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SiggyDevil
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« on: November 18, 2010, 09:48:54 AM » |
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Feats
Dragon Heir Gain Dragon type. Level Ability 1 Energy Resistance 5 to two elements, Endure Elements, +4 saves vs Paralysis and Sleep, Darkvision 30, Low Light Vision 6 Energy Resistance 15 to two elements, +8 saves vs Paralysis and Sleep, Darkvision 60 11 Energy Resistance 30 to two elements, Darkvision 90, Immune to Paralysis and Sleep 16 Immunity to two elements, Darkvision 120, Immune to one other status effect of choice
Dragon of the Hills Requires Dragon type • Lose Flight speed if any. If a Flight speed was lost, the character gains a burrow speed equal to half Land speed. • Double weight • +10 Land speed • Breath weapon may be Earth element, a blast of dust and ash
Dragon of the Skies Requires Dragon type • Halve weight • +5 x level additional Flight speed • Increase Flight maneuverability by one stage • Breath weapon may be Air element, a torrent of hot wind
Dragon of the Waters Requires Dragon type • Triple weight • Gain Amphibious trait (can breathe air and water) • Lose Flight speed if any. If a Flight speed was lost, the character gains a Swim speed equal to the Flight speed lost. • Breath weapon may be Water element, a gout of steam
Classes • 1/hour = Spell-Like Ability, at-will unless specified otherwise • X/day = Number of times a Spell-Like Ability may be used in a day • A Glide Speed functions like a Fly Speed, but every round spend flying drags the character downward 5 feet. Only down and horizontal motion possible, unless there is an updraft.
TRUE DRAGON Must have Dragon type or Dragonblood subtype. Hit Die: d12 Base Attack Bonus: Full Good Saving Throws: Fortitude, Reflex, and Will Skill Points: 6+Int Class Skills: Any
Weapon Proficiency:Simple weapons Armor Proficiency: No armor or shields
Spellcasting • Cast spells as a Sorcerer of a caster level equal to half of True Dragon levels (round down), but only from the Sorcerer list and any Cleric domains that match alignment. Spells cast become arcane if not already. Charisma is the primary spellcasting score for True Dragon spells. Age Categories • Only apply age category related size changes (such as Size Tiny for Wyrmling) if the character has dragon as its only main type. • Every time an age category is gained, do not adjust ability scores as by monster growth rules, but do add one Dragon Power from the list along with all size-related adjustments to combat modifiers, natural attacks, and reach.
1 Wyrmling (Size Tiny, 5 lbs), Bite (primary, 1d4 + STR, Reach), Natural Armor (+2, and +1 per level), Breath Weapon (any 1 element or mode), +10 racial Land speed, Pure Muscle, Draconic Cunning, maximum DEX is 10 (and can not improve by base amount or racial bonuses, but enhancement and inherent bonuses can apply) 2 Tiny Wings (Ex, constant Feather Fall, Glide speed 30, Poor), 3 Damage Reduction (1/2 level, weak to magic), 2 Claws (secondary, 1d4 + STR) 4 Blindsense 30 feet 5 Breath Weapon +1 element or mode 6 Full Wings (10 x level feet Flight speed, Poor) 7 Hover feat 8 Very Young (Size Small, 40 lbs) 9 Blindsense 60 feet 10 Breath Weapon +1 element or mode 11 Young (Size Medium, 320 lbs), Tail Slap (secondary, 1d6 + 1/2 STR for Medium) 12 True Seeing (constant) 13 Commune With Nature 1/hour, Legend Lore 1/hour 14 Juvenile 15 Breath Weapon +1 element or mode 16 Flyby Attack feat 17 Young Adult (Size Large, 2560 lbs), Frightful Presence 18 Word of Recall 1/hour 19 Wish 1/day 20 Adult, Breath Weapon +1 element or mode, Spell Resistance (11 + level) 21 (Epic) 23 Mature Adult (Size Huge, 20480 lbs), 26 Old 29 Very Old (Size Gargantuan, 163840 lbs) 32 Ancient 35 Wyrm (Size Colossal, 1310720 lbs) 38 Great Wyrm
Pure Muscle (Ex): The character adds every True Dragon level as a racial bonus to Strength, and every even True Dragon level as a racial bonus to Constitution. Ability score adjustments from this ability do not stack with racial and enhancement bonuses.
Draconic Cunning (Ex): A True Dragon adds every even True Dragon level as a racial bonus to Intelligence, Wisdom, and Charisma. Ability score adjustments from this ability do not stack with racial and enhancement bonuses.
Breath Weapon (Su): CON 13+. As a standard action the character breaths a single element in either a 40 foot line or 20 foot cone, dealing 1d6 damage per odd level. Opponents get a Reflex save (10 +1/2 level +CON) for half. Every size increase beyond Small increases the length of area by half. In any round the character uses this ability, they may not use it in the next 1d4 rounds. Some energy types will have extra effect in addition to damage, but at a cost of using 1d4 damage per odd level instead of d6s; Elements • Air (Fortitude save, opponents are Checked for 1 round) • Earth or Water (Fortitude save, opponents are Pinned for 1 round, or evaporate 1 cubic foot of water per point of damage) • Fire or Acid (Reflex save, opponents catch on fire) • Force (affects ethereal opponents, may also be nonlethal) • Light (Reflex save, Blinded for 1d4 rounds) • Sonic (Fortitude save, Deafened for 1d4 rounds, or Will save, Panicked for 1 round) Alternatively instead of an energy type the character may choose to cause one of the following status effects when this ability is gained. All gas breaths are Poison type unless specified otherwise; Modes • Dazing Gas (Will save, Dazed for 1d6 rounds) • Fear Gas (Will save, Shaken for 4d6 rounds) • Maddening Gas (Fortitude save, 1d4 WIS damage) • Repulsion Gas (Will save, move away for 1d6 rounds, Enchantment [Mind-Affecting, Compulsion]) • Sleep Gas (Will save, Dazed for 1d4 rounds, if affected while Dazed they become Unconscious for 1 round per level, new save at the beginning of every turn) • Slow Gas (Fortitude save, Slowed for 1d6 rounds) • Stun Gas (Fortitude save, Stunned for 1d4 rounds, new save at the beginning of every turn) • Stupefying Gas (Fortitude save, 1d4 INT damage) • Weakening Gas (Fortitude save, 1d4 STR damage)
Frightful Presence (Ex): Level 15+, CHA 13+. Opponents with less levels must make a Will save (DC 10 + 1/2 level + CHA) vs. Fear every time the character attacks, charges, or moves past, or become either become Panicked (if the opponent has 4 or less levels) or Shaken (if 5 or more levels) for 4d6 rounds. Success on the Will save means they can not be affected again for 24 hours. The radius of this ability is 30 feet for every 5 levels the character has. If the character has the Dragon type, other Dragons are immune to this ability.
Coating (Ex): Level 6+, CON 13+. The character's body secrets a specific type of element. Anything touching the character for a round automatically takes 3 per odd level damage (including grappling) at the end of the round, but lightly striking with a weapon allows a Reflex save (DC 10 +1/2 level +CON) to avoid the damage to both weapon and user.
Dragon Powers • Choose one each time a new age category is gained. • Later categories may be used to acquire earlier powers. • The caster level for Dragon Power effects is equal to character level. For save DCs use 10 + 1/2 level +CHA.
Wyrmling Ability Drain (Su, see Fang Dragon, Draconomicon, Fortitude save, 1d2 CON ability score damage with bite, increase die size with each age category) Cloudwalking (Su, see Silver Dragon, MM) Constrict Destroy Water 1/hour (see Blue Dragon, MM) Detect Magic 1/hour Ghost Sound 1/hour Icewalking (Ex, see White Dragon, MM) Increased Damage (Ex, see Fang Dragon, Draconomicon, increase all natural attack damage dice by one step) Speak With Animals (Su) Spider Climb (Ex) Water Breathing (Ex)
Very Young Alternate Form: Animal (animal shapes, Transmutation (Polymorph), constant) Color Spray 1/hour Elemental Mastery See Invisible and Ethereal (Su) Shadow Blend (Su, total concealment under less than daylight) Trip (Claw or Tail Slap)
Young Alternate Form: Humanoid (humanoid shapes, Transmutation (Polymorph), constant) Gaseous Form 1/hour Improved Grab (Bite) Invisibility 1/hour Poison (Ex, Bite, Fortitude save, 1d4 STR/2d4 STR) Roar (see Dragonne, affects all opponents) Wingover feat Wounding (Ex, claw attack, 1 CON damage per hit, counts as Precision damage)
Juvenile Bless 1/hour Capsize (Ex, see Dragon Turtle, MM) Darkness 1/hour Detect Thoughts 1/hour Dispel Magic 1/hour Endure Elements 1/hour Fog Cloud 1/hour Locate Object 1/hour Pounce (Ex, see Lion or Dragonne, full attack with charge) Sound Imitation (Ex, see Blue Dragon, MM) Stinking Cloud 1/hour Stomp (see Amethyst Dragon, MM2, or the Psionic power by same name)
Young Adult Augmented Critical (Ex, Bite only, see Tarrasque. MM) Coating Crush (Ex) Improved Grab Rush (Ex, see Tarrasque, MM) Snatch feat Swallow Whole Tremor (Su, 60 radius, standing opponents make Reflex save or fall prone)
Adult Corrupt Water 1/hour (see Black Dragon, MM) Create Food and Water 1/hour Dimension Door 1/hour Explosive Gem (see Amethyst Dragon, MM2) Gust of Wind 1/hour Luck Bonus (see Gold Dragon, MM) Spell Turning 1/hour Stinking Cloud 1/hour Stone Shape 1/hour Stone Shape 1/hour Suggestion 1/hour Ventriloquism 1/hour
Mature Adult Bonus Feat
Old Body Equilibrium (see Amethyst Dragon, MM2, or Psionic power) Control Winds 1/hour Detect Gems (Su, see Gold Dragon, MM) Freezing Fog (Su, see White Dragon, MM) Geas/Quest 1/hour Hallucinatory Terrain 1/hour Hold Monster 1/hour Mind Fog 1/hour Nondetection 1/hour Plant Growth 1/hour Telekinesis 1/hour Teleport 1/hour Transmute Rock To Mud/Mud To Rock 1/hours
Very Old Etherealness 1/hour Greater Shout 1/hour Hypnotism Gaze (Su, 60 feet, as the spell Hypnotism, one target, no HD limit)
Ancient Control Water 1/hour Control Weather 1/hour Dominate Person 1/hour Fast Healing 2 Find The Path 1/hour Ghost Touch (Ex) Insect Plague 1/hour Shadow Walk 1/hour Sunburst 1/hour Veil 1/hour Wall of Ice 1/hour Wall of Stone 1/hour Wall of Stone 1/hour
Wyrm Bonus Feat
Great Wyrm Charm Reptiles 1/hour (Su, see Black Dragon, MM) Command Plants 1/hour Discern Location 1/hour Foresight 1/hour Globe of Invulnerability 1/hour Horrid Wilting 1/hour Mirage Arcana 1/hour Move Earth 1/hour Move Earth 1/hour Reverse Gravity 1/hour Shapechange 1/hour
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