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    Pixie in the Playground
    Join Date
    Aug 2018
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    Canada
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    Default Gria (Dragonfolk) Race (PEACH)

    Hi! First time posting on this forum. Wanted a broader audience to critique a piece of homebrew I made.

    I've seen a few half-dragon-like races from third party publishers, but none of them really got across the particular sort of half-dragon I actually wanted. None of them really included any of the features one actually wants from a half-dragon character (such as wings and a breath weapon) in any real meaningful capacity, yet despite this they placed too much emphasis on the dragon side in terms of appearance for my personal taste. So I wrote this up. Power-wise, this race is intended to compete relatively evenly with the likes of humans and tieflings, while having different strengths and weaknesses from either of those races.

    Spoiler: Race Description
    Show
    Gria (Dragonfolk)

    Description: Whether by unusual ancestry or the blessings of a dragon god, the gria (also known to some as the dragonfolk) are half-human, half-dragon. Draconic wings sprout from their backs, their nails are tough and sharp, and they breathe elemental breath as dragons do. Being part human, however, gria still have a human body temperature and lack draconic elemental resistances, and this comes with its own set of problems. In particular, the natural resistances of fire gria and ice gria are the opposite of those possessed by both true dragons and Sorcerers of the Draconic Bloodline.

    Gria come in three overall varieties: Fire gria have aspects of gold dragons, ice gria have aspects of silver dragons, and lightning gria have aspects of bronze dragons. Fire gria tend to wear light clothing that breathes well, even in cool climates, to help them maintain their body temperature despite their fiery powers. Ice gria are the opposite, wearing bulkier clothing even in warm climates. Lightning gria have no tendency in either direction, though their clothing may incorporate jewelry made of particularly conductive metals to show off their electrical powers, making them a walking light show.

    Despite their semi-draconic nature, gria aren’t particularly larger compared to a standard human. In fact, most gria can be more likened to a human-sized fairy in terms of appearance, replacing their whimsical and insect-like features with those of dragons. They also possess small, but noticeable, fangs.

    Gria favour klars (which according to gria tradition should be made using the skulls and fangs of chromatic dragons, but which in modern times are most often made of steel and fashioned into the shape of dragon skulls) and gandasas, which serve as unusual holdovers of their tribal days despite their otherwise modern society.

    Like the dragons from which they are descended, gria reach adulthood comparatively early in their overall lifespan. In the same way that a dragon becomes a young adult after only 5 decades yet can easily live for over a millenium, a gria reaches adulthood much earlier than an elf or even a tiefling or aasimar, yet on average will outlive even an elf. For a race of their longevity, gria are often quick to learn and to pick up on new ideas.

    Gria in general are often varying degrees of greedy and possessive. While it’s easy to see the ways in which these can be character flaws, they can be assets as well. Gria can be fiercely protective of things they percieve as being theirs. Their stuff, their friends, their friendships (which leads to gria going out of their way to maintain friendships even from long distances when possible), and for gria in positions of power, their land and their people.

    Relations: Gria tend to get along well with humans and dwarves. The gria’s willingness to adopt new ideas and philosophies, and their ability to adjust to huge cultural changes over the course of their lifespans, lead to the elves often viewing them as flighty, though these same aspects are what allow them to live well alongside humans despite their longevity.

    Most particularly, however, the gria have a hatred of kobolds, and the kobolds of gria. In any location in which both kobolds and gria are present, the two races often clash.

    Professions: Gria merchant vessels are relatively common, with fire gria transporting goods through cooler regions while ice gria do business in the tropics. More moderate climates are the preferred environment of electric gria. Their ability to glide aids in traversing between the masts of multi-masted ships, and their breath weapons can be extremely useful in dealing with pirates.

    Random Starting Ages:
    Adulthood: 32 years
    Intuitive: +1d20 years (33-52 years)
    Self-Taught: +2d20 years (34-72 years)
    Trained: +6d12 years (38-104 years)

    Age Categories:
    Middle Age: 218 years
    Old: 326 years
    Venerable: 435 years
    Maximum age: 435 + 3d% years

    Spoiler: Racial Qualities
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    Gria have the following racial qualities:
    — Type: Gria are dragons with the human subtype. As such, they are immune to magical sleep effects and paralysis effects.
    — Size: Medium. As medium creatures, gria receive no bonuses or penalties due to their size.
    — Base Speed: Gria have a base speed of 30 ft. In addition, they can use their wings to glide, with average maneuverability (see gliding flight, below).
    — +2 Constitution, +2 Wisdom, –2 Dexterity: Gria are tough and wise, but slightly clumsy due to their draconic features.
    — Gria begin play speaking Common and Draconic. A gria with a high Intelligence score can choose from the following bonus languages: Dwarven, Elven, Gnomish, Terran, Ignan, Aquan, Auran.

    Gria have the following racial traits:

    — Low-light Vision: Gria can see twice as far as humans in conditions of dim light.
    — Darkvision 60 feet: Gria can see perfectly in complete darkness out to a distance of 60 feet.

    — Dragon Claws: Gria’s fingernails and toenails are tough and sharp, like dragon claws. Gria gain Improved Unarmed Strike as a bonus feat at 1st level, and deal slashing and bludgeoning damage with their unarmed strikes. They may treat their unarmed strikes as claws for the purposes of feats and abilities (for example, the Rending Claws feat’s extra damage activates when hitting with two unarmed strikes against the same target), and deal damage with unarmed strikes as if they were one size category larger. This increase applies after other effects that would modify unarmed strike damage, such as a monk’s unarmed strike progression or a warpriest’s Sacred Weapon class feature.

    — Gliding Flight: Gria’s large, draconic wings can be used to glide. A gria can fly at a speed of 30 feet with average maneuverability, except they cannot gain altitude with this movement, and they descend at a rate of 10 feet per round when flying. Generally, gria jump off of high objects to glide from place to place. Gria may take ranks in the Fly skill, and Fly is a class skill for them.

    — Draconic Greed: As the descendents of dragons, gria have keen senses and a knack for identifying the value of material goods. They gain a +2 racial bonus on Appraise and Perception checks.

    — Elemental Affinity: Gria come in three varieties, fire, ice, and lightning. When a gria character is created, they must choose one of these options, and this choice cannot be changed. A fire gria gains cold resistance 5 and a fire breath weapon. An ice gria gains fire resistance 5 and a cold breath weapon. A lightning gria gains an electricity breath weapon, but does not gain energy resistance.

    — Breath Weapon (Su): All gria have a breath weapon. This breath weapon is either a 15-foot cone or a 30-foot line, chosen at character creation; once this choice is made, it cannot be changed. Using this breath weapon is a standard action, and it deals 1d8 points of damage of the energy type listed in their elemental affinity. A successful Reflex save (DC 10 + 1/2 the gria’s Hit Dice + the gria’s Constitution modifier) halves this damage, and after unleashing their breath weapon, the gria must wait 1d4 rounds before they can do so again. When a gria reaches character level 4th, and at every two character levels thereafter, the damage of their breath weapon increases by 1d8.

    — Climate Affinity: A fire gria gains a +4 racial bonus to saves made to avoid suffering damage and fatigue from unusually cold environments, but receives a -4 penalty to saves made to avoid suffering damage and fatigue from unusually hot environments. An ice gria has similar but opposite bonuses and penalties, gaining a +4 bonus against unusually hot environments and a -4 penalty against unusually cold environments. A lightning gria gains no modifiers in either direction, but instead gains the ability to breathe water. Furthermore, a lightning gria can use their breath weapon underwater and can use their spells and abilities underwater.

    — Natural Armor: Gria have patches of draconic scales on their knees, shins, elbows, shoulders, and forearms. These tough scales grant them a +2 natural armor bonus to AC.

    — Weapon familiarity: Gria are proficient with gandasas, klars (both as a weapon and as a shield), earth breakers, and throwing axes. In addition, they treat any weapon with “grian” in its name as a martial weapon.

    — Human Ancestry: Gria count as humans for purposes of race prerequisites, as well as for purposes of effects that target humans specifically or that target humans by subtype (but not by type). For example, Hold Person would not work on a gria, but a human with the Overwhelming Beauty trait would gain the trait’s bonus to DCs against a gria.

    Alternate racial traits:
    The following racial traits may be selected in place of one of the racial traits above.

    — Draconic Strength: Some gria find themselves born to great physical might, rather than toughness. They gain +2 Strength, +2 Wisdom, and -2 Dexterity. This replaces the gria’s normal ability score adjustments.

    — Ancestral Memory: First-generation gria lack exposure to their race's culture, but instead can tap into some of the ancestral memories of true dragons. They gain a +2 racial bonus on knowledge (arcana) and knowledge (history) checks, and may attempt checks with these skills untrained. This racial trait replaces Weapon Familiarity.

    — Elemental Assault (Su): Once per day as a swift action, a gria with this racial trait can engulf their arms in elemental power, adding 1d6 damage of the same energy type as their breath weapon to melee attacks made with their arms or with hand-held melee weapons. This lasts a number of rounds equal to the gria’s character level. The gria can end an Elemental Assault early as a Free Action. This racial trait replaces Draconic Greed. A gria with this racial trait treats the Extra Elemental Assault and Incremental Elemental Assault feats as being gria racial feats and having “gria” as a prerequisite instead of “suli”.


    Monster Feats: The following Monster Feats can become available to gria due to their natural abilities:

    — Ability Focus [Breath Weapon]
    — Flyby Attack
    — Hover
    — Wingover
    — Improved Natural Attack
    A gria may treat Ability Focus, Improved Natural Attack, and Flyby Attack as combat feats.

    Spoiler: Race Traits
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    The following traits are available to gria characters:

    Draconic Awareness (Gria):
    Your draconic senses are slightly sharper than those of your peers, granting you blindsense out to a distance of 5 ft. If you also have (or later gain) blindsense from another source, that blindsense has its range increased by 5 ft instead.

    Lucky Gem (Fire Gria):
    You have a small measure of a gold dragon’s affinity for gemstones. Once per day as a standard action, you can imbue a gemstone worth at least 2 gp with draconic luck. This grants the bearer of the gemstone a +1 trait bonus to a single kind of saving throw (Fortitude, Reflex, or Will), chosen by you upon imbuing the lucky gem, so long as the lucky gem is worn visibly and openly on their person. This effect lasts until the gem is destroyed or until you use this ability again, at which point you can designate either the same or a different gem to grant a bonus to the same or a different kind of saving throw.
    This is a spell-like ability, and a lucky gem does not function within the area of an antimagic field. Detect Magic reveals an aura of faint transmutation around a lucky gem. Your caster level for this spell-like ability is equal to the highest caster level you have attained from a spellcasting class or other spell-like abilities. If you have no other source of a caster level, it functions at CL 1st.
    Only a gria who selected fire for their Elemental Affinity racial trait may select this trait.

    Cloudwalker (Ice Gria):
    Like your silver dragon ancestors, you can choose to treat clouds, fog, and mist as if they were solid, letting you stand on them, move on them using your land speed, climb them, and otherwise interact with them as you would with any other solid piece of terrain. Cloud, fog, and mist that are treated as solid have a hardness of 0 and 2 hit points per inch of thickness. If you give a cloud the broken condition, you may choose to have it begin to precipitate. Whether that comes in the form of rain, snow, hail, or otherwise depends on temperature and local weather conditions.
    In addition, you can cut through cloud-, fog-, or mist-based spells as they are cast, effectively countering them. This works similarly to using dispel magic to counterspell, except that you ready a sunder combat maneuver, and instead of the caster being the target, at least part of the spell’s effect must be within your threatened area. (For spells that have no Effect listed, the spell’s target must be within your threatened area.) The spell’s effective CMD is equal to the DC of the dispel check. If your sunder combat maneuver check beats the spell’s CMD, the spell fails with no other results. Spells that can be countered this way include Obscuring Mist, Fog Cloud, Stinking Cloud, Cloudkill, Vitriolic Mist, Gaseous Form, Cloud Shape (in which case the caster’s form post-transformation must be within your threatened area), Nauseating Trail, Aggressive Thundercloud, and similar spells.
    Only a gria who selected ice for their Elemental Affinity racial trait may select this trait.

    Empath (Lightning Gria):
    Your bronze dragon ancestry grants you a very limited form of detect thoughts; you gain the ability to sense the surface emotions of other creatures within 5 ft. of you. This requires no effort on your part to maintain, though you may suppress or resume this ability as a free action. If there are multiple other creatures within 5 ft. of you, the emotions are all jumbled up and it is impossible to tell which emotions belong to whom unless you spend a move action to focus on the sensation. (You can still sense which emotions are distinct “sets” without the need to spend a move action, but not to whom each “set” belongs. For example, if there are two creatures within 5 feet of you, you could tell that one is sad and angry while the other is calm and content, but not which one is which.) This sense allows you to notice the presence of creatures within 5 feet of you that you would not otherwise be aware of, provided they have emotions, but does not give you any insight into their location other than that they are within 5 feet of you, even if you spend a move action to focus on the sense. This sense is a supernatural ability.
    Only a gria who selected lightning for their Elemental Affinity racial trait may select this trait.

    Spoiler: Racial Feats
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    The following feats are available to a gria character who meets the prerequisites:

    Draconic Flight (Gria):
    Prerequisites: Gria, character level 7th.
    Benefit: You gain a fly speed equal to your base land speed with average maneuverability and none of the restrictions enforced by your Gliding Flight racial trait.
    If you have (or later gain) flight from the Wings power of the Draconic Bloodline, your Draconic Flight-granted fly speed increases by 30 feet instead of that power’s normal effect.

    Improved Draconic Flight (Gria):
    Prerequisites: Gria, Draconic Flight, character level 11th.
    Benefit: Your Draconic Flight-granted fly speed improves by 30 ft, and maneuverability increases to good.
    At 15th level, your Draconic Flight-granted fly speed improves by a further 30 ft.

    Draconic Takeoff (Gria):
    Prerequisites: Gria, Draconic Flight, character level 11th.
    Benefit: By taking off from the ground, you can create a 30 ft. radius burst of wind around your point of takeoff with a powerful slam of your wings. All creatures of large size or smaller within that radius must make a Fortitude save (DC 13 + your ranks in the Fly skill). A large creature who fails the save is blown back half the distance between it and the edge of the radius; a medium creature who fails the save is blown back to the edge of the radius; a small creature who fails the save is blown back to the edge of the radius, plus that same distance again; a tiny creature who fails the save is blown back to the edge of the radius, plus that same distance again three times over; and so on. A creature who would be blown off of a cliff/into lava/etc. by this may make a DC 15 Reflex save to stop their movement at the edge of the dangerous terrain. A creature whose movement is halted early by a solid obstruction, such as a wall, takes 1d8 points of damage per 5 feet of remaining movement.
    Unattended objects are blown away in much the same manner as creatures.
    Using this ability is a standard action, though you may continue your movement (as if you’d used a move action to move) as part of this action. You cannot use this ability if you moved any distance via flight in the previous round.

    Improved Dragonbreath (Combat, Gria):
    Prerequisites: Gria, Con 13, Ability Focus [Breath Weapon]
    Benefit: Your racial breath weapon’s damage increases to 1d8 per character level. In addition, increase the cone’s length to 30 ft., and the line’s length to 60 ft.
    Furthermore, you may choose to deliberately make a breath weapon attack within a smaller area, decreasing the size of the cone or line in 5 ft. increments. Finally, you may choose to decrease the damage dice of your breath weapon by any number of d8s; if this would reduce your breath weapon’s damage to 0d8 or less, it instead becomes a 5 ft. cone or line that deals 1d3 damage (Reflex half, as normal) if used offensively and does not expend a use of your breath weapon. This is primarily useful for out-of-combat utility; for example, a fire gria’s breath weapon could be used in this manner to light a torch or campfire, an ice gria’s breath weapon could be used to chill a drink or coat a small area in ice, and an electric gria’s breath weapon could potentially be used to power certain technological devices. A breath weapon attack dealing 1d3 damage cannot be modified by other feats that would add effects to your breath weapon (such as the All-Comsuming Breath feat).
    Stamina Pool benefit: After you make a breath weapon attack, you may spend up to 4 stamina points. Reduce the breath weapon’s cooldown by a number of rounds equal to half number of stamina points spent.

    All-Consuming Breath (Combat, Gria):
    Prerequisites: Gria, Con 13
    Your breath weapon comes out in a seemingly-endless torrent, obscuring the vision of foes caught in its area.
    Benefit: Creatures who fail their Reflex save against your breath weapon treat you as having concealment (20% miss chance) until the start of your next turn.

    Draconic Heart (Combat, Gria):
    Prerequisite: Gria
    Benefit: If you are a fire gria, you lose your cold resistance but gain fire resistance 10. If you are an ice gria, you lose your fire resistance but gain cold resistance 5 and acid resistance 5. If you are a lightning gria, you gain electricity resistance 5. If you are a fire or ice gria, you lose your Climate Affinity racial trait.
    You increase your natural armour bonus to AC by 1 + ¼ your Base Attack Bonus. However, manufactured armour can prove redundant with these armoured scales; reduce this natural armour bonus by 1 if wearing medium armour or by 2 if wearing heavy armour (minimum +0). This bonus does not stack with the natural armour granted by the Draconic Scales feat.
    At 6th level, you also become immune to the frightful presence of all creatures of the dragon type.
    At 10th level, if you are a fire gria, your fire resistance increases to 20. If you are an ice gria, your cold and acid resistances each increase to 15. If you are a lightning gria, your electricity resistance increases to 15.
    At 15th level, if you are a fire gria, you become vulnerable to cold and immune to fire. If you are an ice gria, you become vulnerable to fire and your cold and acid resistances each increase to 35. If you are a lightning gria, your electricity resistance increases to 35.

    Draconic Scales (Combat, Gria):
    Prerequisite: Gria
    Benefit: You increase your natural armour bonus to AC by 1 + ¼ your Base Attack Bonus. However, manufactured armour can prove redundant with these armoured scales; reduce this natural armour bonus by 1 if wearing medium armour or by 2 if wearing heavy armour (minimum +0). This bonus does not stack with the natural armour granted by the Draconic Heart feat.
    At 6th level, you also become immune to the frightful presence of all creatures of the dragon type.
    Design Notes: This feat is redundant with Draconic Heart, and deliberately so. It exists for players who don't want to sacrifice their normal gria resistances and Climate Affinity racial trait, either for fluff reasons or because they are in a campaign heavily focused around creatures with the fire or cold subtype (or creatures with similar offensive abilities and resistances) for whom their natural gria resistances are perfect. There is almost no reason for a lightning gria to take this feat.

    Draconic Roar (Combat, Gria):
    Prerequisites: Gria, Cha 13 or Wis 13, character level 6th
    Benefit: You gain the ability to emulate the Frightful Presence ability of dragons.
    You may activate your frightful presence as a free action when unleashing your breath weapon, or as part of a charge. You may also activate it by its lonesome by making an intimidating display as a standard action. Opponents within 30 ft. who witness your breath weapon usage, charge, or intimidating display must succeed on a Will save or become Shaken for 5d6 rounds. This only works on creatures with a number of Hit Dice less than or equal to your own. If the creature has 4 Hit Dice or fewer, they become Frightened instead of Shaken. The Will save DC to resist your frightful presence is 10 + ½ your character level + your Charisma modifier. This extraordinary ability is a mind-affecting fear effect.
    You may use this ability a number of times per day equal to 3 + your Charisma modifier or your Wisdom modifier (whichever is higher).
    At 10th level, you no longer have a daily use limitation on your frightful presence.
    Special: The frightful presence granted by Draconic Roar allows you to qualify for Ability Focus (Frightful Presence).

    Draconic Senses (Combat, Gria):
    Prerequisites: Gria, Blind-Fight, character level 3rd
    Benefit: You gain Blindsense out to a range of 15 ft. If you are a fire or ice gria, you gain detect evil as an at-will spell-like ability; if you are a lightning gria, you gain speak with animals as an at-will spell-like ability. You cast this spell-like ability with a caster level equal to your total character level.

    Improved Draconic Senses (Combat, Gria):
    Prerequisites: Gria, Draconic Senses, character level 5th
    Benefit: The range of your Draconic Senses-granted Blindsense increases to 30 ft. In addition, the range of your darkvision increases to 90 ft.

    Greater Draconic Senses (Combat, Gria):
    Prerequisites: Gria, Draconic Senses, Improved Draconic Senses, character level 10th
    Benefit: The range of your Draconic Senses-granted Blindsense increases to 60 ft. In addition, the range of your darkvision increases to 120 ft., your low-light vision doubles in effectiveness (allowing you to see 4x as far as humans can in conditions of dim light), and your vision range in normal or bright light becomes one and a half times that of humans.

    Racial class archetypes:
    Spoiler: Divine Dragon (paladin archetype)
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    Class Skills
    The divine dragon gains knowledge (arcana) and perception as class skills, but loses handle animal and ride.

    This alters the paladin's class skills, but does not make divine dragon incompatible with other archetypes that alter the paladin’s class skills, so long as those archetypes do not also lose handle animal or ride.


    Weapon and Armor Proficiency
    A divine dragon is not proficient with heavy armour. She is proficient with the klar, but not with any other type of shield.

    This alters the paladin's weapon and armor proficiencies.


    Divine Wisdom (Ex)
    A divine dragon may choose to use her Wisdom score in place of her Charisma score for all paladin/divine dragon spellcasting, spells, and class features, as well as feats, magic items, etc. that rely on her paladin/divine dragon abilities. This choice must be made upon attaining paladin level 1st and, once made, cannot be changed. If she does choose to use her Wisdom score in place of her Charisma score for paladin/divine dragon class features, the untyped bonuses granted by Divine Grace and Smite Evil become sacred bonuses.


    Two-Weapon Fighting
    A divine dragon gains Two-Weapon Fighting as a bonus feat at 1st level. She need not meet the prerequisites for this feat, and may use her Charisma score in place of her Dexterity score for purposes of qualifying for feats that have Two-Weapon Fighting as a prerequisite.


    Merciful Breath (Ex)
    A divine dragon may choose to deal non-lethal damage with her gria racial breath weapon, at no penalty.


    Wings of Life (Su)
    At 2nd level, a divine dragon may channel her Lay On Hands ability through her wings, allowing her to use the ability without a free hand so long as she is not using her wings to glide or fly.

    This ability alters Lay On Hands.


    Draconic Roar (Ex)
    At 3rd level, the divine dragon gains Draconic Roar as a bonus feat, if she does not already have it. She does not need to meet the feat’s prerequisites. The Will save DC to resist a divine dragon's frightful presence is equal to 10 + ½ her total character level + her Charisma modifier, and she may use it a number of times per day equal to 3 + ½ her paladin level + her Charisma bonus (if any). A divine dragon may affect any evil creature with her frightful presence, even if they are normally immune to fear, emotion effects, mind-affecting effects, or effects that require Will saves, provided they have a number of hit dice equal to or less than her own. A divine dragon’s frightful presence inflicts only shaken on any creature with a number of hit dice greater than the divine dragon’s hit dice -2, even if they have 4 or fewer hit dice.

    At 8th level, the divine dragon no longer has a daily use limit on her frightful presence. In addition, she may affect evil creatures who have hit dice equal to or less than her total hit dice + her Charisma bonus (if any).

    At 11th level, the divine dragon's frightful presence becomes an always-active aura, though she may deactivate or reactivate it at will (doing so is not an action). Additionally, evil creatures must instead succeed on a Will save with a DC of 10 + the divine dragon's paladin level + her Charisma modifier if this DC would be higher than the normal save DC, and she may frighten evil creatures with a number of hit dice up to 4 + her Charisma bonus (if any).

    This ability replaces aura of courage, aura of resolve, and aura of justice.


    Holy Breath Weapon (Su)
    When a divine dragon reaches 4th level, she gains the ability to imbue her gria racial breath weapon with positive energy. This can be used either to harm undead, or to heal the living, as if channeling positive energy. As a standard action, she consumes two uses of her lay on hands ability and makes a breath weapon attack, dealing damage or healing equal to the divine dragon’s breath weapon damage dice. Damage dealt by the holy breath weapon is positive energy damage, instead of its original energy type. The divine dragon cannot affect herself with this ability, even if she would normally be included in the area of effect. A creature who would be healed by the divine dragon's holy breath weapon need not make a Reflex save against it. A creature with Channel Resistance adds their Channel Resistance bonus to their Reflex save against the divine dragon’s holy breath weapon.
    Additionally, the divine dragon gains Ability Focus (Breath Weapon) as a bonus feat at 4th level.

    This ability replaces channel positive energy.


    Divine Bond (Sp)
    A divine dragon's divine bond must take the form of a bonded weapon. When she uses her divine bond, it enhances all weapons she wields, rather than just a single weapon. This includes her unarmed strike, which has its base damage dice change to those of a warpriest's sacred weapon with an effective warpriest level equal to her paladin level -4 (unless its own base damage dice are higher, such as due to levels in warpriest or monk), in addition to the divine bond's normal effects. (This change applies before the modification due to the gria’s dragon claws racial trait.) Rather than causing all of her wielded weapons to glow, the divine dragon’s divine bond causes her entire body to shed light as a torch. An ice gria divine dragon cannot apply flaming or flaming burst to her weapons using her divine bond, but may instead apply frost or icy burst. Similarly, a lightning gria divine dragon cannot apply flaming or flaming burst to her weapons using her divine bond, but may instead apply shock or shocking burst.

    This ability alters divine bond. This does not make the divine dragon archetype incompatible with other archetypes that also require the paladin to select a bonded weapon as their divine bond, such as Tempered Champion, unless they impose restrictions on what kinds of weapons can be bonded.


    Form of the Holy Dragon God (Su)
    At 14th level, the divine dragon gains the ability to transform into a Large dragon, as form of the dragon II, except that a fire gria must choose the form of a gold dragon, an ice gria must choose the form of a silver dragon, and a lightning gria must choose the form of a bronze dragon. Entering the Form of the Holy Dragon God is a standard action. She may remain in this form a number of rounds per day equal to ½ her paladin level plus her Charisma modifier. She need not use this duration all at one time. Reverting from her dragon form to her normal form is a standard action; the round in which she reverts does not count against her maximum daily duration. Upon exiting the Form of the Holy Dragon God, the divine dragon is fatigued for a number of rounds equal to half the time she spent in that form; a divine dragon cannot enter the Form of the Holy Dragon God if she is fatigued or exhausted.

    The divine dragon’s paladin class abilities all continue to function while she is in the Form of the Holy Dragon God, though divine bond is in most cases functionally useless because the dragon form’s natural attacks are not considered valid targets for the ability. Unlike the spell it is based on, the divine dragon’s armour continues to function while she is in the Form of the Holy Dragon God; divine power resizes and reshapes the armour for her new form, and it returns to normal when she reverts. Shields and weapons are not similarly affected, and meld into her form as normal. Additionally, a divine dragon’s holy symbol is always visibly displayed somewhere on her body while she is in her dragon form.

    The divine dragon's Form of the Holy Dragon God-granted natural attacks are considered good-aligned for purposes of bypassing damage reduction, and she gains the celestial creature simple template while she is in the Form of the Holy Dragon God (her base CR is treated as being her paladin level -1 for purposes of the celestial creature template’s spell resistance; she may freely lower or raise her celestial creature-granted spell resistance at will, and doing so is not an action). The Form of the Holy Dragon God-granted breath weapon uses the shape (line or cone) of the divine dragon's normal breath weapon, uses the damage dice of the divine dragon’s normal breath weapon +1d8, does not have a limited number of uses (though it retains the cooldown), and has a Reflex save DC of 10 + ½ the divine dragon’s paladin level + the divine dragon’s Constitution modifier, but otherwise uses its normal statistics as per the spell; for purposes of feats and divine dragon class abilities, this breath weapon counts as the divine dragon’s gria racial breath weapon. While in the Form of the Holy Dragon God, the divine dragon is immune to fear and charm effects.

    At 17th level, the divine dragon may choose to instead transform into a Huge dragon, as form of the dragon III (though still subject to the restrictions and modifications outlined above). Doing so expends 2 rounds of the divine dragon's daily Form of the Holy Dragon God use per 1 round spent in this form; this increases the amount of time she spends fatigued after exiting the Form of the Holy Dragon God accordingly. Additionally, while in the Form of the Holy Dragon God (regardless of whether she chooses to transform into a Large dragon or a Huge one), a divine dragon of 17th level gains darkvision 120 feet and blindsense 60 feet (as form of the dragon III) and becomes immune to compulsion effects.

    If a divine dragon falls unconscious or is killed while in the Form of the Holy Dragon God, she immediately reverts to her normal form. Being forced to revert in this way is not an action (because an unconscious or dead character is incapable of taking actions), though it still takes a standard action’s worth of time.

    This ability replaces aura of faith and aura of righteousness.


    Avatar of the Holy Dragon God (Su)
    At 20th level, the divine dragon becomes a conduit for the power of her god. She gains DR 10/evil and becomes immune to fear, charm effects, and compulsion effects at all times (she may lower any of these immunities at will if she so chooses; doing so is not an action). Whenever she successfully strikes an evil outsider that is marked by smite evil, the outsider is also subject to a banishment, using her paladin level as the caster level (her holy symbol as well as her whole being automatically count as objects that the subject hates; if she is in the Form of the Holy Dragon God, she counts as a rare and especially effective item for this purpose). In addition, whenever she uses her holy breath weapon or lay on hands to heal a creature, she heals the maximum possible amount. Finally, she no longer has a daily limit on Form of the Holy Dragon God, though she cannot remain in that form for more than 15 minutes at a time.

    This ability replaces Holy Champion.

    Spoiler: Seaclaw (swashbuckler archetype)
    Show
    The seaclaw uses toughness and guile to make up for a lack of graceful swordplay.

    Seaclaw’s Guile (Ex)
    The seaclaw uses light or one-handed slashing melee weapons for any feat, class feature, etc. requiring the use of a light or one-handed piercing melee weapon. He may even use unarmed strikes or natural weapons for this purpose, even if the feat or ability would normally explicitly prevent usage with unarmed strikes and/or natural weapons.
    He may use his Wisdom modifier in place of his Dexterity modifier on attack rolls with such weapons, including when throwing them. He may also use his Wisdom modifier in place of his Dexterity modifier for any feat (such as Combat Reflexes) or swashbuckler deed that uses the swashbuckler’s Dexterity to determine its effects, and may use his Wisdom score in place of his Dexterity score for the purpose of meeting feat prerequisites. If a feat or other effect would allow him to add some or all of his Dexterity bonus to his damage rolls with melee attacks, he may instead add that portion of his Wisdom modifier to his damage rolls with melee attacks.
    In addition, he adds his Wisdom modifier in place of his Dexterity modifier to his CMD to resist combat maneuvers made using weapons.

    Seaclaw’s Deeds
    The seaclaw gains the following deeds, each of which replaces an existing swashbuckler deed:

    Trick Flight (Ex): At 1st level, so long as he has at least 1 panache point, a seaclaw may use the Fly skill in place of the Acrobatics skill to attempt to move through a foe’s space or threatened area, and may use his Fly skill ranks in place of Acrobatics skill ranks for purposes of fighting defensively and total defence. In addition, he may spend 1 panache point as a free action to add a competence bonus on Fly skill checks equal to either his swashbuckler level or +4, whichever is greater, for 1 round.
    This deed replaces Derring-Do.

    Armored Panache (Ex): At 1st level, when an opponent attempts a melee attack against the seaclaw, he may spend 1 panache point as an immediate action to increase his natural armor bonus to AC against that attack by an amount equal to 1 plus his Charisma bonus (if any).
    If the opponent’s attack misses and the opponent is within his natural reach, they are forced to move 5 feet directly away from him if possible. This involuntary movement does not provoke attacks of opportunity. If the opponent is within his natural reach but it is not possible for them to be moved by this deed’s effect, they instead must succeed at a Reflex save (DC 10 + ½ the seaclaw’s class level + the seaclaw’s Charisma modifier) or be knocked prone.
    This deed replaces Dodging Panache.

    Jet Boost (Ex): At 3rd level, a seaclaw can expend 1 panache point and a use of his racial breath weapon as a free action to move up to 10 ft. in any direction. If he has the Improved Dragonbreath feat, this distance increases to 15 ft. This movement does not provoke attacks of opportunity, and does not count as having moved during the round for purpose of determining whether the seaclaw can take a 5 ft. step in the same round.
    This deed replaces Menacing Swordplay.

    Dragon Dive (Ex): At 7th level, so long as he has at least 1 panache point, a seaclaw gains the benefits of the Death From Above feat. In addition, by expending 1 panache point as a swift action when he charges a foe from above while flying, he may deal an amount of bludgeoning damage equal to 1.5x his swashbuckler level to all foes and unattended objects within 5 ft. of him at the end of the charge, though a successful Reflex save (DC 10 + ½ the seaclaw’s swashbuckler level + the seaclaw’s Charisma modifier) halves this damage. This damage is added to the damage caused by the melee attack at the end of the charge (if any) before applying damage reduction/hardness if the victim of the charge is within range. If the seaclaw has the ability to make multiple melee attacks at the end of the charge, the damage from all of the melee attacks is added together along with the bonus damage from dragon dive before applying damage reduction/hardness.
    This deed replaces Swashbuckler’s Grace.

    And that's it for things that actually outright require the character to be a gria. The rest of this is merely things related to the gria.
    Spoiler: Non-racial Feats
    Show
    The following fighting style is traditionally practiced by gria, but is in no way restricted to them.

    Dragon Fang Style (Combat, Style):
    The traditional gria fighting style known as Dragon Fang is less one specific style and more a number of related styles, all based around the klar and the gandasa.
    Prerequisites: Con 13, Improved Unarmed Strike, proficiency with the gandasa and/or the klar
    Benefit: While using this style, you may wield a klar as primary-hand weapon, and you may wield a gandasa in your off hand as if it were a light weapon. In addition, you retain a klar’s shield bonus to AC when you use it to attack, and attacks of opportunity you make with a gandasa, claw, or unarmed strike deal +1 damage.
    Special: You may use Constitution, rather than Dexterity, for feats with a minimum Dexterity prerequisite (such as Two-Weapon Fighting). In addition, you may use Constitution, rather than Dexterity, to determine the number of additional attacks of opportunity granted by Combat Reflexes.

    Twin Dragon Fang (Combat):
    The teachings of Dragon Fang allow you to make the most of dual-wielded klars or gandasas.
    Prerequisites: Dragon Fang Style, Two-Weapon Fighting
    Benefit: While using Dragon Fang Style, the shield bonus to AC granted by a wielded klar stacks with any other shield bonus to AC you possess (including the shield bonus granted by a second wielded klar).
    In addition, when you make a successful attack roll with a claw, unarmed strike, or gandasa against a foe who is not unconscious while using Dragon Fang Style, your next attack made with a claw or unarmed strike with your other hand, or with a gandasa or klar wielded in your other hand, gains a +1 bonus on the attack roll and deals 2 additional points of damage. This bonus to attack and damage can stack, and lasts until expended or until the end of your next turn, whichever comes first. If you possess a damage-dealing breath weapon, you may choose to have this additional damage be of the same type as the damage your breath weapon deals; otherwise, it is of the same type as your weapon’s damage type.
    Lastly, when you are using Dragon Fang Style and either fight defensively or take the total defense action, you gain a number of points of energy resistance to all energy types and of DR /magic equal to the number of klars you are wielding. This energy resistance stacks with energy resistance gained from other sources, if any.

    Dragon Fang Drop (Combat):
    Your dives from the air devastate foes and toss them aside.
    Prerequisites: Dragon Fang Style, Twin Dragon Fang, Two-Weapon Fighting, fly speed, Base Attack Bonus +11.
    Benefit: While using Dragon Fang Style and wielding no weapons other than gandasas, klars, and natural weapons (including unarmed strike), when you charge a foe from above while flying you may make an attack with your primary-hand weapon and an attack with your off-hand weapon. Both of these attacks are made at your highest bonus, and Two-Weapon Fighting penalties apply as normal.
    While using Dragon Fang Style, if you are wielding two klars and succeed on two attack rolls against the same target at the end of a charge, you may also make a free bull rush attempt against all foes within 5 ft. of you. These bull rush attempts to not provoke attacks of opportunity, but you cannot choose to move with the target.
    While using Dragon Fang Style, if you are wielding two gandasas, two unarmed strikes and/or claws, or a gandasa and a claw or unarmed strike, and succeed on two attack rolls against the same target at the end of a charge, you may deal 1d6+Strength modifier additional points of damage to the target (this counts as a melee weapon damage roll using one of the two wielded weapons for purposes of the unchained rogue’s Finesse Training and similar effects). In addition, the target catches on fire, except that the damage they take from being on fire is of the same type as the additional damage granted by this feat, and being doused in water does not extinguish the flames. Extinguishing the flames is a full-round action that requires a successful Reflex save (DC = 10 + ½ your character level + your Constitution modifier).
    While using Dragon Fang Style, if you are wielding a gandasa and a klar, or a natural weapon (including unarmed strike) and a klar, and succeed on two attack rolls against the same target at the end of a charge, you may deal 1d6+Strength modifier additional points of damage to the target (this counts as a melee weapon damage roll for purposes of the unchained rogue’s Finesse Training and similar effects) and make a free bull rush attempt against them. This bull rush attempt does not provoke attacks of opportunity, but you cannot choose to move with the target.
    If you possess a damage-dealing breath weapon, you may choose to have the additional damage granted by this feat be of the same type as the damage your breath weapon deals; otherwise, it is of the same type as one of your weapons’ damage types.

    Spoiler: Racial Equipment
    Show
    Grian weapons:
    Name Size Price Dmg (S) Dmg (M) Critical Range Weight Dmg type Special
    Grian blade trident two-handed 12 gp 2d3 2d4 19-20/2x 9 lbs. S Reach, see text
    The grian blade trident is a long-handled trident with curved blades as tines. It is designed to be used as if it were a stabbing weapon, but with the lunging strikes aimed slightly off-centre to slash with the blades rather than stab.
    The grian blade trident deals 1.5x damage when used to make a melee attack as part of a charge. This bonus damage applies only to the first attack made as part of the charge if the wielder has the ability to make more than one attack. If the charge is from the air or from above, the wielder adds a +1 circumstance bonus to their attack rolls for all attacks made as part of the charge in addition to the normal benefits from charging and being on higher ground. If the wielder has the Death From Above feat, this bonus increases to +2, and it applies in addition to the bonus granted by the Death From Above feat.

    Grian armour:
    Medium Armours
    Name Price Armor Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Weight
    Aerial breastplate 450 gp +6 +3 -4 25% 25 lbs.
    This unusual breastplate is a grian invention, designed to be aerodynamic and to accommodate winged creatures. It is easier to fly in than normal breastplate.
    Aerial breastplate functions as agile breastplate, meaning its armor check penalty for Climb checks and Acrobatics checks made to jump is only -1. However, additionally, its armor check penalty for Fly checks is only -1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).


    Wondrous items:

    Dawnstone
    Aura no aura (non-magical); CL —; Slot see text; Weight —; Price 70 gp

    This peculiar gemstone, typically light blue or pale green in colour, is favoured by lightning gria and commonly incorporated into jewelry such as bracelets or pendants. As a move action, a sylph, suli, or lightning gria can channel her innate electricity into a worn dawnstone, causing it to shed light equivalent to a torch for 1 minute. Channeling electricity into the dawnstone repeatedly allows the wearer to stack the duration; for example, spending 2 consecutive move actions channeling electricity into the dawnstone will cause it to glow for 2 minutes. A dawnstone cannot hold more than 30 minutes of charge at one time. Furthermore, dealing electricity damage to a dawnstone causes it to glow for 2 minutes per point of electricity damage that would have been dealt to it (before halving damage due to the dawnstone being an object and before applying hardness), to a maximum of 30 minutes at 15 points of damage, with excess damage being dealt to the dawnstone (remaining damage is halved and then hardness applied, as normal). A standard-sized dawnstone fits in the palm of your hand, and has hardness 7 and 13 HP.

    The listed price includes the cost of a piece of mundane jewelry to incorporate the dawnstone into; alternatively, it can be incorporated into a piece of magical jewelry, or into a weapon as a decoration, by adding 70 gp to that item’s cost.
    Last edited by FlameUser64; 2018-08-19 at 09:20 PM. Reason: Minor equipment update
    My Pathfinder homebrew:

    Wanna play a cute half-dragon with a breath weapon?
    The gria (dragonfolk) (Note: No relation to the race from FFTA2.)

    Unchained Monk: Now with combat precognition! And the ability to make foes' heads spin as you rush about the battlefield.
    The Martial Artist: A Combat Stamina-focused Unchained Monk archetype

    Feel free to provide honest, constructive criticism! Or, heck, even just tell me if you like a thing I made, and what you like about it.

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