Person_Man
2008-12-11, 03:52 PM
This class was brewed up to address a common problem with almost every dragon themed class and prestige class. You get plenty of great abilities, but you get them at an ECL that they are useless or easily replicated with cheap magic items or lower level magic. So I present to you...
The Dragon Warrior
d12 hit die
Proficient with all simple and martial weapons, light armor, and shields (except tower shields).
6 Skill Points per level
Class Skills: Climb, Craft, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, (plus others depending on Dragon Totem).
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Abilities
1st|
+1|
+2|
+2|
+2| Dragon Totem, Keen Senses
2nd|
+2|
+3|
+3|
+3| Draconic Resolve
3rd|
+3|
+3|
+3|
+3| Natural Armor +1, Least Draconic Adaptation
4th|
+4|
+4|
+4|
+4| Breath Weapon (2d10, 15 ft cone or 30 ft line)
5th|
+5|
+4|
+4|
+4| Blindsense 60 ft.
6th|
+6/+1|
+5|
+5|
+5| Frightful Presence
7th|
+7/+2|
+5|
+5|
+5| Natural Armor +2, Lesser Draconic Adaptation, Dragonic Affinity
8th|
+8/+3|
+6|
+6|
+6| Breath Weapon (4d10, 30 ft cone or 60 ft line)
9th|
+9/+4|
+6|
+6|
+6 | Claws and Bite
10th|
+10/+5|
+7|
+7|
+7| Wings
11th|
+11/+6/+1|
+7|
+7|
+7 | Natural Armor +3, Greater Draconic Adaptation
12th|
+12/+7/+2|
+8|
+8|
+8| Breath Weapon (6d10, 40 ft cone or 80 ft line)
13th|
+13/+8/+3|
+8|
+8|
+8| Energy Immunity
14th|
+14/+9/+4|
+9|
+9|
+9 | Damage Reduction 10/magic
15th|
+15/+10/+5|
+9|
+9|
+9| Natural Armor +4, Master Draconic Adaptation
16th|
+16/+11/+6/+1|
+10|
+10|
+10| Breath Weapon (8d10, 50 ft cone or 100 ft line)
17th|
+17/+12/+7/+2|
+10|
+10|
+10| Tail Slap and Wing Buffet
18th|
+18/+13/+8/+3|
+11|
+11|
+11| Spell Resistance 25
19th|
+19/+14/+9/+4|
+11|
+11|
+11| Natural Armor +5, Paragon Draconic Adaptation
20th|
+20/+15/+10/+5|
+12|
+12|
+12| Breath Weapon (10d10, 60 ft cone or 120 ft line), Draconic Transformation, Alternate Form
[/table]
Class Abilities
Dragon Totem (Ex): You gain the ability to speak, read, and understand Draconic. You must also choose a totem dragon from the following list. You must choose a dragon whose alignment is within one step of your own. You gain the Draconic Heritage feat (Dragon Magic, Races of the Dragon) as a bonus feat, even if you do not otherwise qualify. This grants you the Dragonblood subtype. In addition, you gain additional class Skills, and eventually a breath weapon type, Draconic Adaptations, and Energy Immunity based on the Dragon Totem you choose.
{table=head]Totem Dragon|Alignments|
Class Skills|Energy Type
Black | NE, CE, CN | Hide, Move Silently, Swim| Line of Acid
Blue | NE, LE, LN | Bluff, Hide, Move Silently| Line of Electricity
Brass | NG, CG, CN | Bluff, Gather Info, Survival| Line of Fire
Bronze | NG, LG, LN | Disguise, Survival, Swim| Line of Electricity
Copper | NG, CG, CN | Bluff, Hide, Jump| Line of Acid
Gold | NG, LG, LN | Disguise, Heal, Swim| Cone of Fire
Green | NE, LE, LN | Bluff, Hide, Move Silently| Cone of Acid
Red | NE, CE, CN | Appraise, Bluff, Jump| Cone of Fire
Silver | NG, LG, LN | Bluff, Disguise, Jump| Cone of Cold
White | NE, CE, CN | Hide, Move Silently, Swim| Cone of Cold
[/table]
Keen Senses (Ex): You gain low light vision and darkvision of 120 ft. If you already have low light vision, you may now see four times as long in shadowy illumination. If you already have darkvision, then its range increases by 120 ft.
Draconic Resolve (Ex): You gain immunity to all Sleep and Paralysis effects. You are also immune to the Frightful Presence of dragons.
Natural Armor (Ex): Your skin begins to resemble the scales of your Dragon Totem. You gain a +1 bonus to natural armor. This bonus stacks with other natural armor bonuses. Every four levels this bonus increases by +1, to a maximum of +5 at 19th level.
Draconic Adaptation (Sp): At third level and every four levels thereafter, you gain a spell-like ability. The spell-like abilities you gain are determined by your Dragon Totem. They function exactly as your totem dragon’s ability would function (for example, water breathing also grants the ability to use your breath weapon and other abilities while submerged), except that your caster level is equal to your Dragon Warrior level, and the Save DC for any Draconic Adaptation is equal to 10 + 1/2 your Dragon Warrior level + your Cha bonus.
Some dragons have a special breath effect that they may use once per day as their Draconic Adaptation. When using this adaptation, they add the breath effect in addition to the normal damage that they deal from their breath weapon. Adding the Draconic Adaptation breath effect to your Breath Weapon does not alter the amount of time it takes to use the Breath Weapon (a Standard Action). Adding the Draconic Adaptation breath effect does not add to the delay time of the breath weapon. You may use addition multiple breath effects from feats or other class abilities at the same time, and they alter the action type and/or add to the delay time of the breath weapon per their normal effects.
Black:
Least: Water Breathing, continuously active.
Lesser: Darkness, 3 times per day.
Greater: Plant Growth, 3 times per day.
Master: Insect Plague, once per day.
Paragon: Charm Reptiles, 3 times per day.
Blue:
Least: Sound Imitation, at will.
Lesser: Ventriloquism, at will.
Greater: Hallucinatory Terrain, 3 times per day.
Master: Veil, once per day.
Paragon: Mirage Arcane, once per day.
Brass:
Least: Speak with Animals, at will.
Lesser: Endure Elements, at will.
Greater: Suggestion, 3 times per day.
Master: Control Weather, once per day.
Paragon: Summon Djinni, once per day.
Bronze:
Least: Water Breathing, continuously active.
Lesser: Fog Cloud, 3 times per day.
Greater: Detect Thoughts, 3 times per day.
Master: Control Weather, once per day.
Paragon: Repulsive Gas breath effect, once per day.
Copper:
Least: Spider Climb, 3 times per day.
Lesser: Stone Shape, 3 times per day.
Greater: Transmute Rock to Mud or Mud to Rock, twice per day.
Master: Wall of Stone, once per day.
Paragon: Slow (1d6+5 rounds) breath effect, once per day.
Gold:
Least: Bless, 3 times per day.
Lesser: Detect Gems, at will.
Greater: Geas/Quest, once per day.
Master: Sunburst, once per day.
Paragon: Foresight, once per day.
Green:
Least: Entangle, 3 times per day.
Lesser: Plant Growth, once per day.
Greater: Suggestion, 3 times per day.
Master: Dominate Person, once per day.
Paragon: Command Plants, at will.
Red:
Least: Locate Object, once per day.
Lesser: Identify, 3 times per day.
Greater: Suggestion, 3 times per day.
Master: Find the Path, once per day.
Paragon: Discern Location, once per day.
Silver:
Least: Feather Fall on self, at will.
Lesser: Fog Cloud, 3 times per day.
Greater: Control Wind, twice per day.
Master: Control Weather, once per day.
Paragon: Reverse Gravity, once per day.
White:
Least: Icewalking, continuously active.
Lesser: Fog Cloud, 3 times per day.
Greater: Wall of Ice, once per day.
Master: Freezing Fog, once per day.
Paragon: Polar Ray, once per day.
Any surface in the area of a Cold spell, effect, or breath weapon is also covered with a light frost, which allows it to qualify for Icewalking.
Breath Weapon (Su): You gain a breath weapon, with a energy type determined by your dragon totem. Your breath weapon’s range damage determined by your Dragon Warrior level. Using the Breath Weapon is a Standard Action. Enemies hit by this weapon may make a Reflex Save (DC = 10 + 1/2 your Dragon Warrior level + your Con bonus) for half damage. After using your breath weapon, you must wait 1d4 rounds before you may use it again.
Blindsense (Ex): You gain Blindsense of 60 ft.
Frightful Presence (Ex): You gain the Frightful Presence of dragon. This ability takes effect whenever you attack, charge, or fly overhead an enemy that can see you. Enemies within a radius of 5 ft × your Dragon Warrior class level are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your Dragon Warrior class level + your Cha modifier) avoids the effect of the Frightful Presence and are immune to it for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Enemies with more Hit Dice then you are not effected. This ability does not stack with itself or with any other Frightful Presence or similar Fear aura ability, although it does stack with Fear effects from other sources unless they specify otherwise.
Dragonic Affinity (Ex): As your understanding and reverence of dragons increases, you begin to take on their magical ways. You gain Use Magic Device as a class Skill. Furthermore, true dragons recognize you as a potential future dragon treat you as if you were a wyrmling dragon of the same color as your totem. This means that dragons of the same color or alignment will generally have a Friendly (though patronizing) disposition towards you, and that dragons of generally opposite alignment will have a Hostile (or perhaps manipulative and hateful) attitude towards you. It is unlikely that even a Helpful dragon would provide you with any material support, as they covet their wealth and still look down upon you. But they may choose to help shelter or protect you or a brief period of time, and perhaps impart some of their knowledge to you, if they feel like it.
Claws and Bite (Ex): You gain claws and a bite attack, as if you were a dragon of your size. In addition, any natural weapon you possess now counts as a magic weapon for the purposes of overcoming damage reduction.
Wings (Ex): You gain a pair of dragon wings. You gain a fly speed equal to your land speed, with average maneuverability. If you are wearing medium armor or carrying a medium load, then your maneuverability is reduced by one step (to poor). If you are wearing heavy armor or carrying a heavy load, then your maneuverability is reduced by two steps (to clumsy).
With your DMs approval, you may instead gain a swim or burrow speed equal to your land speed, if doing so could be appropriate for your chosen Dragon Totem. For example, a Dragon Warrior with a Blue Dragon Totem could choose to gain a burrow speed (limited to sand and dirt but not rock, just as a Blue Dragon is) instead of a fly speed.
Energy Immunity (Ex): You gain immunity to the same energy type as your Breath Weapon.
Tail Slap and Wing Buffet (Ex): You gain a tail attack and two wing buffet attacks. They each deal the same base damage as your claws.
If you do not have wings but have a burrow speed, then your claws deal damage as if you were one size category larger instead, and each deal 1.5 times your Strength bonus (instead of 0.5 as normal). If you do not have wings but have a swim speed, then your tail becomes prehensile. You may use it as a third arm. This allows you to qualify for Multiattack.
Damage Reduction: You gain DR 10/magic.
Spell Resistance: You gain SR 25.
Draconic Transformation: You grow one size category and transform into a true dragon of the same type as your Dragon Totem. You gain the dragon type, and lose your previous type (though you retain any previous sub-types and templates). However you maintain all of the racial abilities and ability modifiers of your previous type, such as Stability, Powerful Build, Save bonuses, bonus feats, etc. You maintain all of your abilities. You gain the movement speed, forms, and maneuverability of a true dragon of that color and size. Your natural weapons still deal damage according to your Dragon Warrior abilities (adjusted to your new size) or your new true dragon form, using whatever values are higher for each natural weapon. All other abilities (Breath Weapon, Frightful Presence, DR, SR, spell-like abilities, etc) are still determined by your Dragon Warrior abilities, and not your new true dragon form. All true dragons now treat you as a full fledged dragon of your size and color.
Alternate Form (Su): As a Standard Action you may assume the form of any humanoid or animal of up to 5 HD (as per Alter Self) three times per day. You may remain in your alternate form until you choose to assume a new one or return to your natural form of a true dragon. When you are in an alternate form, you may choose to keep or suppress any or all of your Dragon Warrior abilities. For example, you may choose to pass as a normal human, and suppress your tail, wings, claws, bite, and scales, but keep your breath weapon and other abilities. However, you must make this choice at the time you assume the form. If you later decide that you want to use any of your Dragon Warrior abilities that you have hidden, you must take a Standard Action and spend one of your Alternate Form uses to do so. This ability otherwise functions as the standard alternate form ability.
The Dragon Warrior
d12 hit die
Proficient with all simple and martial weapons, light armor, and shields (except tower shields).
6 Skill Points per level
Class Skills: Climb, Craft, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, (plus others depending on Dragon Totem).
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Abilities
1st|
+1|
+2|
+2|
+2| Dragon Totem, Keen Senses
2nd|
+2|
+3|
+3|
+3| Draconic Resolve
3rd|
+3|
+3|
+3|
+3| Natural Armor +1, Least Draconic Adaptation
4th|
+4|
+4|
+4|
+4| Breath Weapon (2d10, 15 ft cone or 30 ft line)
5th|
+5|
+4|
+4|
+4| Blindsense 60 ft.
6th|
+6/+1|
+5|
+5|
+5| Frightful Presence
7th|
+7/+2|
+5|
+5|
+5| Natural Armor +2, Lesser Draconic Adaptation, Dragonic Affinity
8th|
+8/+3|
+6|
+6|
+6| Breath Weapon (4d10, 30 ft cone or 60 ft line)
9th|
+9/+4|
+6|
+6|
+6 | Claws and Bite
10th|
+10/+5|
+7|
+7|
+7| Wings
11th|
+11/+6/+1|
+7|
+7|
+7 | Natural Armor +3, Greater Draconic Adaptation
12th|
+12/+7/+2|
+8|
+8|
+8| Breath Weapon (6d10, 40 ft cone or 80 ft line)
13th|
+13/+8/+3|
+8|
+8|
+8| Energy Immunity
14th|
+14/+9/+4|
+9|
+9|
+9 | Damage Reduction 10/magic
15th|
+15/+10/+5|
+9|
+9|
+9| Natural Armor +4, Master Draconic Adaptation
16th|
+16/+11/+6/+1|
+10|
+10|
+10| Breath Weapon (8d10, 50 ft cone or 100 ft line)
17th|
+17/+12/+7/+2|
+10|
+10|
+10| Tail Slap and Wing Buffet
18th|
+18/+13/+8/+3|
+11|
+11|
+11| Spell Resistance 25
19th|
+19/+14/+9/+4|
+11|
+11|
+11| Natural Armor +5, Paragon Draconic Adaptation
20th|
+20/+15/+10/+5|
+12|
+12|
+12| Breath Weapon (10d10, 60 ft cone or 120 ft line), Draconic Transformation, Alternate Form
[/table]
Class Abilities
Dragon Totem (Ex): You gain the ability to speak, read, and understand Draconic. You must also choose a totem dragon from the following list. You must choose a dragon whose alignment is within one step of your own. You gain the Draconic Heritage feat (Dragon Magic, Races of the Dragon) as a bonus feat, even if you do not otherwise qualify. This grants you the Dragonblood subtype. In addition, you gain additional class Skills, and eventually a breath weapon type, Draconic Adaptations, and Energy Immunity based on the Dragon Totem you choose.
{table=head]Totem Dragon|Alignments|
Class Skills|Energy Type
Black | NE, CE, CN | Hide, Move Silently, Swim| Line of Acid
Blue | NE, LE, LN | Bluff, Hide, Move Silently| Line of Electricity
Brass | NG, CG, CN | Bluff, Gather Info, Survival| Line of Fire
Bronze | NG, LG, LN | Disguise, Survival, Swim| Line of Electricity
Copper | NG, CG, CN | Bluff, Hide, Jump| Line of Acid
Gold | NG, LG, LN | Disguise, Heal, Swim| Cone of Fire
Green | NE, LE, LN | Bluff, Hide, Move Silently| Cone of Acid
Red | NE, CE, CN | Appraise, Bluff, Jump| Cone of Fire
Silver | NG, LG, LN | Bluff, Disguise, Jump| Cone of Cold
White | NE, CE, CN | Hide, Move Silently, Swim| Cone of Cold
[/table]
Keen Senses (Ex): You gain low light vision and darkvision of 120 ft. If you already have low light vision, you may now see four times as long in shadowy illumination. If you already have darkvision, then its range increases by 120 ft.
Draconic Resolve (Ex): You gain immunity to all Sleep and Paralysis effects. You are also immune to the Frightful Presence of dragons.
Natural Armor (Ex): Your skin begins to resemble the scales of your Dragon Totem. You gain a +1 bonus to natural armor. This bonus stacks with other natural armor bonuses. Every four levels this bonus increases by +1, to a maximum of +5 at 19th level.
Draconic Adaptation (Sp): At third level and every four levels thereafter, you gain a spell-like ability. The spell-like abilities you gain are determined by your Dragon Totem. They function exactly as your totem dragon’s ability would function (for example, water breathing also grants the ability to use your breath weapon and other abilities while submerged), except that your caster level is equal to your Dragon Warrior level, and the Save DC for any Draconic Adaptation is equal to 10 + 1/2 your Dragon Warrior level + your Cha bonus.
Some dragons have a special breath effect that they may use once per day as their Draconic Adaptation. When using this adaptation, they add the breath effect in addition to the normal damage that they deal from their breath weapon. Adding the Draconic Adaptation breath effect to your Breath Weapon does not alter the amount of time it takes to use the Breath Weapon (a Standard Action). Adding the Draconic Adaptation breath effect does not add to the delay time of the breath weapon. You may use addition multiple breath effects from feats or other class abilities at the same time, and they alter the action type and/or add to the delay time of the breath weapon per their normal effects.
Black:
Least: Water Breathing, continuously active.
Lesser: Darkness, 3 times per day.
Greater: Plant Growth, 3 times per day.
Master: Insect Plague, once per day.
Paragon: Charm Reptiles, 3 times per day.
Blue:
Least: Sound Imitation, at will.
Lesser: Ventriloquism, at will.
Greater: Hallucinatory Terrain, 3 times per day.
Master: Veil, once per day.
Paragon: Mirage Arcane, once per day.
Brass:
Least: Speak with Animals, at will.
Lesser: Endure Elements, at will.
Greater: Suggestion, 3 times per day.
Master: Control Weather, once per day.
Paragon: Summon Djinni, once per day.
Bronze:
Least: Water Breathing, continuously active.
Lesser: Fog Cloud, 3 times per day.
Greater: Detect Thoughts, 3 times per day.
Master: Control Weather, once per day.
Paragon: Repulsive Gas breath effect, once per day.
Copper:
Least: Spider Climb, 3 times per day.
Lesser: Stone Shape, 3 times per day.
Greater: Transmute Rock to Mud or Mud to Rock, twice per day.
Master: Wall of Stone, once per day.
Paragon: Slow (1d6+5 rounds) breath effect, once per day.
Gold:
Least: Bless, 3 times per day.
Lesser: Detect Gems, at will.
Greater: Geas/Quest, once per day.
Master: Sunburst, once per day.
Paragon: Foresight, once per day.
Green:
Least: Entangle, 3 times per day.
Lesser: Plant Growth, once per day.
Greater: Suggestion, 3 times per day.
Master: Dominate Person, once per day.
Paragon: Command Plants, at will.
Red:
Least: Locate Object, once per day.
Lesser: Identify, 3 times per day.
Greater: Suggestion, 3 times per day.
Master: Find the Path, once per day.
Paragon: Discern Location, once per day.
Silver:
Least: Feather Fall on self, at will.
Lesser: Fog Cloud, 3 times per day.
Greater: Control Wind, twice per day.
Master: Control Weather, once per day.
Paragon: Reverse Gravity, once per day.
White:
Least: Icewalking, continuously active.
Lesser: Fog Cloud, 3 times per day.
Greater: Wall of Ice, once per day.
Master: Freezing Fog, once per day.
Paragon: Polar Ray, once per day.
Any surface in the area of a Cold spell, effect, or breath weapon is also covered with a light frost, which allows it to qualify for Icewalking.
Breath Weapon (Su): You gain a breath weapon, with a energy type determined by your dragon totem. Your breath weapon’s range damage determined by your Dragon Warrior level. Using the Breath Weapon is a Standard Action. Enemies hit by this weapon may make a Reflex Save (DC = 10 + 1/2 your Dragon Warrior level + your Con bonus) for half damage. After using your breath weapon, you must wait 1d4 rounds before you may use it again.
Blindsense (Ex): You gain Blindsense of 60 ft.
Frightful Presence (Ex): You gain the Frightful Presence of dragon. This ability takes effect whenever you attack, charge, or fly overhead an enemy that can see you. Enemies within a radius of 5 ft × your Dragon Warrior class level are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your Dragon Warrior class level + your Cha modifier) avoids the effect of the Frightful Presence and are immune to it for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Enemies with more Hit Dice then you are not effected. This ability does not stack with itself or with any other Frightful Presence or similar Fear aura ability, although it does stack with Fear effects from other sources unless they specify otherwise.
Dragonic Affinity (Ex): As your understanding and reverence of dragons increases, you begin to take on their magical ways. You gain Use Magic Device as a class Skill. Furthermore, true dragons recognize you as a potential future dragon treat you as if you were a wyrmling dragon of the same color as your totem. This means that dragons of the same color or alignment will generally have a Friendly (though patronizing) disposition towards you, and that dragons of generally opposite alignment will have a Hostile (or perhaps manipulative and hateful) attitude towards you. It is unlikely that even a Helpful dragon would provide you with any material support, as they covet their wealth and still look down upon you. But they may choose to help shelter or protect you or a brief period of time, and perhaps impart some of their knowledge to you, if they feel like it.
Claws and Bite (Ex): You gain claws and a bite attack, as if you were a dragon of your size. In addition, any natural weapon you possess now counts as a magic weapon for the purposes of overcoming damage reduction.
Wings (Ex): You gain a pair of dragon wings. You gain a fly speed equal to your land speed, with average maneuverability. If you are wearing medium armor or carrying a medium load, then your maneuverability is reduced by one step (to poor). If you are wearing heavy armor or carrying a heavy load, then your maneuverability is reduced by two steps (to clumsy).
With your DMs approval, you may instead gain a swim or burrow speed equal to your land speed, if doing so could be appropriate for your chosen Dragon Totem. For example, a Dragon Warrior with a Blue Dragon Totem could choose to gain a burrow speed (limited to sand and dirt but not rock, just as a Blue Dragon is) instead of a fly speed.
Energy Immunity (Ex): You gain immunity to the same energy type as your Breath Weapon.
Tail Slap and Wing Buffet (Ex): You gain a tail attack and two wing buffet attacks. They each deal the same base damage as your claws.
If you do not have wings but have a burrow speed, then your claws deal damage as if you were one size category larger instead, and each deal 1.5 times your Strength bonus (instead of 0.5 as normal). If you do not have wings but have a swim speed, then your tail becomes prehensile. You may use it as a third arm. This allows you to qualify for Multiattack.
Damage Reduction: You gain DR 10/magic.
Spell Resistance: You gain SR 25.
Draconic Transformation: You grow one size category and transform into a true dragon of the same type as your Dragon Totem. You gain the dragon type, and lose your previous type (though you retain any previous sub-types and templates). However you maintain all of the racial abilities and ability modifiers of your previous type, such as Stability, Powerful Build, Save bonuses, bonus feats, etc. You maintain all of your abilities. You gain the movement speed, forms, and maneuverability of a true dragon of that color and size. Your natural weapons still deal damage according to your Dragon Warrior abilities (adjusted to your new size) or your new true dragon form, using whatever values are higher for each natural weapon. All other abilities (Breath Weapon, Frightful Presence, DR, SR, spell-like abilities, etc) are still determined by your Dragon Warrior abilities, and not your new true dragon form. All true dragons now treat you as a full fledged dragon of your size and color.
Alternate Form (Su): As a Standard Action you may assume the form of any humanoid or animal of up to 5 HD (as per Alter Self) three times per day. You may remain in your alternate form until you choose to assume a new one or return to your natural form of a true dragon. When you are in an alternate form, you may choose to keep or suppress any or all of your Dragon Warrior abilities. For example, you may choose to pass as a normal human, and suppress your tail, wings, claws, bite, and scales, but keep your breath weapon and other abilities. However, you must make this choice at the time you assume the form. If you later decide that you want to use any of your Dragon Warrior abilities that you have hidden, you must take a Standard Action and spend one of your Alternate Form uses to do so. This ability otherwise functions as the standard alternate form ability.