1. - Top - End - #85
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Zaydos Expands on Past Work - Playgrounder Caricatures Edition

    Apocalyptic Path of the Dragon - Doomsayer (Draconium)

    Blood drips from the sword as the last of Tiamat's brood lays slain, the last dragon dead. The triumph marches through the streets of the world's cities, fanfares announcing the arriving heroes. Yet something goes wrong. Spells fizzle and magic fades. With the death of the last dragon man had killed magic itself. Mages war over fading mana, clerics attempting to hold onto the last conduits of their gods. People starve in the streets as fantasy wilts from the world. Then you awaken.

    Fire burns the skies. A roar shattering the air with its fury. Wing beats stir the wind into a storm. The moon is dyed red, as blood rains and man and dragon wars. A knight falls to a dragon's claw. A spell slays a wyrm. Yet still the battle rages. The fiery breath of a dragon melts the castle of Kleinsburg, and the king's crown rests upon a hoard. Ages past in a blur, as mankind dwindles and dies, till only the dragons remain. Then you awaken.


    The apocalyptic path of the dragon is a path of magic and power. This apocalypse hinges upon dragons. Whether it is a great war in which they break the world with their power, conquer man and rest as kings till they have eaten away their own food source and nothing remains, or a destruction brought about by their eradication. Powers of this path give you draconic abilities, or the power to slay dragons. Doomsayers following this path can take on some of the proud arrogance of the dragons whose powers they emulate and who they hold the power to slay.

    Mechanics: Dragon is a new Apocalyptic Path for Doomsayers. They may select this path in place of one of the original apocalyptic paths, may take path focus for it, and so forth. Below the Dreams of the End, Malisons, Signs, and new Invocations associated with the path are elucidated.

    Dreams of the End: The Path of the Dragon grants its bonus to Knowledge (Arcana).

    Malisons: You gain the Wyrmbane, Shouted Breath, Greater Wyrmbane, and Greater Shouted Breath Malisons as you level.

    1st Sign: You gain the Dragonblood subtype and the ability to use Detect DragonbloodDrM as a spell-like ability at will.

    2nd Sign: You gain immunity to paralysis and sleep and may apply your Dreams of the End bonus to Listen and Spot checks.

    3rd Sign: Your body becomes more draconic. You grow scales which grant increase your natural armor by +2 and wings which grant you flight with average maneuverability and speed equal to twice your land speed.

    4th Sign: You gain a modicum of the magical power of dragons. You may select one sorcerer spell of each level 4th and below. You may cast each such spell once per day, using your Doomsayer caster level. These spells cannot be silenced, and have a verbal component added if they do not already have one, but are automatically stilled. You may reselect these spells once per day after 8 hours of rest by spending 10 minutes in meditation.

    5th Sign: When you gain this ability select one color from Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. Once per week you may assume a draconic form as a swift action, as if with the alternate form ability. Your size becomes Huge, your Strength becomes 30, Dexterity 10, and Constitution 24. You gain natural armor +12 (includes the 3rd sign). While in this form you gain DR 10/magic, SR 26, frightful presence with a 30 ft range (DC 10 + 1/2 doomsayer level + Cha modifier), Keen Senses as a true dragon, 120 ft darkvision, and blindsense 60 ft. Your land speed becomes 60 ft and you gain a 300 ft (poor) fly speed. You gain a primary bite attack dealing 2d8 + Str damage, 2 secondary claw attacks dealing 2d6 + 1/2 Str, 2 secondary wing attacks dealing 1d8 + 1/2 Str, and a tail slap dealing 2d6 + 1-1/2 Str. Finally you gain a breath weapon dealing 20d8 damage per caster level with a type and area based upon the color you chose, an 100-ft line of acid if black or copper, a line of electricity if blue or bronze, or a line of fire if brass, and a 50 ft cone of acid if green, cone of fire if red or gold, or cone of cold if white or silver. After using your breath weapon you must wait 1d4 rounds before using it again, finally you gain immunity to the damage dealt by your breath weapon. This form lasts 2 minutes. Once per year you can assume this form for a longer duration of 24 hours.

    Apocalyptic Path of the Dragon Invocations:

    Least:
    Spoiler
    Show
    Command of Draconic Hardness
    Effective Level: 2nd.
    School: Transmutation.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: Yes.
    With a word you invoke the mystical power that flows through aging wyrms which grants them resistance to normal steel.
    While under the effects of this invocation you gain DR 2/magic + 1/2 Caster Levels.
    Truename Effect: If you include your personal truename in this invocation you gain a +2 enhancement bonus to your Natural Armor.

    Egg of the Beginning
    Effective Level: 2nd.
    School: Necromancy.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Touch.
    Target: Willing living or undead creature touched.
    Duration: 10 minutes/caster level (D).
    Saving Throw: None.
    Spell Resistance: No.
    Truename: Yes.
    With a word and a touch you coat the target in the primal egg, letting life wash over them and restore them to health.
    When you use this invocation a draconic egg forms around a willing creature touched (any force of will exerted against this effect causes the egg to shatter and crack). This egg blocks line of effect, and has hardness and hp equal to your caster level. While within the egg the creature within is blind, and almost deafened suffering a -20 to Listen checks, and it blocks blindsense, blindsight, and similar senses. However the creature within heals at an accelerated rate they heal 1 hp per 2 caster levels you possess each minute they are within the egg. A creature can only benefit from one Egg of the Beginning from a given doomsayer each day.

    While within an Egg of the Beginning a creature cannot take any action that requires movement unless they burst the egg first (standard action). When a creature exits an Egg of the Beginning (regardless of means) they are dazed for 1 round, if it was destroyed they are dazed for an additional 1d4 rounds unless they succeed a Will save (DC 20).

    Truename Effect: The creature is allowed a saving throw against any one disease they are infected with each minute. They do not suffer damage from this disease but if they succeed on the requisite consecutive saves (normally 2) they are cured. In addition they heal 1 point of ability damage to each ability score per 5 minutes.

    Mein of Apocalyptic Wyrm
    Effective Level: 2nd.
    School: Illusion (Glamer).
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    With the words of the dragons you take on the visage of a dragon, invoking fear in those who see you.
    While under the effects of this invocation the image of a draconic face is super imposed across yours, a draconic form flickering in and out of existence around your body. You gain a +4 bonus on Intimidate checks and may make demoralize attempts on creatures within 30 ft even if you do not threaten them in melee. When you successfully demoralize a creature they are shaken for an additional round per 3 caster levels you possess; this lingering fear does not stack with other demoralize attempts.

    Nose for Gold
    Effective Level: 3rd.
    School: Divination.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    You develop the ability to smell treasure, to sense its presence like a gentle caress

    This functions as the spell Treasure Scent (Spell Compendium, Page 223) except as listed here. You may detect valuable metals that are not copper, silver, gold, or platinum and know they are not any of those four metals. In addition you may detect valuables that were part of a dragon's hoard within the last week at double the normal range (60 ft) and through twice the normal thickness of material.

    Wyrmbane
    Effective Level: 1st
    School: Necromancy.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of destruction you let the raw energies of reality rage against the animating forces of your foe.
    The target takes 1d6+caster level damage. These forces are particularly damaging to dragons and dragonblooded creatures dealing 1d10+CL instead of 1d6+CL to them and causing them to be unable to cast spells, use spell-like abilities, or use any breath weapon they may possess for 1 round.
    Truename Effect: If the target is a dragon or dragonblooded it takes double damage, with a will save merely halving the damage and negating the secondary effects, and cannot use its breath weapon for 1 additional round per 5 caster levels if they fail their will save.


    Lesser
    Spoiler
    Show
    Command of Youth
    Effective Level: 4th
    School: Transmutation.
    Path: Dragon, Time.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: 1 hour/caster level (D).
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: No.
    With a word you impose a backwards life on another, causing age to slough from them.
    If the target is a true dragon or other creature that progresses through age categories they become physically 1 age category younger (this functions as alternate form into one age category younger except they do not get average stats if they do not have average stats already); their natural armor, size, physical ability scores, etc are reduced, but they retain hit dice and supernatural or mental abilities gained. Their breath weapon, however, is reduced back to what it was 1 age category ago and they gain 2 negative levels (these negative levels never become full level loss and end when the effect ends).

    If the target does not progress through age categories they simply regress an aging level physically. If they are venerable they become old, if they're old they become middle-age, and middle-aged becomes adult in all three cases losing the aging penalties. If they're adults they become adolescents taking -1 to Str and Con, if they're adolescents they become children taking a -2 to Str, Dex, and Con, if they're children they become infants becoming helpless.

    You may only have a number of commands of youth active at a time equal to your Charisma modifier.

    Coveted Gold
    Effective Level: 4th
    School: Enchantment (Compulsion) [Mind-Affecting]
    Path: Dragon.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature per 4 caster levels
    Duration: 1 round/caster level.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Truename: No.
    With a word you instill a desire and need for an object within the minds of your foes working to force them to fight each other for possession of it.
    This functions as the spell Miser's Envy (Spell Compendium, Page 142) except that you may target an additional creature per 4 caster levels beyond 4th. You do not select a different object per creature, all those failing their Will save coveting the same object almost certainly beginning a fight between the creatures.

    Dance of the Dragon Slayer
    Effective Level: 3rd.
    School: Divination.
    Path: Apocalyptic Whispers, Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    The deaths and lives of a dozen dragon slayers dance through your mind, whispers of movement and avoidance, the dance of the dragon slayer. You body moves to dodge the most horrifying blasts and bursts without even a thought, a reflexive movement to evade the worst of these blows.

    You gain Evasion. Against breath weapons this improves to Improved Evasion and whenever you succeed on a saving throw against a breath weapon you gain a +1 to your caster level for the purposes of malisons against the source of that breath weapon for 1 round (if they affect an area it only applies to their duration, damage, and Spell Resistance checks against that creature).

    Jaws of the Gluttonous Wurm
    Effective Level: 4th
    School: Enchantment (Compulsion)/Transmutation [Mind-Affecting]
    Path: Dragon.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: 1 round/caster level.
    Saving Throw: Fort negates, Will partial (see below).
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of hunger and fury you fill a creature with unspeakable need, even as you cause their jaws to twist and grow.
    The target's jaws grow out giving them a bite attack (1d6 damage if medium) or improving their preexisting bite attack as if they had grown 1 size category. A successful Fortitude save negates this effect and ends the invocation immediately. If they fail the save (or do not make it because they want the bite attack) they must make a Will save at the start of each round or spend the round in an attempt to bite (and in theory eat) the nearest organic creature; if two legitimate targets are equally close they may choose freely. A successful Will save resists this compulsion for 1 round.
    Truename Effect: By speaking the truename of a creature other than the target while using this invocation you compel the target to attempt to eat that creature in favor of nearer creatures as long as they have line of sight to it and it is organic.

    Marked Gold
    Effective Level: 4th
    School: Divination [Scrying].
    Path: Dragon.
    Casting Time: Standard action.
    Range: Touch
    Target: Touched object.
    Duration: 1 hour/caster level (D).
    Saving Throw: Will negates (object).
    Spell Resistance: Yes (object).
    Truename: Yes.
    You mark the object as yours, your dragon's greed allowing you to follow it to the very ends of the world.
    When you use this invocation you mark the touched object as yours. It must be made of a precious metal, a rare metal such as mithral or adamantine, be a gem, a piece of artwork or fine craftsmanship, a magic item or otherwise valuable item. It cannot be a mere tool or weapon even a masterwork one. As long as the item remains marked, and on the same plane as you, you can sense the direction (but not distance) to that object and, by concentrating on it, may scry upon the object and its surroundings out to 10 ft. You may only have a number of marked objects at one time equal to 1 per 3 caster levels.
    Truename Effect: If you speak the name of an object which has enough import to have a personal truename you may increase the range to special targeting that object as if with a scry spell; the special modifiers to saving throws of a scry spell apply as well.

    Shouted Breath
    Effective Level: 3rd
    School: Evocation.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: See below
    Area: 20 ft cone or 40 ft line.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You shout a word of elemental force, draconic breath billowing from your mouth behind it.
    When you use this invocation select a 20 ft cone of acid, a 20 ft cone of cold, a 20 ft cone of fire, a 40 ft line of acid, a 40 ft line of electricity, or a 40 ft line of fire. You release energy in that shape and of that type, dealing 1d6 damage per 2 caster levels. A reflex save halves this damage.
    Truename Effect: You ignore the named creature's energy resistances or immunities.

    Wyvern's Poison
    Effective Level: 4th
    School: Necromancy.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Touch
    Target: Touched creature.
    Duration: Instantaneous (see below).
    Saving Throw: Fort negates (see below).
    Spell Resistance: Yes.
    Truename: Yes.
    Calling upon the venomous powers of wyverns, infecting the subject with a horrible poison with a touch.
    By making a successful melee touch attack you poison the target. The poison deals 2d6 points of Constitution damage immediately and another 2d6 points of Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + your caster level + your Cha modifier).


    Greater:
    Spoiler
    Show
    Call Deathly Dragon
    Effective Level: 6th
    School: Conjuration (Summoning)/Necromancy.
    Path: Dragon, Necrosis.
    Casting Time: 10 minutes.
    Range: Close.
    Effect: 1 skeletal dragon.
    Duration: 10 minutes/caster level (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    With a word you call the bones of a dragon ripped from time either future or past to appear before you animating to obey your will.
    When you use this invocation you summon a true dragon with HD equal to or less than your Caster Level and the skeleton dragon template. It serves you loyalty for the duration. You may only have one such deathly dragon at a time and to summon another you must first rid yourself of the first. It crumbles to dust if it ever strays more than 40 ft from you per caster level.
    Truename Effect: By speaking the truename of a dragon you can summon it with its breath weapon intact. However if it is destroyed you cannot call that dragon again for 1 month. It is possible to use the name of a still living dragon (in which case it can be summoned as if up to 1 age category older than it is though still a skeleton) or a deceased dragon (in which case it is whatever age it was when it died). Yes you are summoning the skeleton of a dragon from a potential future to fight for you.

    Curse of the False Wyrm
    Effective Level: 6th
    School: Transmutation.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: 1 round/caster level (D).
    Saving Throw: Fort negates.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of curse you force the creature into the form of a false dragon, the lowly shape of a pseudodragon.
    The target is transformed into a pseudodragon unless they succeed on a Fortitude save. This functions like alternate form (or as polymorph without healing and with granting Ex special qualities) granting the target the physical ability scores of an average pseudodragon.
    Truename Effect: If you work the target's truename into the invocation the duration increases to 1/caster level.

    Eyes of the Elder Wyrms
    Effective Level: 6th.
    School: Divination/Transmutation.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    With a word you grant yourself the grand senses of a dragon, eyes that pierce the darkness, and ears that hear the least breath.
    While this invocation is in effect you gain many sensory advantages. You gain a +6 bonus to Listen, Search, and Spot checks, darkvision 60 ft (or your darkvision increases by 60 ft), you can see twice as far as previously in low-light conditions, and the penalty you take on listen and spot checks due to distance is halved. You gain Blindsense out to 30 ft, and finally you gain the ability to Detect Magic (as spell) by concentration.

    Magic Fades
    Effective Level: 6th
    School: Abjuration.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Medium.
    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
    Duration: Instantaneous and 2 rounds.
    Saving Throw: No.
    Spell Resistance: No.
    Truename: No.
    With a word of sorrow you speak of the death of magic and the fading of fantasy, a word to end what magic has wrought.
    This functions as Greater Dispel Magic but it cannot be used to counterspell. However it echoes for 2 rounds. On the first and second round after you use this invocation it repeats on the target or area with a -5 penalty to the dispel check.

    Wyrmbane, Greater
    Effective Level: 6th
    School: Necromancy.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    With a word of destruction you let the raw energies of reality rage against the animating forces of your foe.
    The target takes 1d6/caster level damage. These forces are particularly damaging to dragons and dragonblooded creatures dealing 2d4/caster level instead of 1d6/caster level to them and causing them to be unable to cast spells, use spell-like abilities, or use any breath weapon they may possess for 1 round per 5 caster levels. A successful Will save halves this damage and negates the secondary effect.
    Truename Effect: If the target is a dragon or dragonblooded it takes +2 damage per caster level.


    Dark
    Spoiler
    Show
    Fundamentalis Burn
    Effective Level: 9th
    School: Evocation.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or object.
    Duration: 5 rounds.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You channel the raw power of the draconis fundamentalis into a creature, letting pure energy form within them and burn its way out.
    When you use this invocation choose one of acid, cold, electricity, or fire. The target takes 1d8 damage of that energy type per caster level and suffer a -4 penalty to attack rolls, AC, saving throws, skill and ability checks due to the pain; a creature with Con - is immune to this pain. A Fortitude save halves this damage and negates the penalty due to pain. At the start of their next turn they take 1d8 damage per 2 caster levels and suffer a -2 penalty to the above statistics; again a Fortitude save halves this damage and negates this penalty. At the start of their next turn they take 1d8 damage per 4 caster levels and suffer a -2 to the same statistics; again a Fortitude save halves this damage and negates the penalty. At the start of their next turn they take 1d8 damage per 8 caster levels and suffer a -1 to the same statistics; again a Fortitude save halves this damage and negates the penalty. At the start of their next turn they take 1d8 damage and suffer a -1 to the same statistics; again a Fortitude save halves this damage and negates the penalty. A creature which takes no damage in a round never suffers the penalty to rolls and AC. If you use this invocation on a creature already being damaged by it the previous instance ends immediately.
    Truename Effect: Ignore the target's energy resistances and immunities. They suffer an additional -1 penalty on all rounds but the last.

    Heads of the Chromatic Mother
    Effective Level: 8th.
    School: Transmutation.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    With a word you invoke four of the heads of Tiamat, great and fierce, green, blue, white, and black growing from your back to snap forth at your foes.
    While this invocation is active you gain four draconic heads which sprout from your back. These heads may each attack once per round as a free action as if a primary natural weapon dealing 2d8 + Strength damage with a reach of 15 ft. You may make attacks of opportunity with these heads. They use your BAB, but are considered huge creatures getting a -2 size penalty to attack rolls instead of using your size modifier, and have a Strength of 28 (+8) or your Charisma modifier whichever is higher. These heads are considered magical weapons for the purposes of overcoming DR and gain a +1 enhancement bonus to attack and damage.

    Prism of the Chromatic Mother
    Effective Level: 8th
    School: Illusion (Shadow).
    Path: Dragon.
    Casting Time: Standard action.
    Range: Close.
    Effect: 4 quasi-real duplicates of yourself.
    Duration: 10 minutes/caster level (D).
    Saving Throw: No.
    Spell Resistance: No.
    Truename: Yes.
    With a word you cast from yourself the essence of four dragons, four shadows of yourself each almost you.
    You create 4 incorporeal quasi-real duplicates of yourself. You may see and hear through them as if they were you, gaining a +2 bonus to listen and spot checks per duplicate whose senses overlap the region. Each of these duplicates has 1 hp per 2 caster levels, and 1 is immune to acid, 1 is immune to cold, 1 is immune to electricity, and 1 is immune to fire (which is which is known to you). You can direct these duplicates to take move actions as a free action, and you may use invocations through any of these duplicates as if they were you, even potentially delivering touch spells. You may only have one set of such duplicates active at a time, and if one is destroyed you must dismiss them all to create a new set.
    Truename Effect: If you speak Tiamat's personal truename (the equivalent of an artifact) instead of creating 4 quasi-real duplicates of yourself you create 4 dragons. 4 of: an adult red dragon, a mature adult green dragon, an adult blue dragon, an old white dragon, and a mature adult black dragon. These dragons are the same each time you summon them (although you may change which 4) and damage and spells expended carry over between summons with them healing fully if not summoned for 8 hours. If one of these dragons is slain you cannot summon it for 1 week after which time it is revived.

    Shouted Breath, Greater
    Effective Level: 8th
    School: Evocation.
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: See below
    Area: 70 ft cone or 140 ft line.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You shout a word of elemental force, draconic breath billowing from your mouth behind it.
    When you use this invocation select a 70 ft cone of acid, a 70 ft cone of cold, a 70 ft cone of fire, a 140 ft line of acid, a 140 ft line of electricity, or a 140 ft line of fire. You release energy in that shape and of that type, dealing 1d8 damage per caster level. A reflex save halves this damage.
    Truename Effect: You ignore the named creature's energy resistances or immunities.

    The Sky Burns
    Effective Level: 9th
    School: Evocation [Fire].
    Path: Dragon (Malison).
    Casting Time: Standard action.
    Range: See below
    Area: 100 ft radius 10 mile tall cylinder centered on yourself.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    Truename: Yes.
    You call the flames of the Dragon War, the fires which ignite the air itself. You melt the air, burning all those who dare take flight.
    When you use this invocation fire burns through the air in a cylinder extending in a 100 ft radius centered on you rising 5 miles up and descending 5 miles down or to the limits of line of effect. Any creature which is flying, gliding, falling, or jumping in this area takes 1d12+1 fire damage/caster level. A Reflex save is allowed to halve this damage.
    Truename Effect: You ignore the named creature's fire resistance or immunity.

    Word of Draconic Wingbeats
    Effective Level: 8th.
    School: Transmutation.
    Path: Dragon.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    Truename: No.
    With a word you grow great draconic wings, a covering of scales forming across your body.
    When you use this invocation you grow draconic scales granting you a +6 enhancement bonus to natural armor and a pair of draconic wings (or your existing wings enlarge) granting a fly speed of 300 ft with clumsy maneuverability. You may spend a move action to begin hovering, remaining in place until you move. If you hover within 20 feet of the ground in an area with lots of loose debris, the draft from your wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + your CL) to cast a spell.

    While this invocation is in effect you may create a gust of wind similar to the gust of wind spell at-will as a standard action. In addition your powerful wings cause you to be treated as a gargantuan creature for the purposes of resisting wind effects, grapple, bull rush, and trip attempts.


    Path of Dragon and What has Come Before

    Alright the path is a little scant in invocations, but I need to sleep and it's not as broad an apocalypse as most of the originals. However to round it out a bit, and allow for full benefit from feats, the following invocations are considered to be Dragon path as well as their original path(s).

    Least:
    • Beguiling Influence
    • Crack the Ground
    • Magic Insight


    Lesser:
    • Body of Frost and Flame
    • Breath of Ice


    Greater:
    • Exhalation of Expanding Darkness
    • Fall in Droves
    • Soul of Ice or Fire


    Dark:
    • Break the World
    • Devouring Vortex
    Last edited by Zaydos; 2016-02-05 at 03:33 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)