
Elghinn Lightbringer |
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After perusing Mythic Adventures, I realized, I could finally present one of my old 3.5 Epic PrC's in a far better way using the Mythic Path format. Borrowed from Super Genius Games' Dragonrider, and obviously the other mythic paths.
NEW MYTHIC PATH
Like other mythic paths, the Dragon Sovereign grants a number of specific abilities. However, the Dragon Sovereign path can only be followed if an appropriate artifact is found by the individual. As a mythic character gains tiers, he can choose any mythic abilities in common with other paths (see Table 1–1: Base Mythic Abilities in Mythic Adventures), or those listed in the Dragon Sovereign mythic path description below.
DRAGON SOVEREIGN
Dragon sovereigns are masters of dragonkind. Once, long ago, the sovereigns roamed the primordial world, warring against one another and their dragons, dividing the land into their own territorial domains. Although these powerful beings have gone the way of the dust, vestiges of their obscure legacy have emerged throughout the ages in the form of armor, weapons, or objects of significant importance to them. Most of these relics vanished into the memories and myths of the past, only to reemerge throughout the latter part of history. Such ancient relics can bestow upon the wearer the prestige class of the dragon sovereign, imbuing him with a portion of its master’s might. Any dragon sovereign that now appears is but a mere shadow of the original sovereign’s former power and glory. However, when such power is compared to that of mortals, it is unmatched by the current peoples of the world.
Dragon sovereigns are powers to be reckoned with in their own right. If encountered, one should never take a sovereign’s powers or abilities lightly. Such a mistake will likely cost an individual, or even an entire adventuring party their very lives. It is difficult for most to fully comprehend the might of one who has obtained the mature powers of a dragon sovereign, for they are a force powerful enough to give the demonic balors, devilish pit fiends, or angelic solars cause to be wary.
Role: In ages past, the dragon sovereigns ruled the world unopposed, dividing the spoils between them to further their power and circle of influence. Now, with a multitude of races inhabiting the world, the power and influence of dragon sovereigns has greatly diminished. Despite this deficiency, some sovereigns blaze their own path to power and domination through bloodshed, intimidation, and dark magic, while others seek to serve and protect with personal courage, compassion, and divinely imbued might. Regardless of his nature, dragon sovereigns seek to establish their own kingdoms from which to command their armies and cohorts, and govern their realm along side their dragon companion.
Classes: Barbarians, cavaliers, fighters, rangers, and paladins will all find a host of useful abilities in the dragon sovereign path. In fact, almost any character who seeks to further their knowledge, enhance their combat skills, or gain influence over creatures of the draconic bloodline, will likewise find that the path of the dragon sovereign includes a number of valuable abilities that will help in their endeavors.
Bonus Hit Points: Whenever you gain a dragon sovereign tier, you gain 5 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
TABLE 1-1: DRAGON SOVEREIGN
Tier Path Features
1st Dragon mount, path ability, sovereign's might
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Lord of dragons, path ability
As you gain tiers, you gain the following abilities.
Dragon Mount (Su): You gain the service of an unusually intelligent, strong, and loyal dragon mount to carry you into battle and serve you as you further the cause of dragonkind. This dragon mount is always of a type appropriate to his alignment. A dragon sovereign’s dragon mount is described below.
Once per day, as a full-round action, a dragon sovereign may magically call his mount to his side. This ability is the equivalent of a spell of a level equal to one-third the dragon sovereign's combined class and mythic level. The dragon mount immediately appears adjacent to the dragon sovereign. A dragon sovereign can use this ability once per day at 1st tier, and one additional time per day for every 3 tiers thereafter, for a total of four times per day at 10th tier.
A dragon sovereign does not take an armor check penalty on Ride checks while riding his dragon mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A dragon sovereign’s dragon mount gains the share spells special ability only if the sovereign has a class feature that grants spellcasting.
A dragon sovereign’s bond with his dragon mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon sovereign’s mount die, the dragon sovereign may summon another dragon mount to serve him after 1 week of mourning. This new mount does not gain the link, share spells, evasion, devotion, or improved evasion special abilities until the next time the dragon sovereign gains a tier.
Sovereign’s Might: Select one of the following abilities. Once chosen, it can't be changed.
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the abs orb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistance s that you have.
Beast's Fury (Su): As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Path Ability: At 1st tier and every tier thereafter, select one new path ability from the dragon sovereign path abilities lists or from the universal path abilities lists (see page 50 of Mythic Adventures). Once you select an ability, it can't be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier that you must meet before you select them.
Lord of Dragons (Ex): At 10th tier, you undergo a physical transformation into something more akin to the dragons you command. First, your body becomes bulkier, taking on greater mass and size. This allows you to function in many ways as if you they were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change your size category. Your ears also become slightly pointed, your eye color changes to match that of your dragon mount’s scales, and your hair takes on the same slight hue. Lastly, your skin becomes hard as dragon scales, granting you a +4 natural armor bonus. This transformation gives you a somewhat alien and outlandish appearance.
In addition, your life span is extended to that of a dragon and count your age according to a dragon’s the age in years (see Table: Dragon Age Categories in the Bestiary). Thus, your life span is extended to that of 1,200 + years. Although death may come at any time, your natural life span will not begin to dwindle until over a millennium has passed.
You can select these path abilities at any tier.
Adamantine Mind (Ex): Your mind is as hard as any armor, and is dangerous to engage. You gain a bonus equal to your tier on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.
Additional Might (Ex): You learn an additional sovereign's might ability. You can s elect this ability twice.
Aerial Assault (Su): You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.
Always A Chance (Ex): You don't automatically miss when you roll a 1 on an attack roll.
Armored Might (Ex): You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor's +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).
Backlash (Ex): You strike back at those who penetrate your defenses. Whenever an adjacent enemy confirms a critical hit against you, that enemy also provokes an attack of opportunity from you. If you have used all of your attacks of opportunity for the round, you may expend one use of mythic power to make this attack of opportunity anyway.
Bleed Holy Power (Su): If you channel positive energy, when an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel energy to deal damage to undead creatures around you (as detailed in the channel energy ability). Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you. If you focus solely on that creature, you are considered 4 levels higher in the class that grants you the channel energy feature when determining its effects.
Blowback (Ex): As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel. If it strikes another creature, both it and the creature it strikes take half this damage.
Burst Through (Ex): Whenever you charge, you can move through squares containing allies and opponents almost as if they were not obstructing your charge. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of the s e combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.
Clarion Call (Ex): You bestow your wrath on your allies. As a swift action, you can expend one use of mythic power to grant all allies within 30 feet the benefits of your active smite or challenge ability, directed at the same opponent you're targeting with that ability. Only the constant effects from the smite or challenge are conferred with this ability, not the ones you can use only once. This ability lasts a number of rounds equal to your tier or until either the combat ends or the subject of the smite or challenge is dead or unconscious.
Crusader (Ex): Your prowess and ability draw countless followers to your banner. You gain followers as if you had the Leadership feat. In addition, you add your tier to your leadership score when determining the number of followers you gain. Whenever you are within 100 feet of such followers, each follower can use the surge ability once per day without needing to expend mythic power. The followers use the same die type as your surge ability. If you have or gain the Leadership feat, you gain followers from both this ability and the Leadership feat (in effect doubling the number of followers gained).
Devastating Smash (Su): Whenever you attack a construct or object, treat its hardness (or damage reduction in the case of constructs) as 10 less than normal. Add your tier to damage rolls against constructs and objects. If you expend one use of mythic power as part of an attack against a construct or object, you treat its hardness (or damage reduction) as o and add double your tier to damage instead.
Divine Countenance (Su): Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. The creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Empathic Healing (Su): You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining save s against it. If you're immune to the disease or poison, transferring it to yourself destroys the affliction.
Endless Hatred (Ex): You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.
Ever Ready (Ex): Whenever you make an attack of opportunity, you gain a bonus on the attack and damage rolls equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don't have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest spellcaster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.
Greater Surge (Su): Your surge is more powerful than most. Treat your tier as if it were 3 higher for the purpose of determining your mythic surge die (maximum 10th tier). When you gain your 10th tier, your surge die become s 2d8.
Immovable (Su): Add your tier to your CMD whenever an enemy attempts a bull rush, drag, reposition, or trip combat maneuver check against you. If the check is successful, you can expend one use of mythic power as an immediate action to cause it to fail instead.
Inspiring Surge (Ex): Your surge inspires non-mythic allies to greater acts of martial daring. Each time you use your surge ability, each non-mythic ally within 30 feet gains a +1 bonus on attack rolls and damage rolls for the next weapon attack it makes before the start of your next turn. An ally must be able to see and hear you to gain the bonus. You can take this ability up to three times. When you take it the second time, the bonus on attack and damage rolls increases to a number equal to half your tier. When you take it a third time, the bonus on attack and damage rolls increases to a number equal to your tier instead of half your tier.
Knowledgeable Sovereign (Su): Add double your tier as a bonus on Knowledge checks you attempt to identify monsters, including checks made to learn any special powers and vulnerabilities. As a free action, you can expend one use of mythic power to telepathically communicate the knowledge you obtain from this check to all allies within 100 feet.
Lend Power {Su): You are an invaluable asset to your comrades. As an immediate action, you can expend one use of mythic power or your confidence ability (see page 42 in Mythic Adventures) to grant the benefit of your surge ability to a mythic ally within 30 feet. The ally uses your surge die.
Lesson Learned (Ex): Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature. This bonus lasts for a number of minutes equal to your tier. For example, if you fail a save against a demon's fireball spell-like ability, you gain this bonus against a fireball spell-like ability from any creature; if you fail a save against a blue dragon's electricity breath weapon, you gain this bonus against all blue dragon electricity breath weapons, but not against a black dragon's acid breath weapon or a gorgon's petrification breath weapon. If you fail another saving throw against the same ability, the duration of lesson learned resets but the bonus doesn't stack with itself.
Menacing Presence (Su): Something about you puts others on edge. You can attempt an Intimidate check to influence a creature's attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat (Core Rulebook 120).
Mounted Maniac (Ex): Your unstoppable momentum while mounted is terrifying. Whenever you charge a creature while mounted, you can attempt an Intimidate check to demoralize all enemies within 30 feet of your target, adding your tier to the result of the check. If you expend one u s e of mythic power, any creature demoralized by this ability is frightened instead of shaken. The duration of this condition is dependent upon your check, as noted in the Intimidate skill.
Mythic Companion (Su): Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.
Mythic Domain (Su): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.
Mythic Mercy (Su): When you use the mercy paladin class feature, your caster level check to remove curses, diseases, and poisons automatically succeeds unless the affliction is from a mythic source. If you expend one use of mythic power when using a mercy, you add break enchantment to its effect, using your paladin level as your caster level. You must have the mercy class feature to select this ability.
Mythic Rage (Su): As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.
Mythic Smite (Su): As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.
Mythic Weapon Training (Ex): Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you s elect this ability, it applies to a different weapon group.
[b]Overflowing Grace {Su): When you heal a creature with positive energy (such as by channeling positive energy to heal the living, using cure spells, or using lay on hands), any affected creature at full hit points (whether already at full hit points or healed to full hit points by your channeled energy) gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 minute. If you channel negative energy to heal undead, this is a profane bonus rather than a sacred bonus.
Press the Advantage (Ex): When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.
Punishing Blow (Ex): Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.
Quick Recovery (Ex): Whenever you are dazed, dazzled, deafened, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if you are panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though you are sickened for only half as long. You can select this ability twice. The second time you select it, you also reduce the duration of the blinded, nauseated, and paralyzed conditions by half.
Raise Animal (Su): By burying the corpse of a dead animal (at least its bones) and expending one use of mythic power, you raise it from the dead overnight. You can use this ability on an animal companion, familiar, or bonded mount even if it is not a creature of the animal type. At 1st tier, this functions like raise dead. At 3rd tier, this functions like resurrection. At 6th tier, this functions like true resurrection.
Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
Sacrificial Shield (Ex): Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield's hardness and hit points (see Table 7-12 o n page 175 of the Core Rulebook) from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it's destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled.
Shout of Defiance (Su): You can channel holy energy into a righteous shout of defiance. As a standard action, you can expend one use of mythic power and one use of either channel energy or lay on hands to create a 100-foot spread of healing energy. All allies within this spread heal a number of hit points equal to 1d6 plus double your tier. If this brings an ally from negative hit points to 0 hit points or more, the ally can immediately stand up from prone without provoking an attack of opportunity.
Smiting Aura (Su): Whenever you use your smite evil ability, you can expend one use of your mythic power to create a 20-foot-radius aura centered on you that lasts for a number of rounds equal to your tier. Any evil creature that starts its turn in or moves into this area takes a number of points of damage equal to your tier. This damage comes from holy power, and is not affected by damage reduction or energy resistance. You must have the smite evil class ability to select this ability.
Sovereign's Cry (Ex): Your warning shouts keep allies from danger. Whenever you attempt a Reflex save to avoid an effect that affects multiple creatures, you can expend one use of your mythic power to call out a warning to your allies. Any allies within 100 feet who can hear you gain a bonus equal to your tier on their saving throws against that effect.
Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Telekinetic Master (Su): You can u se mage hand or open/close at will as a standard action, and you can affect unattended magical objects with mage hand. The weight limit for these abilities increases by 5 pounds per tier. Treat your caster level as 2 levels higher when casting levitate, telekinesis, and similar spells.
Titan's Bane (Ex): You can move through the of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
You must be at least 3rd tier to select these path abilities.
Alignment Insight (Ex): You can automatically detect the alignment of any outsider you can see. This ability doesn't function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature's alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creature as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.
Blessed Companion (Su): Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Caster's Friend (Ex): You bolster the concentration of spellcasting allies standing next to you. A spellcaster who is adjacent to you gains a bonus on concentration checks equal to your tier. Furthermore, if a spellcaster fails a concentration check while adjacent to you, as an immediate action you can exp end one use of mythic power to allow that spellcaster to instead automatically succeed at that concentration check.
Commanding Presence (Ex): Your force of presence is so overwhelming that others know what you want and can comprehend what you are saying even if they don't understand the words you speak. You can use your body language and tone of voice alone to ask questions and make statements to those who don't know your language. When they answer or respond to your communications, you must succeed at a DC 20 Sense Motive check to get the general idea of what they are saying in return. Furthermore, when you use a spell or ability with the language- dependent descriptor, you can still affect creatures that cannot understand the language you are using, but they must be able to hear you and must have an Intelligence score of 1 or higher.
Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight.
Drive Back (Ex): As a full-round action, you can attempt one bull rush combat maneuver check and apply it to all opponents within reach. If you have the Whirlwind Attack feat , you can use this ability at the same time that you make an attack against each foe within reach, allowing you to attempt a free bull rush combat maneuver check against each foe that you hit. After you've pushed opponents backward, you may move with any one of your bull rush targets.
Eldritch Flight (Sp, Su): You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
Hurling Vengeance (Su): Whenever you are wielding your deity's favored weapon or your paladin bonded weapon, you can throw it as if it had the returning and throwing weapon special abilities. If using a paladin bonded weapon, it retains it s bonded abilities when thrown this way. By expending one use of mythic power as part of a full attack, the weapon returns to you immediately after each time you throw it (instead of just before your next turn) allowing you to make your full number of attacks that round.
Impervious Body (Su): You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Impervious Companion (Su): You can make your bonded creature more resistant to damage. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any epic damage reduction that you gain from the impervious body path ability. You must have the impervious body path ability to select this ability.
Maximized Critical (Ex): Whenever you score a critical hit, the weapon's damage result is always the maximum possible amount you could roll. This doesn't affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you s core a critical hit with a longsword (1d8/×2), treat the sword's damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.
Mythic Spellpower {Sp): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3 in Mythic Adventures). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
Penetrating Damage (Su): Whenever you deal damage to a creature with damage reduction, you can overcome one of the following type s of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature's damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.
Shrug It Off (Ex): Whenever an enemy confirms a critical hit against you or your animal companion, eidolon, familiar, or bonded mount, you can expend one use of your mythic power as an immediate action to convert the critical hit into a normal hit. Effects that trigger only on a critical hit don't trigger when you use this ability to negate the critical hit.
To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don't fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.
You must be at least 6th tier to select these path abilities.
Companion Power (Su): You can imbue your bonded creature with your own mythic nature. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any one dragon sovereign path ability as if it were a 1st-tier dragon sovereign. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.
Conduit of Divine Will (Su): Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists (as long as you can normally prepare a spell of that level). Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier.
Critical Master (Ex): Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures.
Perfect Strike (Ex): You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals double the normal amount of damage, and this damage bypasses all damage reduction and hardness. If the perfect strike is a critical hit, increase the critical multiplier for the attack by 1 (so a ×2 weapon deals ×3 damage). Damage that isn't multiplied on a critical hit isn't multiplied on a perfect strike. Perfect strike can be used in conjunction with any champion's strike if you expend uses of mythic power for each ability separately.
Sanctum (Su): You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it-a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.
Unswerving Loyalty (Su): You are a bastion of strength and resolve, and you possess the ability to protect your mind from even the most powerful charms and compulsions. You gain immunity to non-mythic mind-affecting effects, though you can choose to be affected by them if you wish. When subject to a mind-affecting effect from a mythic source, you can expend one use of mythic power as an immediate action to gain immunity to that effect.
DRAGON SOVEREIGN’S DRAGON MOUNT
A dragon sovereign has a mystic bond with an adult true dragon, a bond that guarantees the dragons loyalty to the sovereign (as long as it is treated with respect), and allows the dragon sovereign to tap into some of the dragon’s arcane power. A character that begins on the dragon sovereign mythic path is approached by a dragon of his choice as a prospective bonded mount within 30 days of obtaining a sovereign relic. Once approached, the character is then considered a 1st tier dragon sovereign and gains a dragon mount. He is assumed to have already bonded with the dragon. The bond causes the dragon to grow slightly in size, and drives it to gain power as its dragon sovereign gains experience, rather than as it gains age categories. Many of a dragon’s normal powers (spell-like abilities, spellcasting, unlimited breath weapon use) are either suspended or modified as the arcane power that drives them is used to fuel the bond between dragon sovereign and dragon mount. This bond, once forged, ends only if both sovereign and dragon decide to end it, or if one is killed and not resurrected in a timely fashion.
Most true dragons are unwilling to undergo this bond (though there is always one that will do so and is able to find a dragon sovereign without a dragon mount). For good dragons this is often done to aid good-aligned dragon sovereigns in facing the evils of the world. In some cases it is part of ancient pacts dating back centuries or even millennia that dictate service of a set number of dragons of a given bloodline. Even among neutral and evil dragons however, there are always a few who seek out such bonds willingly.
The reason for this is a desire for power, and an ability to take a long view. A dragon mount bonded to a dragon sovereign grows in size and power as the dragon sovereign gains experience. The payoff comes when the dragon sovereign dies, though dragon sovereigns often live as long as their mounts, due to their mythic nature. At first, if the dragon sovereign dies, the dragon mount simply must survive as an underpowered dragon, but after a year and a day from its sovereign’s death if it has no not bonded with a new dragon sovereign, the dragon begins to gain the full power of a normal dragon of its size (or the oldest category in its size class, to a maximum age category of very old).
Consider a red dragon wyrmling. It is Small, and won’t reach Large size for roughly 20 years. It won’t be Huge for 45 years, and Gargantuan size is at least 4 centuries off. But if that red serves as a dragon mount, it becomes Large immediately, and stands a fair chance to become Gargantuan within a few years. If it survives its dragon sovereign’s loss, the red dragon will gain the full power of a very old dragon within a few years, jumping its (ubiquitous) plans for world domination ahead 6 centuries. While most red dragons feel the price is too high, there are always a few youngsters willing to serve now (though somewhat grudgingly, see the Focus score in the descriptions of dragon mount, below) for hundreds of years worth of powers later.
A dragon mount can carry its dragon sovereign immediately, as it is Large size. Dragons’ carrying capacity is modified for their size as normal creatures, and as bonded dragon mounts they can fly (at full speed) even if heavily encumbered. A dragon can carry two creatures one size smaller than it, four creatures two sizes smaller, and sixteen creatures three or more sizes smaller (all assuming it has the Strength to do so).
The link between dragon sovereign and dragon mount grows in strength as the dragon sovereign gains levels, allowing them to communicate more easily, feel each other’s location, and even transfer life essence to one another. The abilities the dragon mount gains with his dragon sovereign are listed on Table: Dragon Sovereign Dragon Mount Base Statistics.
Table: Dragon Sovereign Dragon Mount Base Statistics
Natural
Mythic Armor Str/Con Int/Cha
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Bonus Special
1st 12 +1 +3 +3 +3 48 6 +2 +3 +0 Breath weapon, change shape,
link, share spells
2nd 13 +2 +3 +3 +3 52 6 +4 +4 +0 Evasion, mythic ascension
3rd 13 +3 +3 +3 +3 52 6 +6 +4 +1 Ability score increase
4th 14 +4 +4 +4 +4 56 7 +6 +5 +2 Advancement
5th 15 +5 +4 +4 +4 60 7 +8 +6 +2 Devotion, multiattack
6th 15 +6 +5 +5 +5 60 7 +10 +7 +3 Ability score increase
7th 16 +7 +5 +5 +5 64 8 +12 +7 +4 Advancement
8th 17 +8 +5 +5 +5 68 8 +12 +8 +4 Improved evasion
9th 17 +9 +6 +6 +6 68 8 +14 +9 +5 Ability score increase
10th 18 +10 +6 +6 +6 72 9 +16 +10 +6 Advancement
Class Level: This is the character’s dragon sovereign tier.
HD: This is the total number of twelve-sided (d12) Hit Dice the dragon mount possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the dragon mount’s base attack bonus. A dragon mount’s base attack bonus is the same as that of a dragon sovereign of a level equal to the animal’s HD. Having a high base attack bonus does not grant dragon mounts any additional attacks with their natural weapons.
Fort/Ref/Will: These are the dragon mount’s base saving throw bonuses. A dragon mount has good Fortitude, Reflex and Will saves.
Skills: This is the number of skill ranks the dragon mount has. A dragon mount with an Intelligence bonus gains additional skill ranks per level equal to the bonus. It’s worth noting that dragon mounts have fewer skill ranks than unbonded true dragons. This is because dragon mounts spend considerable effort learning how to work with their bonded riders, which takes up the learning capacity they could otherwise use for additional skills. A dragon mount cannot have more skill ranks than it has Hit Dice.
Dragon mounts can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for dragon mounts. Dragon mounts with an Intelligence of 3 or higher can put ranks into any skill.
Feats: This is the total number of feats possessed by a dragon mount. Dragon mounts are free to take any feats other than Armor Proficiency, Shield Proficiency and Weapon Proficiency feats. (A dragon is never comfortable wearing any armor beyond its own scaly hide, and its hands are not designed to hold weapons.) Note that dragon mounts must meet all the normal requirements for the feats they select.
Dragon mounts can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, , and Weapon Focus. Dragon mounts with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
Natural Armor Bonus: The number noted here is an improvement to the dragon mount’s existing natural armor bonus.
Str/Con Bonus: Add this modifier to the dragon mount’s Strength and Constitution scores. Dragon mounts also gain increases to Strength and Constitution (and reductions to Dexterity) as they advance, as listed under ability scores for each dragon mount. Do not also adjust dragon mount’s ability scores for size.
Int/Cha Bonus: Add this modifier to the dragon mount’s Intelligence and Charisma scores.
Special: This includes a number of abilities gained by dragon mounts as they increase in power. Each of these is described hereafter.
Breath Weapon (Su): The base breath weapon is listed with each dragon mount, below. Every steed deals one kind of damage, and has either a line or a cone. Each breath weapon allows a Reflex save for half damage, the save DC for a dragon mount’s breath weapon is 10 + one-half the mount’s Hit Dice + the mount’s Constitution modifier. A dragon mount may use its breath weapon once every four rounds, not to exceed a total number of uses per day equal to 3 + the mount’s Constitution modifier.
As the dragon mount gains Hit Dice, its breath weapon deals more dice of damage (equal to its Hit Dice) and gains additional range, as noted on Table: Dragon Sovereign Dragon Mount Base Statistics.
Change Shape (Su): A dragon mount can turn itself into any animal or humanoid form and back again a number of times per day equal to the dragon sovereign’s tier as if using polymorph. Changing form (to animal or humanoid and back) is a standard action and doesn't provoke an attack of opportunity.
Link (Ex): A dragon sovereign and his bonded dragon mount always know the direction to each other, and are aware of any conditions the other is suffering.
Share Spells (Ex): Starting at 1st level, the dragon sovereign may cast a spell with a target of “You” on his dragon mount (as a spell with a range of touch) instead of on himself. A dragon sovereign may cast spells on his dragon mount even if the spells normally do not affect creatures of the mount’s type (dragon). Spells cast in this way must come from a class that grants a dragon mount. This ability does not allow the mount to share abilities that are not spells, even if they function like spells.
Evasion (Ex): At 2nd level the dragon mount gains the Evasion ability. When subjected to an attack that normally allows a Reflex save for half damage, a dragon mount takes no damage if it makes a successful saving throw.
Mythic Ascension: At 2nd level, a dragon mount reaches its moment of ascension and gains its first mythic rank, and is thereafter treated as a mythic creature. A dragon mount’s ascension is always manifested through the ancient artifact that granted the dragon sovereign his powers.
Ability Score Increase (Ex): At 3rd, 6th, and 9th, level, the dragon mount adds +2 to one of its ability scores.
Devotion (Ex): At 5th level, a dragon mount gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: At 5th level, a dragon mount gains Multiattack as a bonus feat.
Improved Evasion (Ex): At 8th level, a dragon mount gains Improved Evasion. When subjected to an attack that allows a Reflex saving throw for half damage, a dragon mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Dragon Mount Choices
Any willing true dragon can be a dragon sovereign’s bonded mount, but the bond has a heavy price for a dragon. All spellcasting ability, most spell-like, and a considerable amount of other power is stripped from the dragon to power the bond between it and its dragon sovereign.
Each dragon mount has similar starting sizes, speed, attacks, and ability scores, but different breath weapons and special qualities based upon its type and subtype. Dragon mount attacks add the dragon’s Strength modifier to the damage roll. All dragons have special abilities, such as scent. As you gain levels, your dragon mount improves as well, gaining special advancement at 4th level, 7th level, and 10th level, in addition to the standard bonuses noted on Table: Dragon Sovereign Dragon Mount Base Statistics.
A dragon sovereign’s alignment must be within one step of his dragon mount.
While it is unusual for a dragon sovereign to take anything other than a metallic or chromatic dragon as a mount, it is not totally unknown. A GM wishing to allow such characters can use other dragons as additional dragon mount choices.
Starting Statistics: Size Large; Senses darkvision 120 ft., blind sense 60 ft.; Speed 40 ft., 100 ft. fly (average); AC +16 natural armor; Saves Fort +6, Ref +6, Will +6; DR 5/magic; SR 11 + Hit Dice; Immune energy type (see types below), paralysis, sleep; Attack bite (2d6), 2 claws (1d8), 2 wings (1d6), tail slap (1d8); Ability Scores Str 20, Dex 14, Con 16, Int 16, Wis 15, Cha 16; Special Attacks breath weapon (see dragon type); Special Qualities frightful presence (100 ft.)
4th–Level Advancement: Speed 50 ft., 150 ft. fly (average); DR 10/magic.
7th–Level Advancement: Size Huge; Speed 60 ft., 200 ft. fly (poor); Attack bite (2d8), 2 claws (2d6), 2 wings (1d8), tail slap (2d6), crush (2d8); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (150 ft.)
10th–Level Advancement: Size Gargantuan; Speed 70 ft., 250 ft. fly (clumsy); DR 15/magic; Attack bite (4d6), 2 claws (2d8), 2 wings (2d6), tail slap (2d8), crush (4d6), tail sweep (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (200 ft.)
Black Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d6 acid, 80 ft. line); Special Qualities immunity to acid, water breathing, swamp stride, speak with reptiles, darkness, corrupt water.
4th–Level Advancement: Special Attacks breath weapon (14d6, 100 ft. line)
7th–Level Advancement: Special Attacks breath weapon (16d16, 100 ft. line); Special Qualities acidic bite, plant growth.
10th–Level Advancement: Special Attacks breath weapon (18d6, 120 ft. line); Special Qualities acid pool, insect plague.
Blue Dragon
Starting Statistics: Speed burrow 20 ft.; Special Attacks breath weapon (12d8 electricity, 80 ft. line); Special Qualities desert thirst, immunity to electricity, sound imitation, ghost sound, minor image, electricity aura, ventriloquism.
4th–Level Advancement: Special Attacks breath weapon (14d8, 100 ft. line)
7th–Level Advancement: Special Attacks breath weapon (16d8, 100 ft. line); Special Qualities hallucinatory terrain, mirage.
10th–Level Advancement: Special Attacks breath weapon (18d8, 120 ft. line); Special Qualities storm breath, veil.
Green Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d6 acid, 40 ft. cone); Special Qualities immunity to acid, water breathing, woodland stride, entangle, charm person, trackless step, suggestion.
4th–Level Advancement: Special Attacks breath weapon (14d6, 50 ft. cone)
7th–Level Advancement: Special Attacks breath weapon (16d6, 50 ft. cone); Special Qualities camouflage, plant growth.
10th–Level Advancement: Special Attacks breath weapon (18d6, 60 ft. cone); Special Qualities dominate person, miasma.
Red Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d10 fire, 40 ft. cone); Special Qualities fire subtype, smoke vision, detect magic, pyrotechnics, fire aura, suggestion.
4th–Level Advancement: Special Attacks breath weapon (14d10, 50 ft. cone)
7th–Level Advancement: Special Attacks breath weapon (16d10, 50 ft. cone); Special Qualities manipulate flames, wall of fire.
10th–Level Advancement: Special Attacks breath weapon (18d10, 60 ft. cone); Special Qualities melt stone, find the path.
White Dragon
Starting Statistics: Speed burrow 30 ft., swim 60 ft.; Special Attacks breath weapon (12d4 cold, 40 ft. cone); Special Qualities cold subtype, ice walking, snow vision, ice shape, fog cloud, gust of wind, cold aura.
4th–Level Advancement: Special Attacks breath weapon (14d4, 50 ft. cone)
7th–Level Advancement: Special Attacks breath weapon (16d4, 50 ft. cone); Special Qualities freezing fog.
10th–Level Advancement: Special Attacks breath weapon (18d4, 60 ft. cone); Special Qualities blizzard, wall of ice.
Starting Statistics: Size Large; Senses darkvision 120 ft., blind sense 60 ft.; Speed 40 ft., 100 ft. fly (average); AC +16 natural armor; Saves Fort +6, Ref +6, Will +6; DR 5/magic; SR 11 + Hit Dice; Immune energy type (see types below), paralysis, sleep; Attack bite (2d6), 2 claws (1d8), 2 wings (1d6), tail slap (1d8); Ability Scores Str 20, Dex 14, Con 16, Int 18, Wis 17, Cha 16; Special Attacks breath weapon (see dragon type); Special Qualities frightful presence (100 ft.)
4th–Level Advancement: Speed 50 ft., 150 ft. fly (average); DR 10/magic.
7th–Level Advancement: Size Huge; Speed 60 ft., 200 ft. fly (poor); Attack bite (2d8), 2 claws (2d6), 2 wings (1d8), tail slap (2d6), crush (2d8); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (150 ft.)
10th–Level Advancement: Size Gargantuan; Speed 70 ft., 250 ft. fly (clumsy); DR 15/magic; Attack bite (4d6), 2 claws (2d8), 2 wings (2d6), tail slap (2d8), crush (4d6), tail sweep (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (200 ft.)
Brass Dragon
Starting Statistics: Speed burrow 30 ft.; Special Attacks breath weapon (12d4 fire, 80 ft. line), sleep breath (sleep gas, Will save or sleep for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities fire subtype, desert wind, speak with animals, move sand, desert wind, endure elements, suggestion.
4th–Level Advancement: Special Attacks breath weapons (14d4, 100 ft. line; sleep breath 50 ft. cone)
7th–Level Advancement: Special Attacks breath weapons (16d4, 100 ft. line; sleep breath 50 ft. cone); Special Qualities control winds, fire aura.
10th–Level Advancement: Special Attacks breath weapons (18d4, 120 ft. line; sleep breath 60 ft. cone); Special Qualities control weather, sand storm.
Bronze Dragon
Starting Statistics: Speed swim 60 ft.; Special Attacks breath weapon (12d6 electricity, 80 ft. line), repulsion breath (repulsion gas, Will save or repulsed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities immunity to acid, water breathing, speak with animals, wave mastery, create food and water, fog cloud., trackless step, suggestion.
4th–Level Advancement: Special Attacks breath weapons (14d6, 100 ft. line; repulsion breath 50 ft. cone).
7th–Level Advancement: Special Attacks breath weapons (16d6, 100 ft. line; repulsion breath 50 ft. cone); Special Qualities detect thoughts, electricity aura.
10th–Level Advancement: Special Attacks breath weapons (18d6, 120 ft. line; repulsion breath 60 ft. cone); Special Qualities control water, vortex.
Copper Dragon
Starting Statistics: Special Attacks breath weapon (12d6 acid, 80 ft. line), slow breath (slow gas, Fort save or slowed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities immunity to acid, climb stone, grease, uncanny dodge, trap master, hideous laughter, stone shape.
4th–Level Advancement: Special Attacks breath weapons (14d6, 100 ft. line; slow breath 50 ft. cone).
7th–Level Advancement: Special Attacks breath weapons (16d6, 100 ft. line, slow breath 50 ft. cone); Special Qualities slow aura, transmute rock to mud/mud to rock.
10th–Level Advancement: Special Attacks breath weapons (18d6, 120 ft. line, slow breath 60 ft. cone); Special Qualities mass laughter, wall of stone.
Gold Dragon
Starting Statistics: Speed swim 60 ft.; Special Attacks breath weapon (12d12 fire, 40 ft. cone), weakening breath (weakening gas, Fort save or take a number of Strength damage equal to 1/2 Hit Dice, Will save for 1/2 damage, 40 ft. cone); Special Qualities fire subtype, change shape, detect evil, fast flight, detect gems, bless, luck, daylight.
4th–Level Advancement: Special Attacks breath weapons (14d12, 50 ft. cone; weakening breath 50 ft. cone).
7th–Level Advancement: Special Attacks breath weapons (16d12, 50 ft. cone; weakening breath 50 ft. cone); Special Qualities fire aura,
geast/quest.
10th–Level Advancement: Special Attacks breath weapons (18d12, 60 ft. cone; weakening breath 50 ft. cone); Special Qualities sunburst.
Silver Dragon
Starting Statistics: Special Attacks breath weapon (12d8 cold, 40 ft. cone), paralyzing breath (paralysis gas, Fort save or paralyzed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities cold subtype, immune to acid, change shape, cloudwalking, detect evil, graceful flight, fog vision, feather fall, fog cloud.
4th–Level Advancement: Special Attacks breath weapons (14d8, 50 ft. cone; paralyzing breath 50 ft. cone)
7th–Level Advancement: Special Attacks breath weapons (16d8, 50 ft. cone; paralyzing breath 50 ft. cone); Special Qualities cold aura, control winds.
10th–Level Advancement: Special Attacks breath weapons (18d8, 60 ft. cone; paralyzing breath 50 ft. cone); Special Qualities control weather, reflective scales.
Adamantine Dragon (Extraplanar, Good)
Starting Statistics: Special Attacks breath weapon (12d10 fire, 80 ft. line), paralyzing breath (paralysis gas, Fort save or paralyzed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities adamantine touch, change shape, immune to fire, greater damage, mirror image, Improved Sunder, dimension door, dispel evil.
4th–Level Advancement: Special Attacks breath weapons (14d10, 100 ft. line; paralyzing breath 50 ft. cone)
7th–Level Advancement: DR 5/adamantine; Special Attacks breath weapons (16d10, 100 ft. line; paralyzing breath 50 ft. cone); Special Qualities plane shift.
10th–Level Advancement: Special Attacks breath weapons (18d10, 120 ft. line; paralyzing breath 60 ft. cone); Special Qualities banishment.

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It doesn't help that it has the same weak rationalization that the Dragonrider class did.
It really doesn't have a fit with the Six True Paths, it's more like a cherry pick from a couple of them, topped of course, with a big serving of dragon.
Otherwise I pretty much have the same problems with this that I had with the dragonrider class. On the one hand, this paths is considerably overpowered compared to the Six. On the other just like the original incarnation of this idea, it cheapens dragons considerably. Which is something that is unavoidable when what are supposed to be memorable encounters get reduced to class features.

ecw1701 |

I like it.
I have a dragon rider in the game I'm running (RotRL/Wrath Mashup) and I was grappling with how to handle making his dragon mythic, and this helps a lot.
The class isn't overpowered at all; at low levels the dragon is quite squishy, and even when it gets to be big...it gets big. More dungeons == less dragon; no problem.
I have sent this link to the player, if he wants to run it we'll put it to use and I'll let you know how it turns out.
*Edit
However, I do agree that the dragon might be starting out a *bit* too strong, since at least in Wrath the tier to levels ratio starts out like this:
Worldwound Incurstion finish with level 6 / 1 tier
Sword of Valor - finish with 9th level / 3 tiers
Demon Heresy (starts) 9th-level characters with 3 mythic tiers
Midnight Isles 12th-level characters with 5 mythic tiers
Herald of the Ivory Labyrinth 15th-level characters who have gained seven mythic tiers.
City of Locusts: 18th-level characters who have gained nine mythic tiers - through Level 20 / 10 tiers
At level 6 a dragon attacking with Attack bite (2d6), 2 claws (1d8), 2 wings (1d6), tail slap (1d8) is ending boss fights in a single round.
So it might be a bit too much of a headache, but maybe make the mythic tiers a bonus to the way the Dragon progression is laid out in the Dragonrider class. AKA 1st mythic tier is +3HD +2d6 to bite attacks and +1d6 to claw attacks. That way someone gaining their first tier at 6th level and someone gaining it at 15th will still be making meaningful, but not game breaking, strides.

Elghinn Lightbringer |
2 people marked this as a favorite. |

Yeah, I agree with the whole power level of the dragon. Totally forgot you could take mythic at level 1 (eg. Pal 1/Mythic 1). However, I really see it as the character having to be X level before being able to take the path, and X levels when advancing each tier in the path, but that's not necessarily how it work. I suppose I could put in a level restriction, but I think I'll just have to rework how the dragon mount works.
It really doesn't have a fit with the Six True Paths, it's more like a cherry pick from a couple of them, topped of course, with a big serving of dragon.
Yes, the new path, though it does have some unique abilities, most of the path powers are specifically chosen from the other 6 paths-so not cherry picked, thankyou. I went through all the paths one at a time and selected the ones that suited the concept I was after. I wasn't about to crate a ton of new abilities when there are perfectly good ones available. I may still add somemore of my own, but we will see.
*Note: If any of you have ever read Raymond E. Feists Rift War Saga, this is based on the Dragon Lords (Valheru). That might give you some insight as to what I'm trying to accomplish here. Unfortunately, the whole PF system is somewhat restrictive with its rules and guidelines. If I had it my way, you'd be able to get a true dragon (eventually) that had the power fo a great wrym, but you'd need to be a 20th level chatacer to do that.
Otherwise I pretty much have the same problems with this that I had with the dragonrider class. On the one hand, this paths is considerably overpowered compared to the Six. On the other just like the original incarnation of this idea, it cheapens dragons considerably. Which is something that is unavoidable when what are supposed to be memorable encounters get reduced to class features.
When I played my character who was one of these guys in 2E/3.5E, encountering him and his dragon mount was just as memorable as the baddies we encountered. Something that iI feel is severely lost is the artistry of GMing, and creating truly fantastic encounters, molding storylines to fit the players, and establishing players as true heroes with power, just as much as the bad guys. With all the written resources (ei. Adventure Paths), much of the creativity and ingenuity I feel that is required as a GM, has been lost. Most of my life, all I did was create my own campaign adventures from scratch, same with my friends. The glory days are gone, because no one appears to have the time nor the inclination to write or dreate their own epic adventures.
@ecw1701
Thanks for the advice and heads up on ratios. Let me know how it works out with your player. Actual playtest feedback is always useful. Also good to know that he's not too far off powerwise. I'll hae to do some more reading on the Mythic tier progressions.

ecw1701 |

Indeed, the mythic tier progression is not usually tied to level, but I'd assume most people are going to start adding them around level 6-7 (where you get them in Wrath or in the intro adventure in the mythic handbook) or somewhere around 15ish.
To your other point, I've done both totally unique content, and modules, and all things being equal I like running a module that I just add some zazz to. Since you've already (hopefully) got balanced encounters and an interesting narrative, the fun is breathing life into it. For me, I'm running a Runelords/Wrath mashup with 10-12 players so every single session is already pretty far off the beaten path!

Elghinn Lightbringer |

I understand not everyone has time or gumption to do their own adventures, and that's what the adventure paths are for. I don't begrudge anyone from using them, I just think that GMs should adapt and tweak them to their own campaigns and palyers, as if they had created the adventure themselves. It's the uniqueness of adventures that really makes them epics.
When I played my original character who gained this path (then it was a kit or PrC), he was already 18th level, so I generated the path as one that isn't usually gained until about 6-10th elvel or so. Though, even then, the HD is really too high still for even 8th, with a 12 HD dragon. I'll need to figure out a good way to make the dragon mount viable but not OP even at 4th level, perhaps starting with only 2 HD, increasing by 2 or so evey tier, putting it at 16-20 HD for 10 tier mythic level character (presumably at 18th-20th level himelf).

ecw1701 |

You could make it scale based on character level plus tier. There are a bunch of abilities that work like that.
Exactly.
It will be a bit of a headache to set up, but I think the payoff would be worth it. Have something like the Dragon Steed table, but based off the character's HD rather than tier.So for example on the Dragon Rider Steed chart, a level 2 / tier 1 character gets the level 2 dragon, but a level 15 / tier 1 character gets the level 15 dragon.
That would probably do it.

DragonLord01 |

Hello.
I'm the player running a DragonRider in ecw's campaign. To add some context to what I'm trying to accomplish with that character is the character himself is an arcane archer my plan for his normal levels gonna look something like DR:8, AA:3, Sorc(Crossblood Arcane,Dragon):9. Essentially I'm gonna be firing magical arrows from on top of my Dragon in the sky. The dragon's himself isn't so much as the focus as he's part of what makes my hero badass. He's like a very advanced combat mount. I skimmed through this but it seemed more a replacement for the DragonRider class rather than adding on to it. It would be nice if it was a supplement to it. Adding abilities, stats, etc to my dragon since I've already got one. I don't really need 2 after all ;)

Elghinn Lightbringer |
1 person marked this as a favorite. |

@DragonLord01
As the dragon is technically based on the Dragon Rider dragons, I think you could get away with the following.
1) Just use your current mount instead of gaining the one granted by the path.
2) Ignore the DS's Dragon Mount advancement table (use yours)
3) When you gain tiers in the path, just grant your mount the Special abilities from the "Special" columns only (but not the Advancement, as that's already built into the Dragon Rider. That should solve a lot, plus, by doing that, your mount gains the Change Shape ability, which will allow you and your mount to get around in tight spots more easily. :D
In fact, now that I think about it, I think what I really need to do is put in a caveat, that if the PC has a dragon moount, he doesn't gain one, but gains the Special abilities of the Path's Dragon Mount table, as a Dragonrider's mount would already be gaining levels/power/HD/advancement (size) according to the dragon rider class.
Then, if one does not have a dragon mount already, he gains one, but its power is distributed in a similar way to the Dragon Rider, according to the PC's class level, but gains additional stuff according to path tier. That makes it far more versatile, and also more compatible with the Dragon Rider class too.
Thanks for the input guys. I have some reworking to do.

Elghinn Lightbringer |

Pretty dang cool. Now I'm curious, though: How do primals and imperials fit into this? A magma dragon mount, think about it!
Always a possibility. I will look into converting into Dragon Rdier/Dragon Sovereign stat blocks at some point. My favorite draogn has always been the 3.5 Adamantine Dragon, which I have converted to PF.

ecw1701 |

@DragonLord01
As the dragon is technically based on the Dragon Rider dragons, I think you could get away with the following.1) Just use your current mount instead of gaining the one granted by the path.
2) Ignore the DS's Dragon Mount advancement table (use yours)
3) When you gain tiers in the path, just grant your mount the Special abilities from the "Special" columns only (but not the Advancement, as that's already built into the Dragon Rider. That should solve a lot, plus, by doing that, your mount gains the Change Shape ability, which will allow you and your mount to get around in tight spots more easily. :DIn fact, now that I think about it, I think what I really need to do is put in a caveat, that if the PC has a dragon moount, he doesn't gain one, but gains the Special abilities of the Path's Dragon Mount table, as a Dragonrider's mount would already be gaining levels/power/HD/advancement (size) according to the dragon rider class.
Then, if one does not have a dragon mount already, he gains one, but its power is distributed in a similar way to the Dragon Rider, according to the PC's class level, but gains additional stuff according to path tier. That makes it far more versatile, and also more compatible with the Dragon Rider class too.
Thanks for the input guys. I have some reworking to do.
Right, I'd just assumed that anyone who already had a dragon just got a super dragon. Also, Druid, Paladin, Rangers, Wizards, Cavaliers and Sorcerers can all get dragon mounts (as per the Dragon Rider class) so that would to need to be accounted for.
Another thing that would be nice is some mechanism for combining abilities between familiars/companions and the dragon mount, the same way the 3.5 Arcane Hierophant allowed for a combination of Wizard Familiars and Druid Companions.

RuyanVe |

As bad ass as the visuals of a dragon-riding PC is, I have the same problem as LazarX has expressed already upthread: the value and uniqueness of a dragon is reduced to a sidekick--and I can see no scenario where the dragon (as a sentient creature) would opt for it.
As for "have a dragon" you might want to look here and work with your GM at figuring out what conditions are needed to incorporate the Young Dragon (third row) into your campaign.
Ruyan.

Cuup |

Perhaps instead you could get a Dragon Companion of an age category equal to your tier? As a level/tier appropriate character, this would scale more appropriately (perhaps skipping a tier or so, like spell casting class advancements for Prestige Classes). To justify the super-fast aging, you could say that your companion isn't a natural dragon, but a manifestation of your innate spirit/connection with Dragon-kind. And if you were a higher level when you got your first tier, the following ability might help its survive-ability, yet still keep it useful:
Wyrm-Link: If the Dragon Companion is, as its natural size, the same size category or smaller than the Dragon Sovereign, as his natural size, the two can fuse together. During this time, the Dragon Sovereign gains his Dragon Companion's HP as temporary HP. If this temporary HP is lost when the Wyrm-Link effect ends, the Dragon Companion reappears with a number of HP equal to its HD. In addition, the Dragon Sovereign gains his Dragon Companion's natural attacks, but must use his own ability scores to calculate the damage. He also gains +1 Natural Armor, plus an additional +1 for every age category his Dragon Companion has. Finally, the Dragon Sovereign gains all of his Dragon Companion's movement speeds, but at half speed (to a minimum of 20'). This ability lasts a number of minutes equal to twice your tier. These minutes need not be consecutive, but must be spent in one minute intervals.
I only skimmed the rest, but found this was a needed change. I feel like the flavor remains unchanged though :)

Elghinn Lightbringer |

I am starting to think, as Super Genius has done a pretty good job (I think) of balancing out dragon steeds, I'm going to use the Dragon Sovereign path to build upon their design.
1) I'm going to add in something similar to Cuups suggested Wyrm Link (more or less).
2) There will be a table of Path adjustments to the base dragon according to the Dragon Sovereign's tier.
Essentially, anyone who takes the Dragon Sovereign Path gains a Dragonrider's dragon steed. And eventually, I'm going to workout the stats for other dragons too, instead of just the metallic and chromatic. Then as he/she increases in path tiers, the dragon steed undergoes additional changes. At the end (tier 10 and likley a level 20 character), I want the dragon to be gargantuan, 20 HD, has some spellcastng ability, and more dragon powers.

ecw1701 |

I am starting to think, as Super Genius has done a pretty good job (I think) of balancing out dragon steeds, I'm going to use the Dragon Sovereign path to build upon their design.
1) I'm going to add in something similar to Cuups suggested Wyrm Link (more or less).
2) There will be a table of Path adjustments to the base dragon according to the Dragon Sovereign's tier.Essentially, anyone who takes the Dragon Sovereign Path gains a Dragonrider's dragon steed. And eventually, I'm going to workout the stats for other dragons too, instead of just the metallic and chromatic. Then as he/she increases in path tiers, the dragon steed undergoes additional changes. At the end (tier 10 and likley a level 20 character), I want the dragon to be gargantuan, 20 HD, has some spellcastng ability, and more dragon powers.
Sounds good to me.
As I said, we are still a little ways off, but when we go mythic we'll test it out in our campaign and I'll let you know how it works on a practical level.
ecw1701 |

I was pondering this, and if the flavor of the path is an allegiance to / obsession with dragons, it may be worth while to include some aspects of the Dragon Disciple PR. Maybe each tier has some mount focused abilities, or some self-focused abilities, like wings, breath weapon, etc. So you can ride a dragon or become one...both valid expressions of the Path, I think.

Elghinn Lightbringer |
1 person marked this as a favorite. |

Alright, still tweaking things, but I will soon be posting my changes to the Dragon Sovereign Mythic Path. It's now streamlined for use with SGG's Dragonrider class, but one doesn't necessarily need to be of that class. I will be including changes to the benefits of the Dragon Mount (may be OP but then I can pare it down), and a list of new dragon mounts (Imperial and Primal dragons, reworked though similar "Gem" dragons from 3.5, and soon the Planar dragons from Dragon Magazine 321, such as the adamantine, arboreal, etc.).
So, stay tuned.

Elghinn Lightbringer |
1 person marked this as a favorite. |

OK, here is the revised portions of the of the Dragon Sovereign mythic path. Figured I'd just post the revised stuff instead of the whole entire path again. i now have the dragon mount function like the Dragonrider's mount, but with improvements as the Dragon Sovereign gains tiers. The mount no longer becomes mythic at 2nd, but this doesn't prevent the dragon mount from becoming mythic if it so chooses to. :D
Dragon Sovereign Features
As you gain tiers, you gain the following abilities.
Dragon Mount (Su): You gain the service of an unusually intelligent, strong, and loyal dragon mount to carry you into battle and serve you as you further the cause of dragonkind. This dragon mount is always of a type appropriate to his alignment. A dragon sovereign’s dragon mount is described below (see Dragon Mount).
Once per day, as a full-round action, a dragon sovereign may magically call his dragon mount to his side. This ability is the equivalent of a spell of a level equal to one-third the dragon sovereign's combined class and mythic level. The dragon mount immediately appears adjacent to the dragon sovereign. A dragon sovereign can use this ability once per day at 1st tier, and one additional time per day for every 3 tiers thereafter, for a total of four times per day at 10th tier.
A dragon sovereign does not take an armor check penalty on Ride checks while riding his dragon mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A dragon sovereign’s dragon mount gains the share spells special ability only if the sovereign has a class feature that grants spellcasting.
A dragon sovereign’s bond with his dragon mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon sovereign’s mount die, the dragon sovereign may summon another dragon mount to serve him after 1 week of mourning. This new mount does not gain the wyrm link, share spells, evasion, devotion, or improved evasion special abilities until the next time the dragon sovereign gains a tier.
Special: As you gain tiers in the Dragon Sovereign path, your dragon mount gains the following abilities, in addition to those normally gains by the mount. If you have a dragon steed from the Dragonrider* class, your mount immediately undergoes the changes described in the Dragon Sovereign Mount section. It also the following gains the Special abilities listed on Table: Dragon Sovereign Mount below. (*Super Genius Games)
Aura (Su): At 1st level, a dragon mount emanates a particularly powerful aura corresponding to its alignment. This is similar to a cleric’s aura ability.
Change Shape (Su): At 1st tier, a dragon mount can turn itself into any animal or humanoid form and back again a number of times per day equal to the dragon sovereign’s tier as if using polymorph. Changing form (to animal or humanoid and back) is a standard action and doesn't provoke an attack of opportunity.
Dragon Resistance (Su): At 1st tier, a dragon mount gains spell resistance equal to 11 + its Hit Dice. In addition, a dragon mount gains DR 5/magic, or increases it by 5 if it already has damage reduction.
Battle Prowess (Ex): At 2nd tier, a dragon mount gains a +2 bonus to its Hit Dice, base attack bonus, and natural armor. At 6th tier, a dragon mount gains an additional +2 bonus to Hit Dice, base attack bonus, and natural armor.
Draconic Might (Ex): At 3rd tier, a dragon mount gains 2 wing attacks (1d6), a tail slap (1d8), and its breath weapon damage increase by 2 damage die. For example, a dragon mount that deals 6d6 damage with its breath weapon now deals 8d6 damage. At 7th tier, a dragon mount’s wing attacks increase to 1d8, its tail slap increases to 2d6, and its breath weapon damage increase by an additional 2 damage die. It also gains a crush attack (2d8).
Majestic Insight (Ex): At 4th tier, a dragon mount gains a +1 bonus to all saving throws, +8 bonus skill points, and 1 bonus feat of its choice. At 8th tier, a dragon mount gains an additional +1 bonus to saves, +8 bonus skill points, and 1 bonus feat.
Ancient Arcana (Ex): At 5th tier, a dragon mount gains the ability to cast spells as a young adult dragon of its type. It also gains the spell-like abilities of a young and juvenile dragon of its type. At 9th tier, a dragon mount can cast spells as a mature dragon and gains the spell-like abilities of an adult and old dragon of its type.
Enhanced Aura: At 6th level, a dragon mount aura generates one of the following additional effects, according to its alignment.
•Chaos Aura (Su): A chaotic dragon mount’s aura manifests itself as a swirling mist of scintillating sparks. Creatures within the aura hear a steady hiss of harmless static. Any nonchaotic creature that enters the aura takes 1d6 points of electricity damage each round from jolts of magical energy that randomly strikes them. This has no affect on creatures with a chaotic alignment. In addition, the dragon mount is treated as having concealment (20% missed chance) from all melee and ranged attacks made against it from within the aura.
•Corrupting Aura (Su): An evil dragon mount’s aura manifests itself as thick shadows interspersed with ghostly, translucent images swirling within. Any nonevil living creature within the aura must make a Fortitude save (DC 10 + the dragon’s Hit Dice + the dragon’s Charisma) or take 1 point of Constitution and Wisdom damage. In addition, due to the shadowy light within the aura, all creatures (except the evil dragon mount) receive a –4 penalty to all Perception checks.
•Order’s Aura (Su): A lawful dragon mount’s manifests itself as perfectly vertical raindrops of energy that fall at a uniform rate and speed. Any nonlawful creaturethat enters the aura is under the effects of a doom spell as long as they remain in the aura. In addition, any attack based upon an energy type such as fireball or lightning bolt (except those that originate from the dragon mount) deals minimum damage within the aura, even if they originate from outside the aura. .
•Righteous Aura (Su): A good dragon mount’s aura manifests itself as a soft white light with golden motes floating within. All good creatures gain fast healing 1 as long as they remain within the aura. Evil creature within the aura must make a successful Will (DC 10 + the dragon’s Hit Dice + the dragon’s Charisma) save each round or take 1d6 points of damage. Evil outsiders and undead take 2d6 points of damage each round instead. In addition, due to the relaxing nature of the aura, all creatures (except the dragon mount) receive –1 penalty on all attack and damage rolls (minimum 1) while within the aura.
Improved Spellcasting (Ex): At 7th level, a dragon mount may cast spells from the following domains according to its alignment, but loses access to any spells that oppose its alignment. A chaotic dragon mount can cast spells from the Chaos, Luck and Trickery domains as arcane spells, an evil dragon mount can cast spells from the Death, Evil, and War domains, a good dragon mount can cast spells from the Good, Healing and Protection domains, and a lawful dragon mount can cast spells from the Knowledge, Law, and Strength domains.
Advanced Senses (Su): At 8th level, a dragon mount gains telepathy up to 100 feet. It is also under the constant effect of a true seeing spell, and can suppress or reactive it as a free action.
Greater Breath Weapon[.i]: At 9th level, a dragon mount’s breath weapon gains the chaotic, evil, good, or lawful type according to its alignment, and deals aligned damage as well as its normal energy damage. In addition, a dragon mount’s breath weapon generates one of the following additional effects, according to its alignment.
•[i]Antimagic Breath (Su): A lawful dragon mounts breath weapon gains an antimagic quality. Any creature damaged by the dragon mount’s breath weapon is affected as if by an antimagic field that affects only the creature and its equipment. This antimagic effect lasts for 1d4 rounds.
•Blinding Breath (Su): A chaotic dragon mount’s breath weapon is infused with sparkling dust identical in effect to the glitterdust spell. A separate successful Will save negates the glitterdust-infused breath weapon. The effects of the glitterdust remain until the dragon can use its breath weapon again.
•Holy Breath (Su): A good dragon mount’s breath weapon gains a disrupting quality, dangerous to undead creatures. Any undead damaged by the dragon mount’s breath weapon must make a separate Fortitude save or be disintegrated and utterly destroyed.
•Infectious Breath (Su): An evil dragon mount’s breath weapon spreads a deadly contagion. Any creature damaged by the dragon mount’s breath weapon is automatically infected with the demon fever disease.
Archdragon (Ex): At 10th tier, a dragon mount is epitome of dragonkind and becomes an dragon mount. It gains the extraplanar type and an alignment type (chaotic, evil, good, law) according to its alignment. A dragon mount also gains immunity to disease, fear, and polymorph effects. In addition, a dragon mount gains the following energy resistances, according to its alignment: chaotic (resist acid 10, fire 10), evil (resist cold 10, fire 10), good (resist acid 10, cold 10, electricity 10), lawful (resist acid 10, cold 10, fire 10).
TABLE: DRAGON SOVEREIGN MOUNT
Mythic
Level Special
1st Aura, change shape, dragon resistance
2nd Ancient arcana
3rd Battle prowess
4th Draconic might
5th Majestic insight
6th Enhanced aura
7th Improved spellcasting
8th Advanced senses
9th Greater breath weapon
10th Archdragon
I've added in the following new Path powers, so those who wish to can gain some dragon transformation powers akin to those gained by sorcerers of the Dragon bloodline, or the Dragon Disciple PrC.
1st–Tier Dragon Sovereign Path Abilities
You can select these path abilities at any tier.
Dragon Bite (Ex): You gain a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if you are Small), plus 1–1/2 times your Strength modifier. Upon reaching 6th tier, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by your dragon mount's type.
Dragon Claws (Ex): You grow a pair of vicious claws at the end of your hands, giving you two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if you are Small). At 5th tier, these claws are considered magic weapons for the purpose of overcoming DR. At 9th tier, the damage increases by one step to 1d6 points of damage (1d4 if you are Small).
3rd–Tier Dragon Sovereign Path Abilities
You must be at least 3rd tier to select these path abilities.
Breath Weapon (Su): You gain a breath weapon similar to that of your dragon mount. This breath weapon deals 3d6 points of damage of your dragon mount’s energy type. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + your tier level + your Charisma modifier. The shape of the breath weapon depends on your dragon mount (either a 30-foot cone or 60-foot line). You can use this ability once per day. This ability can be selected again at 6th and 9th tier. Each time it is selected, your energy damage increases by 3d6 points and you can use the ability one additional time per day.
6th–Tier Dragon Sovereign Path Abilities
You must be at least 6th tier to select these path abilities.
Dragon Wings (Su): You grow leathery dragon wings from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
...
A dragon sovereign’s dragon mount functions in all ways as a dragon steed from the Dragonrider* class except for the following changes.
Breath Weapon (Su): The dragon mount breath weapon deals an amount of base damage multiplied by 1/2 the dragon sovereign’s class level (minimum x1) and its range increase as shown on Table: Dragon Mount Base Statistics. This otherwise functions the dragon steed’s breath weapon* ability.
Share Spells (Ex): The dragon sovereign gains the dragonrider’s share spells* ability when it first gains its dragon mount.
Wyrm Link (Su): The dragon sovereign and his bonded dragon mount always know the direction to each other, and are aware of any conditions the other is suffering. Also, while the dragon mount is of the same size category or smaller as the dragon sovereign, the two can fuse together as a standard action. While fused, the dragon sovereign gains the dragon mount’s hit points as temporary hit points. If all these temporary hit points are lost while fused, the dragon mount immediately reappears with a number of hit points equal to its Hit Dice. The dragon sovereign also gains his dragon mount’s natural attacks, but uses his own BAB and abilities scores to calculate his attack and damage rolls. In addition, the dragon sovereign gains a natural armor bonus to his AC equal to 1/2 the dragon mount’s Hit Dice, as well as the dragon mount’s movement speeds, but only at half the mount’s normal speeds (minimum 20 ft.). The dragon sovereign’s fly speed is accomplished by magic rather than wings. A dragon sovereign and his mount can fuse for a number of minutes per day equal to his mythic tier. These minutes do not need to be consecutive, but must be spent in 1–minute increments. This replaces the dragon steed’s link* ability.
Table: Dragon Mount Base Statistics
Natural
Class Armor Str/Con Int/Cha
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Bonus Special
1st 2 +1 +3 +3 +3 8 1 +0 +0 +0 Breath weapon, share spells,
wyrm link
2nd 3 +2 +3 +3 +3 12 2 +0 +0 +0 —
3rd 3 +2 +3 +3 +3 12 2 +2 +1 +1 Evasion
4th 4 +3 +4 +4 +4 16 2 +2 +1 +1 Ability Increase
5th 5 +3 +4 +4 +4 20 3 +2 +1 +1 Breath weapon (range x2)
6th 6 +4 +5 +5 +5 24 3 +4 +2 +2 Devotion
7th 6 +4 +5 +5 +5 24 3 +4 +2 +2 —
8th 7 +5 +5 +5 +5 28 4 +4 +3 +2 Advancement
9th 8 +6 +6 +6 +6 32 4 +6 +3 +3 Ability Increase
10th 9 +6 +6 +6 +6 36 5 +6 +3 +3 Breath weapon (range x3)
11th 9 +6 +6 +6 +6 36 5 +6 +4 +3 Multiattack
12th 10 +7 +7 +7 +7 40 5 +8 +4 +4 —
13th 11 +8 +7 +7 +7 44 6 +8 +5 +4 —
14th 12 +9 +8 +8 +8 48 6 +8 +5 +4 Ability Increase
15th 12 +9 +8 +8 +8 48 6 +10 +5 +5 Breath weapon (range x4),
improved evasion
16th 13 +9 +8 +8 +8 52 7 +10 +6 +5 Advancement
17th 14 +10 +9 +9 +9 56 7 +10 +6 +5 —
18th 15 +11 +9 +9 +9 60 8 +12 +7 +6 —
19th 15 +11 +9 +9 +9 60 8 +12 +7 +6 Ability Increase
20th 16 +12 +10 +10 +10 64 8 +12 +7 +6 Breath weapon (range x5)
DRAGON MOUNT CHOICES
While it is unusual for a dragon sovereign to take anything other than a metallic or chromatic dragon as a mount, it is not totally unknown. A GM wishing to allow such characters can use other dragons as additional dragon mount choices. A dragon sovereign may choose any dragon type described in the Dragon Choices section of the Dragonrider, or from the following additional types.
Amethyst Dragon (Earth, Extraplanar)
Starting Statistics: Size Large; Speed 30 ft., fly 30 ft. (clumsy); AC +5 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 15, Dex 12, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d8 force , 15 ft. cone, Fort save or knocked prone; Special Defense immunity to force, paralysis, poison, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 40 ft., burrow 10 ft., fly 40 ft. (clumsy), swim 10 ft.; Attack bite (2d6, 10 ft. reach), 2 claws (1d8), explosive lozenge 1/day (range 30 ft., 5d6 bludgeoning damage, 10 ft.–radius spread, Reflex save DC 10 + 1/2 Hit Dice for half damage); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities stomp (3/day).
16th–Level Advancement: Size Gargantuan; Speed 50 ft., burrow 20 ft., fly 50 ft. (clumsy), swim 20 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6), explosive lozenge 1/day (range 60 ft., 9d6 bludgeoning damage, 20 ft.–radius spread, Reflex save DC 10 + 1/2 Hit Dice for half damage); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities body equilibrium* (1/day). *(see Psionics Unleashed. Copyright 2010, Dreamscarred Press)
Diamond Dragon (Air, Extraplanar)
Starting Statistics: Size Medium; Speed 40 ft., fly 40 ft. (clumsy); AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 11; Focus standard action; Special Attacks breath weapon, 1d6 light, 15 ft. cone, Reflex save or blinded for 1d4 rounds; Special Defenses immunity to cold, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Large; Speed 50 ft., burrow 10 ft., fly 50 ft. (clumsy), swim 10 ft.; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities blinding scales.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., burrow 20 ft., fly 60 ft. (clumsy), swim 20 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities diamond shards (1/day).
Emerald Dragon (Air, Extraplanar)
Starting Statistics: Size Medium; Speed 40 ft., fly 40 ft. (clumsy); AC +5 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 12, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d6 sonic, 15 ft. cone, Fort save or deafened for 1d4 rounds; Special Defenses immunity to sonic, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Large; Speed 50 ft., burrow 10 ft., fly 50 ft. (clumsy), swim 10 ft.; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities Aerial expert.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., burrow 20 ft., fly 60 ft. (clumsy), swim 20 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities sonic wave (1/day; 5d6 damage, Fort save or sickened 1d4 rounds).
Sapphire Dragon (Earth, Extraplanar)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 11, Dex 12, Con 13, Int 12, Wis 13, Cha 12; Focus standard action; Special Attacks breath weapon, 1d4 sonic, 15 ft. cone, Will save or frightenedfor 1d4 rounds; Special Defenses immunity to electricity, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., burrow 10 ft., fly 60 ft. (clumsy), swim 10 ft.; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities spider climb (at will, self only), earth glide.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., burrow 20 ft., fly 70 ft. (clumsy), swim 20 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities meld into stone (1/day).
Topaz Dragon (Extraplanar, Water)
Starting Statistics: Size Medium; Speed 40 ft., fly 40 ft. (clumsy); AC +6 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 16, Dex 15, Con 11, Int 13, Wis 10, Cha 11; Focus standard action; Special Attacks breath weapon, 1d6 dehydration, 15 ft. cone, Reflex save of fatigued for 1d4 rounds; Special Defenses immunity to cold, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Large; Speed 50 ft., burrow 10 ft., fly 50 ft. (clumsy), swim 40 ft.; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities water breathing (at will), water jet (60-foot line, 3d6 and Reflex save or blinded for 1d4 rounds).
16th–Level Advancement: Size Gargantuan; Speed 60 ft., burrow 20 ft., fly 60 ft. (clumsy), swim 50 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities control water (1/day).
Forest Dragon (Earth, Imperial)
Starting Statistics: Size Medium; Speed 50 ft., fly 40 ft. (clumsy); AC +6 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 14, Con 14, Int 10, Wis 11, Cha 10; Focus standard action; Special Attacks breath weapon, 1d6 piercing, 15 ft. cone; Special Defenses immunity to paralysis, poison, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., burrow 10 ft., climb 15 ft., fly 50 ft. (clumsy); Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities sound imitation, woodland stride.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., burrow 20 ft., climb 30 ft., fly 60 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities destructive crush.
Sea Dragon (Imperial, Water)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +5 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d6 fire, 15 ft. cone; Special Defenses immunity to electricity, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., fly 60 ft. (clumsy), swim 40 ft.; Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities torrent breath, water breathing (at will).
16th–Level Advancement: Size Gargantuan; Speed 70 ft., fly 70 ft. (clumsy), swim 50 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities sea strider.
Sky Dragon (Air, Imperial)
Starting Statistics: Size Medium; Speed 50 ft., fly 40 ft. (clumsy); AC +6 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d8 electricity, 15 ft. cone; Special Defenses immunity to electricity, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., fly 50 ft. (clumsy); Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities borne aloft, cloud sight.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., fly 60 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities primal lighting.
Sovereign Dragon (Imperial)
Starting Statistics: Size Large; Speed 40 ft., fly 30 ft. (clumsy); AC +7 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d6 sonic, 15 ft. cone; Special Defenses paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 50 ft., fly 40 ft. (clumsy); Attack bite (2d6, 15 ft. reach), 2 claws (1d8); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities detect evil/detect good (at will), dogmatic discordance.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 50 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities golden armor (1/day).
Underworld Dragon (Fire, Imperial)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +4 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10; Focus standard action; Special Attacks breath weapon, 1d6 fire, 30 ft. line; Special Defenses immunity to fire, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., burrow 15 ft., fly 60 ft. (clumsy); Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities adamantine claws, smoke vision.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., burrow 30 ft., fly 70 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities wall of stone (1/day).
Adamantine Dragon (Extraplanar, Good)
Starting Statistics: Size Large; Speed 40 ft., fly 30 ft. (clumsy); AC +8 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 19, Dex 14, Con 15, Int 12, Wis 15, Cha 12; Focus standard action; Special Attacks breath weapon, 1d10 fire, 30 ft. line; Special Defenses immunity to fire, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 50 ft., fly 60 ft. (clumsy); Attack bite (2d8, 15 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities adamantine touch (natural attacks bypass adamantine damage reduction), darkvision (120 ft.), greater damage.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 100 ft. (clumsy); Attack bite (3d8, 20 ft. reach), 2 claws (2d8); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/adamantine, DR 10/magic; Special Qualities paralyzing breath (counts as two uses of breath weapon and uses same area, targets failing a Fortitude save are affected as by a hold person spell).
Anarchal Dragon (Chaotic, Extraplanar)
Starting Statistics: Size Medium; Speed 30 ft., fly 40 ft. (clumsy); AC +5 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 12, Con 15, Int 12, Wis 15, Cha 16; Focus standard action; Special Attacks breath weapon, 1d6 (acid, cold, electricity, fire, or sonic), 30 ft. line; Special Defenses immunity to compulsion, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Large; Speed 40 ft., fly 50 ft. (clumsy); Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities entropic shield, darkvision (120 ft.).
16th–Level Advancement: Size Gargantuan; Speed 50 ft., fly 60 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/lawful, DR 10/magic; Special Qualities confusion breath (counts as two uses of breath weapon and uses same area, targets failing a Will save affected as by a confusion spell).
Arboreal Dragon (Chaotic, Extraplanar, Good)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +6 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 12, Con 14, Int 11, Wis 10, Cha 13; Focus standard action; Special Attacks breath weapon, 1d6 piercing, 15 ft. cone; Special Defenses immunity to acid, enchantments, paralysis, sleep, sonic; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., climb 10 ft., fly 60 ft. (clumsy); Attack bite (1d6), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkvision (120 ft.), plant speak, woodland stride.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., climb 20 ft., fly 70 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/lawful, DR 10/magic; Special Qualities thorny hide (2d6).
Axial Dragon (Extraplanar, Lawful)
Starting Statistics: Size Large; Speed 50 ft., fly 40 ft. (clumsy); AC +7 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 13, Dex 12, Con 17, Int 12, Wis 13, Cha 12; Focus standard action; Special Attacks breath weapon, 1d8 force, 15 ft. cone; Special Defenses immunity to acid, cold, fire, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 60 ft., fly 50 ft. (clumsy); Attack bite (2d6, 15 ft. reach), 2 claws (1d8); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities arcane sight, darkvision (120 ft.), greater damage.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., fly 60 ft. (clumsy); Attack bite (1d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/chaotic, DR 10/magic; Special Qualities irrefutable command.
Beast Dragon (Chaotic, Extraplanar, Good)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +5 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d6 cold and electricity, 15 ft. cone; Special Defenses immunity to cold and electricity, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., burrow 10 ft, fly 60 ft. (clumsy); Attack bite (1d6), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkvision (120 ft.), jump, gore (1d6), track.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., burrow 20 ft., fly 70 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities gore (2d8), powerful charge (6d6).
Concordant Dragon (Extraplanar)
Starting Statistics: Size Medium; Speed 30 ft., fly 40 ft. (clumsy); AC +5 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 11, Dex 12, Con 11, Int 13, Wis 12, Cha 11; Focus standard action; Special Attacks breath weapon, 1d6 antithetical energy, 30 ft. line; Special Defenses immunity to fire, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Large; Speed 40 ft., fly 50 ft. (clumsy); Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkvision (120 ft.), detect alignment.
16th–Level Advancement: Size Gargantuan; Speed 50 ft., fly 60 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/silver, DR 10/magic; Special Qualities change of fate.
Hellstorm Dragon (Evil, Extraplanar, Lawful)
Starting Statistics: Size Medium; Speed 40 ft., fly 40 ft. (clumsy); AC +5 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 12, Con 13, Int 14, Wis 13, Cha 14; Focus standard action; Special Attacks breath weapon, 1d8 hellfire, 15 ft. cone; Special Defenses immunity to fire, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 50 ft., fly 50 ft. (clumsy); Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkvision (120 ft.), firewalking.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 60 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/good, DR 10/magic; Special Qualities infernal aura (5d4 fire).
Radiant Dragon (Extraplanar, Good, Lawful)
Starting Statistics: Size Large; Speed 40 ft., fly 30 ft. (clumsy); AC +8 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 17, Dex 14, Con 15, Int 14, Wis 17, Cha 16; Focus standard action; Special Attacks breath weapon, 1d10 force, 30 ft. line; Special Defenses immunity to blindness, fire, force, light, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 50 ft., fly 60 ft. (clumsy); Attack bite (2d6, 15 ft. reach), 2 claws (1d8); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkvision (120 ft.), see in darkness.
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 90 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/evil, DR 10/magic; Special Qualities healing touch.
Ruin Dragon (Chaotic, Extraplanar, Evil)
Starting Statistics: Size Large; Speed 40 ft., fly 30 ft. (clumsy); AC +6 natural armor; Attack bite (1d8, 10 ft. reach), 2 claws (1d6); Ability Scores Str 15, Dex 12, Con 15, Int 14, Wis 11, Cha 12; Focus standard action; Special Attacks breath weapon, 1d8 negative energy, 15 ft. cone; Special Defenses immunity to cold, confusion, disease, electricity, paralysis, poison, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Huge; Speed 50 ft., fly 40 ft. (clumsy); Attack bite (2d6, 10 ft. reach), 2 claws (1d8); Ability Scores +8 Str, +4 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities aura of pain, darkvision (120 ft.).
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 50 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 5/good, DR 10/magic; Special Qualities void form.
Brine Dragon (Extraplanar, Water)
Starting Statistics: Size Small; Speed 50 ft., fly 40 ft. (clumsy); AC +3 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 16, Dex 15, Con 11, Int 13, Wis 10, Cha 11; Focus standard action; Special Attacks breath weapon, 1d6 acid, 30 ft. line; Special Defenses immunity to acid, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., fly 50 ft. (clumsy), swim 50 ft.; Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities speak with animals (fish only), water breathing (at will).
16th–Level Advancement: Size Gargantuan; Speed 70 ft., fly 60 ft. (clumsy), swim 60 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities capsize.
Cloud Dragon (Air, Extraplanar)
Starting Statistics: Size Small; Speed 40 ft., fly 50 ft. (clumsy); AC +5 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 13, Con 13, Int 10, Wis 14, Cha 13; Focus standard action; Special Attacks breath weapon, 1d8 electricity, 15 ft. cone; Special Defenses immunity to electricity, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 50 ft., fly 60 ft. (clumsy), swim 40 ft.; Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities mist vision, obscuring mist (3/day).
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 70 ft. (clumsy), swim 50 ft.; Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities cloudkill (1/day).
Crystal Dragon (Earth, Extraplanar)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft. (clumsy); AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 9, Dex 16, Con 13, Int 10, Wis 11, Cha 16; Focus standard action; Special Attacks breath weapon, 1d4 sonic, 15 ft. cone; Special Defenses immunity to paralysis, sleep, sonic; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 60 ft., burrow 15 ft., climb 15 ft., fly 60 ft. (clumsy); Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities color spray (3/day), razor sharp.
16th–Level Advancement: Size Gargantuan; Speed 70 ft., burrow 30 ft., climb 30 ft., fly 70 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities stone to flesh (1/day).
Magma Dragon (Extraplanar, Fire)
Starting Statistics: Size Small; Speed 40 ft., fly 50 ft. (clumsy); AC +4 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 11; Focus standard action; Special Attacks breath weapon, 1d6 acid, 15 ft. cone; Special Defenses immunity to fire, paralysis, sleep, vulnerability to cold; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 50 ft., fly 60 ft. (clumsy); Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities burning hands (3/day).
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 70 ft. (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities fire shield (1/day).
Umbral Dragon (Extraplanar)
Starting Statistics: Size Small; Speed 50 ft., fly 50 ft (clumsy); AC +6 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14; Focus standard action; Special Attacks breath weapon, 1d8 negative energy, 15 ft. cone; Special Defenses immunity to cold, paralysis, sleep; Special Qualities darkvision (60 ft.), low-light vision, scent.
8th–Level Advancement: Size Medium; Speed 50 ft., fly 60 ft (clumsy); Attack bite (1d6, 10 ft. reach), 2 claws (1d4); Ability Scores +4 Str, +2 Con, –2 Dex; Focus move action; Special Defenses DR 5/magic; Special Qualities darkness (3/day), umbral scion (immunity to energy drain and death effects).
16th–Level Advancement: Size Gargantuan; Speed 60 ft., fly 70 ft (clumsy); Attack bite (2d8, 20 ft. reach), 2 claws (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Focus swift action; Special Defenses DR 10/magic; Special Qualities project image (1/day).
Here's the link to the complete Word Doc, and it also includes all the required Dragon stats of my converted Gem and Planar dragons. DRAGON SOVEREIGN MYTHIC PATH

Bodhizen |

I'd like to offer some thoughts.
This path is interesting and fills a thematic niche that many fantasy RPG players would enjoy. Dragonriders have been the subject of many a story (and presumably, tabletop game) since long before D&D's Krynn products came out. However... There are balance concerns inherent in utilising true dragons that are likely not going to play out well when compared to other classes and mythic paths.
Instead of concentrating on a plethora of true dragon mounts, I would focus my efforts on working with the Dragonkin presented in the Distant Worlds supplement, p. 61. The beast listed there is only CR9, which means that you could probably introduce it by the third tier. That would allow you to concentrate first and second tier powers on abilities that would allow you to be able to handle being on dragon-back.
As an initial thought, I would recommend certain resistances to elemental forms of attack (to later resist dragon breath attacks), increased damage resistance (to later resist dragon physical attacks like claws and bites), gaining the ability to feather fall at will, needing less oxygen to breathe (and consummate cold resistance, for those high-altitude, long distance flights later on when you get your dragonkin), increases to Acrobatics and the ability to reroll acrobatics checks (for when you're on dragon-back and you have to jump out of the saddle in mid-flight to deal with an enemy who has made it onto your mount, and it will also give you greater jump abilities to handle jumping from one dragon-back to another or to leap up into the saddle without issue), the ability to move through a threatened square without provoking an attack of opportunity using Acrobatics at full speed (and later not even needing to make the check), benefits to your Ride skill (for obvious reasons), and/or bonuses to Perception (to counteract long-distance perception penalties for when you're in aerial combat and you want to take down your foe from a distance) and Knowledge Arcana (to have greater knowledge of dragons and their abilities). These are all abilities that would make your Dragon Sovereign a lot more useful in any situation, not just for attacking and riding dragons.
Giving bite and claw attacks, the ability to grow dragon wings and have a breath weapon are things that might not benefit every class, and you have to take that into consideration when designing this mythic tier. Much of your low-tier abilities are close-range, personal boosts that one could potentially acquire via the Dragon Disciple prestige class anyway. Should a Dragon Disciple want to increase their relative power via the Dragon Sovereign mythic path, there is no synergy here.
For example, the Dragon Disciple has a breath weapon as early as level 8 (Draconic Bloodline sorcerer gains this by level 9), which is right about on track with your breath weapon at Tier 3 (around level 9 or so), but the Draconic sorcerer's breath weapon already does 9d6 damage at level 9, usable once per day, and automatically upgrades with level instead of having to be selected as a power again. The DC to resist is 10 + half your level, plus any Charisma modifier, which means that your Dragon Sovereign breath weapon is inferior. If you had a 16 Charisma, the Sorcerer's breath weapon does 9d6 points of damage and is DC to resist is 17 by 9th level, whereas yours only does 3d6 points of damage with an equivalent DC to resist. As I said before, there's no synergy there, and that's something that you might want to consider with this mythic path.
As far as the dragon mount, I would recommend that you begin with a Dragonkin (base mount) as of mythic tier 3 and then add "evolutions" to it like an eidolon as your mythic tier goes up. It would make things a lot simpler, you could use an existing system (which would save you a lot of work), not base your work off of a third-party publisher (which would increase the general applicability of your mythic tier (as not everyone will have bought third-party materials - they're more likely to buy Paizo products), and you could create custom Dragon Sovereign only evolutions to enhance the dragonkin mount.
I would largely concentrate on enhancements to the character instead of enhancements to the dragon mount. Most of your current enhancements favor the dragon mount, which is cool and all, but the mount isn't necessarily going to be useful in every situation, nor will it be around all the time, which can handicap this mythic path. Currently, your character gets new powers at tiers 1, 3 and 6, while the dragon mount gets new powers at every tier. I'd reverse that; introduce a dragon(kin) at tier 3, give the dragon(kin) new powers at 6 and 10 and give the character new powers at every mythic tier (Dragon Sovereign path abilities, which your mythic tier seems to be lacking, and you'd want a fairly well-developed list to choose from). The Champion, for example, has 31 Tier-1 mythic path abilities to choose from. I would say that if you develop 10-15 (and I already gave you 10 suggestions for Tier-1 path abilities) path abilities each at Tier-1, Tier-3, and Tier-6, you'd be off to a good start. That's 30-45 abilities that would enhance the character and make them more universally powerful as opposed to specific enhancements that only benefit the dragon(kin).
I hope that this all is helpful and spurs your imagination on to new heights. I wish you the best of luck in working out this new Mythic Path, and I look forward to seeing future developments.
Best wishes!

Insanity Logic |

I'm not familiar with mythic. Though just be careful how strong a dragon you provide. I didn't see any levels or CR listed for the dragon mount.
Though the concept and from what little I did read it sounds cool. Though it's a heck load to read. So unfortunately I won't able to provide any proper feedback. Nor am I familiar enough with class design to do so.

Bodhizen |

I shall take all your suggestions under advisement, Bodhizen. One thing I really wasn't wanting to do was come up with a bunch of path specific powers, and there are plenty to choose from in the other paths. We shall see.
Elghinn Lightbringer,
I understand the reticence to come up with your own path-specific powers, as that does entail a fair amount of work. However, if the Dragon Sovereign mythic path really just is a conglomeration of powers that you can acquire in other mythic paths, prestige classes and third-party base classes, it doesn't really bring anything new or interesting to the table. I think that would be a wasted opportunity for you to do something really fantastic with this mythic path.
It is my feeling that with a little bit of creativity and work, you could put together a very flavorful and fulfilling mythic path that fills a fantasy trope very well. If you would like assistance with this, I would be willing to act as a consultant (as I do not want to steal your thunder).
Best wishes!