: If dragons don't exist in the setting, you might tweak some of the abilities to be useful against a different kind of creature.

GAME RULE INFORMATION
Dragon slayers have the following game statistics.
Abilities: Strength and dexterity are both important, as the dragon slayer must be able to fight from afar and up close.
Alignment: Any
Hit Die: d12
Starting Age: As bard.
Starting Gold: As fighter

Class Skills
The dragon hunter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

1st+1+2+2+0Fell the Greatest Foe, Favoured Enemy (Dragons) +2
2nd+2+3+3+0
3rd+3+3+3+1
4th+4+4+4+1
5th+5+4+4+1Favoured Enemy (Dragons) +4
6th+6/+1+5+5+2Hostile Spell Resistance
7th+7/+2+5+5+2
8th+8/+3+6+6+2
9th+9/+4+6+6+3
10th+10/+5+7+7+3Favoured Enemy (Dragons) +6
11th+11/+6/+1+7+7+3
12th+12/+7/+2+8+8+4
13th+13/+8/+3+8+8+4
14th+14/+9/+4+9+9+4
15th+15/+10/+5+9+9+5Favoured Enemy (Dragons) +8
16th+16/+11/+6/+1+10+10+5
17th+17/+12/+7/+2+10+10+5
18th+18/+13/+8/+3+11+11+6
19th+19/+14/+9/+4+11+11+6
20th+20/+15/+10/+5+12+12+6Favoured Enemy (Dragons) +10


Class Features
All of the following are class features of the dragon slayer.

Weapon and Armour Proficiency

WIP

noob
2019-02-22, 04:11 PM
Dragon
https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/Battle_of_Jena.jpg/800px-Battle_of_Jena.jpg

Death to the opponent!

Dragons are horse riding fighters.

Adventures: Dragons are often in armies but any knowledgeable dragon understands how practical horses are in cramped dungeons (surprisingly easy to use in cramped dungeons)

Characteristics: Dragons are the master of horseback fighting

Alignment: Dragons can be of any alignment.

Religion: Dragons can worship any god.

Background: Most dragons comes from armies but the training to become dragons can be undertaken outside of armies.

Races: Dragons are of nearly all the races except those who can not use a horse or which are too pretentious for doing so such as dragons.

Other Classes: As fighters but on a horse or as paladin but not an holy champion of good.

Role: Dragons are highly mobile warriors.

Adaptation: It is not very adaptable but you can probably fit it in any campaign setting in the way anything can be strapped on any setting.

GAME RULE INFORMATION
Dragons have the following game statistics.
Abilities: Dragons benefits from whichever stat gives it the most pluses.
Alignment: Any
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter

Class Skills
The dragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), Listen (Wis), Spot (Wis), Survival (Wis), Profession(Dragon) (wis), Knowledge (military) (Int), .

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Dragon


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Starting horse,No penalty to ranged fighting,bonus feat


2nd

+2

+3

+3

+0
Better Horses,bonus feat


3rd

+3

+3

+3

+1
Deadly rider(1d6,+10 ft,+1)


4th

+4

+4

+4

+1
bonus feat


5th

+5

+4

+4

+1
Improved Horse(+1)


6th

+6/+1

+5

+5

+2
Deadly rider(2d6,+20 ft,+2),bonus feat


7th

+7/+2

+5

+5

+2
Improved Horse(+2)


8th

+8/+3

+6

+6

+2
bonus feat


9th

+9/+4

+6

+6

+3
Deadly rider(3d6,+30 ft,+3),Improved Horse(+3)


10th

+10/+5

+7

+7

+3
bonus feat


11th

+11/+6/+1

+7

+7

+3
Improved Horse(+4)


12th

+12/+7/+2

+8

+8

+4
Deadly rider(4d6,+40 ft,+4),bonus feat


13th

+13/+8/+3

+8

+8

+4
Improved Horse(+5)


14th

+14/+9/+4

+9

+9

+4
bonus feat


15th

+15/+10/+5

+9

+9

+5
Deadly rider(5d6,+50 ft,+5),Improved Horse(+6)


16th

+16/+11/+6/+1

+10

+10

+5
bonus feat


17th

+17/+12/+7/+2

+10

+10

+5
Improved Horse(+7)


18th

+18/+13/+8/+3

+11

+11

+6
Deadly rider(6d6,+60 ft,+6),bonus feat


19th

+19/+14/+9/+4

+11

+11

+6
Improved Horse(+8)


20th

+20/+15/+10/+5

+12

+12

+6
Parragon,bonus feat



Class Features
All of the following are class features of the dragon.

Weapon and Armor Proficiencies: Proficient with rifles, guns and martial weapons or simpler weapons.
Proficient with medium and light armor as well as shields except for tower shields.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Starting horse:A dragon starts with a light warhorse.
Better Horses: at level 2 a dragon can easily find Warbeast light horses and if the dragon is in an army the dragon receives one for free.
Deadly rider(ex): A dragon deals 1d6 extra damage with each attack for every 3 levels while riding a horse.
Furthermore a horse ridden by a dragon have a speed increased by 10 feet for every 3 levels the dragon have and have its armor and saves increased of 1 every 3 levels of the dragon.
Firearms are particularly deadly when used by a dragon and so deals 1d6 extra true damage per 3 levels in dragon.
Improved Horse:At level 5 and every 2 levels above a dragon can find better warbeast horses with templates(in addition to the warbeast template) stacking up to +1 cr per horse improvement.
You can apply a special template that gives 4 extra hit dice to the found horse and it is considered as a +1 cr template (that you can stack as many times as you want provided it falls within the limits).
Bonus feats:A dragon gets a bonus fighter feat every two levels and one at level 1.
those bonus feats can also be used to instead pick any feat requiring chariot combat or mounted combat(or one of the two mentioned feats) and you count as using a single horse chariot and riding a horse simultaneously when it advantage you when riding a horse.
No penalty to ranged fighting: A dragoon can use ranged weapons with no penalty while riding a horse even if it rides it as a chariot.
Parragon(ex):At level 20 a dragon gains the paragon creature template and any horse it rides gains the paragon creature template as long as it is ridden.
The first time a dragon rides a horse after gaining that class feature new mind is created that is associated to the dragon and which will do its best to help the dragon and which have as mental stats the current mental stats of the paragon horse in which it is
A horse ridden by a dragon gains the dragon associated mind and if the new horse have an int score of 3 or higher before being ridden then both minds makes opposed ego checks(the horse use its pre parragon mental stats and the associated mind use the mental stats it had in its previous body) and whichever mind wins takes control of the horse body(and gains the mental stats of the body of the horse).
The parragon creature template gained by the dragon have the following change: the text
"Damage A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks."
is replaced by "Damage A paragon creature gains a +20 luck bonus on damage rolls for all melee and ranged attacks."

Extra feats for the dragon:

Blazing charge:
Prerequisite
Ride-By Attack (PH) , Ride 1 ranks,

Benefit
When mounted and using the charge action, you deal double damage with a firearm (or triple damage with a dragon(the weapon)).(the increase applies to extra damage such as the one of sneak attacks or of deadly rider as well)

Special
A dragon may select Blazing charge as one of his dragon bonus feats.

Hope crushing presence:
prerequisite:Frightful Presence
Whenever you attack or charge, all opponents within a radius of 30 feet of any point you go through during your charge or attack who have fewer levels or Hit Dice than you become paralyzed for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to this effect for 24 hours.
Special
A dragon may select Hope crushing presence as one of his dragon bonus feats.

Epic bonus feats for a Dragon: the class features of a dragon keeps progressing at the same rate but the dragon gets epic bonus feats from either the fighter list or one of those new feats:

Epic deadly rider
Requirement:Deadly rider(6d6,+60 ft,+6) and 24 ranks in ride.
Effect: Your deadly rider ability works as if you had 3 extra levels in dragon.
Special: this feat's effect stacks with itself(so if you have that feat twice your deadly rider works as if you had 6 extra levels in dragon and so on)

Epic horse:
Requirement:Improved Horse(+8)
Effect: Your improved horse ability works as if you had 2 extra levels in dragon.
Special: this feat's effect stacks with itself(so if you have that feat twice your improved horse ability works as if you had 4 extra levels in dragon and so on)

Supreme Paragon:
Requirement: Paragon, bab of 25
Effect: Each creature that is paragon due to your paragon class feature gains the abomination traits.

Swift rider:
Requirement:Epic deadly rider
Effect:Your mount can glitch(movement with no intermediary steps and that can be done through obstacles: basically with a glitch movement you can get at any position within a range equal to your glitch speed) at a speed equal to their fastest speed and their fastest speed is doubled.
Special: if the mount have no speed the mount instead gets glitch movement with a speed of 60 foot.

Alternate class features for a dragon:
You can replace the improved horse class feature by instead the ability to replace horses by any type of creature in your dragon abilities(so you could pick dragon and be a dragon riding dragon which would have an easier time finding dragons or you could do that with undead or construct or truly any kind of creature)

HyperMundane dragon.
In exchange for gaining the righteous desperation class feature and of no longer getting the dragon bonus feat class feature you gain the following class feature:
Tricks (Ex)
At each level, a dragon gains veteran tricks. The dragon gains 1 veteran trick per level up to and including fifth, two per level for the next five, and so forth. veteran tricks are detailed in their own section.
You count as a veteran of your own level for qualifying for veteran tricks.
You also gain Shrug Off at level 1.
Furthermore your deadly rider bonuses are doubled.
It is possible to use your loyal companion as a mount for using deadly rider even if it is not a horse.
Once you get a flying machine you can use deadly rider to protect your flying machine and to deal extra damage with deadly rider and can count as riding whenever you want even through you are not riding the flying machine.

Mythos dragon.
This alternate class feature replace all the dragon class features.
The dragon's Mythos: A dragon's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + highest mental ability modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the dragon class. When a Mythos references "allies", it specifically does not refer to the dragon using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of riders braving the battlefield or of dangerous ambushing riders. An dragon with Fantastic Mythos is insanely dangerous and can ride unimpeded by most things. A Legendary dragon is nearly unstoppable and can devastate entire countries. Some become legendary for their talent at shooting true. An Exalted dragon is fearsome and I have no idea of which kind of adjectives could be used to describe them nor how to describe how dangerous they can get.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a dragon gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an dragon gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of dragon. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level dragon begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos at every even level and one at level 20.

For characters that multiclass into dragon after having taken levels in another PC character class, the 1st level of dragon grants only a single Exceptional Mythos, rather than two.

A dragon also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by learning and training. The exact method varies for each dragon; some trains at using their weapons endlessly, others buys many firearms and examine them and dismantle them , others travels around finding varied mounts to buy, while still others spend days and nights travelling as fast as possible. In all cases, the dragon must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

By spending 1,000 Mythos Points, and 250xp, a dragon may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, a dragon may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the dragon. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the dragon class.

Dragon Excellence: A dragon gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a dragon may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
A dragon gains excellencies at the same rate as medium bab progress + one excellency at level 1.

Exceptional Mythos
Moving defense
Prerequisite: -

Gain a dodge bonus to your armor equal to your dexterity modifier.

Advanced manifestations

Celerity:If you are riding your mount gains an extra speed of 10 feet times your dexterity modifier.

Reactivity:You add a bonus to your initiative and to the initiative of your mount equal to your dexterity modifier.

Irregular movement: Ranged attacks against you have a 20% miss chance.

Mount defense:You grant your mount a dodge bonus to its armor equal to your dexterity modifier.

Gratuitous firearm for no reason because other mythos using classes gives weapons for no reason
Prerequisite: -

By drawing from the power of legends you can always spontaneously have a firearm.
Drawing such weapon is done as a free action.
Firearms you get this way deals 1d6+dexterity modifier damage and have a range increment of 60 foot and can shoot up to 10 range increments.
They can be reloaded as a free action or you can just manifest more out of thin air if you dislike reloading.
Furthermore this firearm receives no penalty to attack rolls from being used while riding.

Basic manifestations

Harmful: Shots with your gratuitous firearm deals an extra d6 damage

Armor piercing: When a target is within your first range increment of your gratuitous firearm your attack roll only need to exceed the touch ac of the target to hit it.(does not ignore miss chances)

Long range: The range increments of your gratuitous firearms are twice as long.

Bayonet: Your gratuitous firearm can be used to do melee attacks with no penalty dealing the same damage as a ranged attack.
You can also make opportunity attacks in melee with your gratuitous firearm.

Enhanced:Your gratuitous firearm gains a total bonus of enchantments equal to your (level/2)+1 up to 10 spent on any weapon enchantment.
For changing which kind of enchantments your gratuitous firearm have you need to concentrate for five minutes.

Advanced manifestations

Superior armor piercing:(needs armor piercing first) Your attack roll only need to exceed the touch ac of the target to hit it as long as it is within range.(does not ignore miss chances)

Extreme range:(needs long range first) The range increments of your gratuitous firearms are twice as long again but it is applied multiplicatively (so 4 times the base range increments if you do not have other modifiers).

Ricochet: Each attack with your gratuitous firearm can hit one more target than normal.

Swift drawing: You can draw a gratuitous firearm as a free action at any moment even while flatfooted and out of your turn.

Deadly rider
Prerequisite: -

While riding a mount your attacks deals one extra d6 damage per 3 levels you have in the dragon class.

Basic manifestations

True damage: If you are using a firearm while riding your damage with this firearm is true damage

Accurate: You add your dexterity to your attack rolls while riding.

Deadly mount:your mount deals with its attacks one extra d6 damage per 3 levels you have in the dragon class.

Additive velocity: When your mount move at least 30 foot this turn you can double the damage bonus of deadly rider.

Stability
Prerequisite: -

You gain +10 to all your ride checks furthermore if an effect would make you fall off your mount you can do a ride check with a dc equal to the level of the source of the effect to stay on your mount.
You also gain 4+your level in dragon bonus on ability checks and saving throws made to resist being overrun, bull rushed or tripped and your mount does gains this bonus too.

Basic manifestations

Mind, body and soul:Your mount gains +1 to all its saves and to its armor class per 3 levels you have in dragon.

Vertical stability: You can halve your falling speed and the falling speed of your mount.
You never take falling damage and your mount never takes falling damage.
All that applies too if you do not have a mount.

Undying mount: Your mount have the same hit points as you if you have more hit points than your mount.

Advanced manifestations

Emotional stability:You gain immunity to mind affecting effects and to fear you can deactivate either immunity as a nonaction or reactivate one as a nonaction.
Your mount gains this power too.

Stable organismYou gain immunity to poisons and diseases you can deactivate either immunity as a nonaction or reactivate one as a nonaction.
Your mount gains this power too.

Resourceful
Prerequisite: -

You can always find a mount by spending 1d4+1 days of research because it is your destiny to be a rider.
The mount is either a horse or a creature with a cr equal to your level in dragon/2
Your desires can influence destiny to make the found mount have specific templates.
You can also choose the mount you find to have a specific type.
You also gain a feat related to buying or taming.

Basic manifestations

Fast research: You only need 1d4+1 hours of research.

Stretch plausibility: You can find a mount even if it would be extremely implausible for example finding an undead mount within a sea of holy water.

Return from the dead: Should your mount die you can find it was in fact not dead but merely in a state very close to death(at -15 hp but stable and not dead even if -15 hp should make it dead also if the mount stays in this state for more than one hour and is not tended to at the end of the hour the mount die for real.) and possibly heal it back to being healthy.
Should that happen more than 3 times in a day the mount dies for real.

Tamer: You gain +10 to handle animal checks and to diplomacy checks.

Skill
Prerequisite: -

This mythos represents the varied abilities a sharpshooter or a rider could get

Basic manifestations

Perfect shot:You can unerringly shoot at the right spot to do the following: Disarm a creature(as the disarm maneuver but by firing on the weapon) , Use the skill open lock or disable device at range with a ranged attack roll instead of a skill check or even sundering an object at a distance.

Bonus feats: You gain 3 bonus feats that are related to mounted combat or 3 fighter bonus feats. This manifestation can be taken multiple times.

Crafting: You create items in half the normally required time and you gain a bonus to your crafting skills equal to your level. Furthermore you can create non magical weapons simulating effects of evocation blasting spells of a level up to your dragon level/4 those costs twice the cost of an equivalent magic item(So you could create a single use rocket launcher for twice the cost of a scroll of fireball or you could create an at will firing rocket launcher for twice the cost of an at will command word magical item of fireball).

Custom manifestation:You gain an unique ability different from the abilities of the other dragons and you can not pick a custom manifestation one other dragon already have.

Advanced manifestations

Gain a basic manifestation(self explanatory)

Fantastic Mythos
Insane speed
Prerequisite: -

You can now take an extra simple action each turn.

Advanced manifestations

Never surprised:You gain +4 to initiative rolls and you are never flatfooted.

Reactive shooting: You can do opportunity attacks with ranged weapons as if you had a reach equal to your range increment and you can do opportunity attacks at people attacking you (including with spells).
If you have the perfect shot manifestation you are allowed to do the disarm maneuver with those opportunity attacks and you can disable traps as an opportunity attack against the trap if the trap is attacking you or provoke opportunity attacks in other ways(such as casting a spell without using the defensive casting option or even using a spell with the defensive casting option if you took mageslayer(you do not need mageslayer nor similar ability if the cast spell is an attack spell)).
You never provoke with an opportunity attack.

Always act first:(require Never surprised) If there is a surprise round you play in the surprise round.

Quickstrike:You can do full round attacks as a simple action and you can do a full round attack at the end of a charge and you do one extra attack on any full round attack at your full bab. This bonus does stack with haste and similar effects.

Eagle eye
Prerequisite: -

You add your dragon level to your spot checks and you can see invisible creatures.
Furthermore you can ignore concealment or cover and you can see as if everything was always bright.

Advanced manifestations

See illusions: If you see an illusion you are entitled to a spot check with a dc equal to (the caster level or the cr of the origin of the illusion) +10 in order to discover its true nature.

True seeing:(require See illusions) You have true seeing active constantly but it is considered an extraordinary ability (so it works in antimagic zones and can not be dispelled and so on).

Find weakness:(require superior armor piercing) You ignore any damage reduction that could weaken your attacks.
If your attack was already able to do so(for example it was true damage) then you ignore all the bonuses to the armor class of the target(including dodge bonuses and armor bonuses)

Unlimited range:(Require extreme range) You have no range limit with your ranged attacks.

Nonsense movement
Prerequisite: -

Your can now with a mount move on any surface (including spiders) as if it was the ground.
You can also make your mount fly or glitch.
Your mount also gets its movement speed doubled.

Advanced manifestations

Freedom:You permanently have freedom of movement and your mount does too it counts as an extraordinary power.

Ambushing mastery
Prerequisite: -

Add hide and move silently to your class skills and now you always have those at the maximum ranks without it costing any skill points and you gain a bonus to those equal to your class level.
Furthermore your mount can use your modifiers for the purpose of using hide and move silently and both you and your mount gains dark stalker and the ability to hide without any sort of cover or concealment.
You also know intuitively where is the closest creature that is not an ally if it is within a 500 foot range.
Furthermore you gain the ability to attack, alter or destroy environmental features silently(so if you used a shovel to start digging under a wall you could do so silently)

Advanced manifestation

Superior invisibility:You and your mount are constantly under the effect of superior invisibility and it is considered as an extraordinary effect.
You can activate and deactivate this manifestation at any moment as a non-action.

The Kool
2019-03-08, 06:18 PM
Credit on this one goes in part to my D&D sparring partner, Manticlara. May your dice grow ever rounder.



Cultist of Tiamat

The Cult of the Dragon has, in more recent years, held a slightly different worldview from what they used to. These days, they want to see dragons rule the world. Tiamat, in particular, is a point of focus for them. The Cultist of Tiamat devotes their life to seeing the reign of dragons come about, so long as they get credit for helping and a nice comfortable place of power when it does.

Adventures:

Characteristics:

Alignment: While any nongood character may become a Cultist of Tiamat, they are most commonly found among the Evil and the Chaotic, those wishing to sow destruction and a new ruling order in the world.

Religion: Cultists of Tiamat invariably revere Tiamat, though they may or may not worship her. Other deities that share her goals and ambitions may be revered as well.

Background: Some Cultists of Tiamat were born into the cult, though most joined of their own volition.

Races:

Other Classes:

Role:

Adaptation: The Cultist can easily be a cultist of another dragon deity, or even devoted to another type of creature entirely. Though credulity begins to strain if you take the features and tactics to a Good alignment, there's nothing preventing you from rewriting the class slightly to fit.

GAME RULE INFORMATION
Cultists of Tiamat have the following game statistics.
Abilities: Intelligence determines the highest level spell the Cultist can cast, and by extension how many spells can be cast. Charisma determines how hard these spells are to resist, as well as the class abilities. Several important class skills are based off of Charisma as well. Dexterity and Constitution are as important for survival as they are to any character.
Alignment: Any nongood
Hit Die: d6
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Cultist of Tiamat's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Knowledge: Arcana (INT), Knowledge: Religion (INT), Profession (WIS), Sense Motive (WIS), and Spellcraft (INT).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CULTIST OF TIAMAT


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Level


1st

+0

+0

+0

+2
Ritual Aide

1st


2nd

+1

+0

+0

+3
Chromatic Blast 1d8, Chromatic Resistance

1st


3rd

+2

+1

+1

+3
Presence of Dragons

1st


4th

+3

+1

+1

+4
Heighten Spell

2nd


5th

+3

+1

+1

+4
Chromatic Blast 2d8

2nd


6th

+4

+2

+2

+5
Chromatic Blast (two types)

2nd


7th

+5

+2

+2

+5
Dragon Summoning, Dragon Familiar

3rd


8th

+6/+1

+2

+2

+6
Chromatic Blast 3d8

3rd


9th

+6/+1

+3

+3

+6
Charm Dragon

4th


10th

+7/+2

+3

+3

+7
Chromatic Blast (reduced cooldown)

4th


11th

+8/+3

+3

+3

+7
Rapid Dragon Ally

5th


12th

+9/+4

+4

+4

+8
Chromatic Blast 4d8

5th


13th

+9/+4

+4

+4

+8
Reasonable Request

6th


14th

+10/+5

+4

+4

+9
Chromatic Blast (120ft range)

6th


15th

+11/+6/+1

+5

+5

+9
Dragon Quest

7th


16th

+12/+7/+2

+5

+5

+10
Chromatic Blast 5d8

8th


17th

+12/+7/+2

+5

+5

+10
Prolonged Stay, Mass Charm Dragon

9th


18th

+13/+8/+3

+6

+6

+11
Chromatic Blast (four types)

10th


19th

+14/+9/+4

+6

+6

+11
Dominate Dragon

11th


20th

+15/+10/+5

+6

+6

+12
Chromatic Blast 6d8, Reign of Tiamat

12th



Class Features
All of the following are class features of the Cultist of Tiamat.

Weapon and Armor Proficiencies: The Cultist of Tiamat is proficient with all simple weapons, but not with any armor or shields. Wearing armor of any kind may interferer with spellcasting, just as it would with a Wizard.

Spells
The Cultist of Tiamat has two spell slots. Once they have cast a spell using this feature, the spell slot is regained one level lower than the one that was spent. When this feature is used to cast with a Level 1 spell slot, the slot is not recovered in this way. After 8 hours of rest, the Cultist may spend 15 minutes in prayer to refresh both spell slots to the highest allowed by this feature, reduced by 1 for every spell cast using this feature in the last 8 hours.
The primary spell slot is of a level equal to the one given in the table above, or of a level equal to the Cultist's Intelligence score -10, whichever is lower. The secondary spell slot is of a level equal to the one given in the table above, or of a level equal to the Cultist's Intelligence modifier, whichever is lower. If either of these spell slots would be of a level lower than 1, that spell slot is not granted by this feature.
Save DCs are calculated using the Cultist's Charisma score. The Cultist of Tiamat casts spells spontaneously from the Cultist of Tiamat spell list. [Okay, this doesn't exist yet. You got me there. But the goal is to draw from the Sorcerer list for spells like Fireball, Acid Fog, Dominate Monster, Aspect of the Chromatic Dragon, Dragon Ally, and so forth. Some blasty spells for a breath weapon feel, some dominating/charming spells, some dragon-y stuff.]

Languages
A Cultist's bonus language options include Draconic. This is in addition to the bonus languages available to the character because of his race.

Ritual Aide
Any Cultist of Tiamat is able to participate in summoning rituals performed by higher level Cultists. See the Dragon Summoning ritual ability below for more information.

Chromatic Blast (Su)
The Cultist of Tiamat may loose a blast of channeled arcane fury inspired by their draconic mistress. As a standard action, the cultist must select either Acid, Fire, Cold, or Electricity. They then make a ranged touch attack against a target within 60ft, dealing 1d6 damage of the selected element on a successful hit. Once an energy type has been used this way, that type cannot be selected again for 1d4 rounds. The damage dealt by this ability increases as the Cultist gains levels, as shown on the table above. At level 10, the amount of time an element cannot be selected after being used is only 1 round. At level 14, the range increases to 120ft. At level 6, the Cultist may layer a second element into the ray, splitting the damage evenly between the two, but triggering both cooldowns. At level 18, they may layer all four elements into the ray if they so wish.

Chromatic Resistance (Su)
Beginning at level 2, the Cultist of Tiamat gains energy resistance against the following energy types: Acid, Fire, Cold, and Electricity. The amount of this resistance is equal to half the class level of the Cultist, rounded down. If the cultist casts a spell with any of those four descriptors, or uses their Chromatic Blast ability, then their resistance against the type of energy just used is doubled until the Cultist's next turn.

Presence of Dragons (Ex)
The Cultist of Tiamat admires dragons and does not fear them. At level 3, the Cultist is immune to the Frightful Presence of dragons.

Heighten Spell
The Cultist gains Heighten Spell as a bonus feat.

Dragon Summoning (Sp)
Beginning at level 7, the Cultist of Tiamat may perform an hour-long ritual to summon a chromatic dragon. While this ritual can be performed alone, it benefits if the cultist has acolytes to assist. The dragon that is summoned may have a total hit dice of equal to or less than the Caster Level of the Cultist leading the ritual. This number is increased by 2 for every cultist with this ability who participates in the ritual and by 1 for every cultist with the Ritual Aide ability that assists, but may not exceed twice the Cultist level of the ritual leader. The dragon summoned is of a type indicated on the chart below, though the DM may modify this chart to better represent the dragons in the world. When summoned, the dragon appears in center of the ritual circle and may be bargained with. If bargained with, the summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round so any actions by the creature begin in the round after it arrives. The ritual itself does not force the dragon to remain and bargain, so the cultist must employ other means to protect themselves and hold the dragon's attention. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 of per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD). Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible).



d10
Dragon summoned



1-4
Player's Choice (from this list)



5
Black



6
Red



7
Green



8
Blue



9
White



0
DM's Choice



Dragon Familiar (Su)
At level 7, the Cultist of Tiamat may perform a specialized Dragon Summoning ritual to summon a familiar, as if they had the Dragon Familiar feat.

Rapid Dragon Ally
The casting time of any of the Dragon Ally spells cast as a Cultist of Tiamat are reduced to 1 minute, from 10 minutes.

Charm Dragon (Sp)
Once per day at level 9, the Cultist of Tiamat may attempt to Charm a dragon, as the spell Charm Monster, with a save DC equal to 10+CHA+(1/2 Cultist level). At level 17, this ability may be applied to multiple dragons, as the spell Mass Charm Monster.

Reasonable Request
When performing the Dragon Summoning ritual or casting the Dragon Ally spells, the Cultist of Tiamat may make a diplomacy check to convince the dragon to aid them for a reduced payment. If the diplomacy check adjusts the dragon's attitude to friendly, the dragon will agree to work for 50% of the standard fee, as long as the task is one that is not against their nature.

Dragon Quest (Sp)
At level 15, the Cultist of Tiamat may issue a Quest (as the spell) to a dragon. This ability is usable once per week.

Prolonged Stay
Beginning at level 17, whenever a Cultist of Tiamat cals or summons a dragon via a class feature or spell, the duration of the effect is doubled. This ability stacks with that of the Extend Spell metamagic feat. This ability also applies to the Cultist's Charm Dragon, Dragon Quest, and Dominate Dragon abilities.

Dominate Dragon (Sp)
Once per day at level 19, the Cultist of Tiamat may attempt to Dominate a dragon, as the spell Dominate Monster, with a save DC equal to 10+CHA+(1/2 Cultist level).

Reign of Tiamat
When performing the Dragon Summoning ritual, a level 20 Cultist of Tiamat may wind up attracting the presence of Tiamat herself. The chances of this occurring are 1%, +1% for every assisting Cultist with the Reign of Tiamat ability. This ability confers no control over the deity.