Help with Dragonrider Homebrew Fix


Homebrew and House Rules


So... this is a homebrew fix for the dragonrider class by Rogue Genius Games. I made it because... well because the RGG one doesn't sit right with me. It feels like it is 3/4 a dragon, and 1/4 a PC, if that. I was looking to create a class that was about 1/2 and 1/2 PC and companion, that captured a bit more of the flavor of a dragonrider mechanically, beyond being just a character with a dragon. (Original class here). The overview for this homebrew (while not entirely complete) looks like this:

Dragonknight
Hit Die: d10
Starting Wealth: 5d6x10

Class Skills
The dragonknight’s class skills are Climb (Str)?, Craft (Int), Diplomacy (Cha), Fly (Dex)?, Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (geography) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex)
Skill Ranks per Level: 4 + Int modifier

Table: Dragonknight:
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 1 2 0 2 Bonded Dragon Steed, Telepathic Link
2 2 3 0 3 Bond Surge
3 3 3 1 3 Dragon Blood
4 4 4 1 4 Dragon Steed Improvement
5 5 4 1 4 Bonus Feat
6 6 5 2 5 Dragon Blood
7 7 5 2 5 Medium Armor, Dragon Steed Improvement
8 8 6 2 6 Improved Bond Surge
9 9 6 3 6 Dragon Blood
10 10 7 3 7 Fighter Training
11 11 7 3 7 Bonus Feat
12 12 8 4 8 Dragon Blood
13 13 8 4 8
14 14 9 4 9
15 15 9 5 9 Dragon Blood
16 16 10 5 10 Greater Bond Surge
17 17 10 5 10 Bonus Feat
18 18 11 6 11 Dragon Blood
19 19 11 6 11
20 20 12 6 12 Capstone

Class Features

Weapon and Armor Proficiency
A dragonknight is proficient with all simple weapons and martial weapons. Dragonknights are also proficient with light armor and shields (except tower shields).

Bonded Dragon Steed (Ex)
A dragonknight shares a bond with a lesser dragon, a smaller cousin of the true dragon. These dragons often imprint on a knight at birth, though it’s not impossible for a bond to be formed later in life. The knight and bonded partner train with each other, though the dragon often isn’t taken into battle until it is at least a juvenile, and in the small size category. Similar to an animal companion, it will advance in size and ability at certain level benchmarks, becoming Medium at 4th, and to full size at Large at 7th, where it can accommodate even a Medium sized rider.
In order to mount a dragon steed, it must be fitted with an exotic saddle.
Due to this close mental bond, whenever the dragonknight or dragon steed receives the dying condition, the other half of the bonded pair must make a Will save (DC 10+half damage taken) or become dazed for 1 round. If one of them receives the dead condition, they automatically fail the save and become dazed for 4 rounds.
In addition, should the dragonknight’s dragon steed die, the dragonknight may not bond with another dragon steed for 30 days or until he gains a dragonknight level, whichever comes first. During this 30-day period, the dragonknight takes -1 penalty on attack and weapon damage rolls.

Telepathic Link (Su)
A dragonknight and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering. They are also able to communicate telepathically with each other, at a distance up to 50 feet per level. This communication doesn’t require a shared language.

Bond Surge (Ex)
At 2nd level, the dragonknight and his dragon steed are able to push their abilities past their normal limits, empowered by their bond. This combined strength takes the form of a pool, which has a number of points equal to ½ his dragonknight level (minimum 1) + his Charisma modifier. This pool refreshes after 8 hours of resting, though these hours need not be consecutive.
At 2nd level, a dragonknight can expend one point from his bond pool as a standard action to grant both him and his dragon steed a +2 morale bonus on damage rolls, a +2 Natural Armor bonus, and a +2 competence bonus to all Charisma based skill checks for a number of rounds equal to the knight’s Cha modifier. These bonuses can instead be applied to only the knight or dragon steed at 1 ½ times the benefit.
At 7th level a dragonknight can activate this ability as a move action instead of a standard action. At 12th level, a dragonknight can activate this ability as a swift action instead.
This ability can only be used while the dragonknight and dragon steed are bonded. Should a dragonknight lose their dragon steed, this ability ceases to function until the dragonknight bonds with a new dragon steed.

Dragonknight Talents
As he gains levels, a dragonknight begins to gain new, unique abilities. Starting at 3rd level, a dragonknight gains one dragonknight talent. He gains an additional dragonknight talents for every three levels of dragonknight attained after 3rd level. Unless specifically noted in a dragonknight talent’s description, a dragonknight cannot select a particular dragonknight talent more than once.
Dragonknight Talents

1. Senses (Ex): The dragonknight gains the senses of a dragon. He gains low-light vision. If he already had natural low-light vision, the range of his low-light vision is doubled. At 6th level, he gains darkvision up to 60 feet. If he already has natural darkvision, the range of that darkvision is increased by 60 feet. At 10th level, he gains the scent ability. Lastly, at 14th level, the dragonknight gains blindsense to a range of 15 feet. If he already has natural blindsense, the range of this ability is increased by 15 feet.

2. Roar (Su): The dragonknight can empower his dragon steed’s roar to deafening strength. By spending 1 point from their Bond Surge Pool, the dragon steed can unleash a concussive roar in a 15-foot cone as a standard action. Creatures caught in the cone take sonic damage equal to the dragon steed’s breath weapon damage and become deafened for 1d4 rounds. A successful Fortitude save (DC 10 + half HD of dragon steed + dragon steed’s Cha modifier) reduces the damage by half and prevents a target from being deafened. A dragonknight must be 6th level to select this dragonknight talent. A dragonknight can use this ability once per day at 6th level, twice per day at 10th level, three times per day at 14th level, and four times per day at 18th level.

3. Dragon’s Ferocity (Su): The dragonknight and their dragon steed’s combined might are temporarily able to emulate the ferocity of a true dragon. By spending 1 point from their Bond Surge Pool, the dragonknight’s dragon steed can activate this ability as a free action as part of an attack or charge. Opponents within a range of 30 feet who witness the action may become shaken for 1d6 rounds. The opponent can resist the effects with a successful Will save (DC 10 + half HD of dragon steed + Cha modifier of dragon steed). An opponent that succeeds on the saving throw is immune to that same creature’s Dragon’s Ferocity for 24 hours. Dragon’s Ferocity is a mind-affecting fear effect. A dragonknight must be 6th level to select this dragonknight talent. A dragonknight can use this ability once per day at 6th level, twice per day at 10th level, three times per day at 14th level, and four times per day at 18th level.

4. Claws (Su): The dragonknight becomes capable of temporarily modifying their body with draconic attributes. By spending 1 point from their Bond Surge Pool, a dragonknight can grow claws as a free action for a number of rounds equal to their Charisma modifier. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your dragon steed’s breath weapon energy type on a successful hit.

5. Draconic Resistance (Su): The dragonknight begins to grow some scales of his own, not enough to protect him from physical harm, but enough to absorb some energy damage. The dragonknight gains energy resistance 5 to the same type of energy as his dragon steed’s breath weapon. At 8th level and every 5 levels thereafter, this resistance increases by 5 to a total of energy resistance 20 at 18th level.

6. Unison (Ex): The dragonknight and his dragon steed are a deadly duo. When the dragonknight and his dragon steed both hit the same target, they deal an additional 1d10 points of damage + 1 and ½ times his strength modifier. A dragonknight must be at least 12th level to select this dragonknight talent.

7. Immunities (Su): The dragonknight gains a +4 competence bonus on saving throws against sleep and paralysis effects. At 12th level this bonus increases to +8. At 15th level, the dragonknight gains Spell Resistance equal to 5 + his level, and is shared with his dragon steed. A dragonknight must be 9th level to select this dragonknight talent.

8. Minor Magic (Sp): A dragonknight’s bond with a dragon allows him to attain similar magical powers. A dragonknight with this dragonknight talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the dragonknight’s level. The save DC for this spell is 10 + the dragonknight’s Cha modifier.

9. Major Magic (Sp): The dragonknight’s magical prowess grows stronger as his bond does. A dragonknight with this dragonknight talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the dragonknight’s level. The save DC for this spell is 11 + the dragonknight’s Charisma modifier. A dragonknight must be of at least 6th level and have the Minor Magic dragonknight talent to select this dragonknight talent.

10. Bite (Su): Whenever the dragonknight uses his dragonknight talent to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragonknight is Small), plus 1-1/2 times the dragonknight’s Strength modifier. At 11th level, this bite also deals 1d6 points of the same energy damage. The type of damage dealt is determined by his dragon steed’s breath weapon energy type. A dragonknight must be of at least 6th level and have the claws dragonknight talent before selecting this dragonknight talent.

11. Blood Brothers (Su): A dragonknight and his mount share a close bond, and are even capable of sharing their pain. By spending 1 point of their Bond Surge Pool, the dragonknight or dragon steed can heal their partner for 1d6 + their own Con modifier points of damage as a standard action. The one who uses this ability suffers the same number of points of non-lethal damage (up to the amount the target is actually healed). At 6th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the other increases by 1d6, up to a total of 6d6 at 18th level.

12. Distracting Glare (Su): A dragonknight can direct his steed’s ferocity towards interrupt an opponent’s spellcasting. As an immediate action that spends 1 point from their Bond Surge Pool and uses one of their daily uses of the Dragon’s Ferocity Dragon Blood Power, the dragonknight’s dragon steed can force an enemy spellcaster within his Dragon’s Ferocity ability range to make a concentration check with a DC equal to his Dragon’s Ferocity’s saving throw DC + the level of the spell being cast. If the enemy spellcaster fails this concentration check, the spell is interrupted and lost. A dragonknight must be of at least 12th level and have the Dragon’s Ferocity dragonknight talent to select this dragonknight talent.

13. Elemental Aura (Su): By spending 1 point from his Bond Surge Pool, the dragonknight can cause energy of the same type of his dragon steed’s breath weapon to seep from his body for a number of rounds equal to his Charisma modifier. Any enemy starting their turn adjacent to him takes 1d6 points of damage. This increases to 2d6 points of damage at 16th level. If the dragonknight is mounted on his dragonsteed, this energy emanates from his mount instead. A dragonknight must be of at least 9th level to select this dragonknight talent.

14. Dragon’s Hide (Ex): A dragonknight begins to wear his armor as if it was his own defensive skin. A dragonknight doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal. At 8th level, he can move at full speed in medium armor.

15. Dragon Slayer (Ex): A dragonknight’s close proximity to his own dragon gives him insight on the weaknesses of dragonkind, similar to the ranger’s favored enemy bonus. The dragonknight gains a +2 Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the creatures with the dragon type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A dragonknight may make Knowledge skill checks untrained when attempting to identify dragons.

16. Jump (Su): A dragonknight cannot always rely on his dragon to help him reach flying foes, or to drop him into a fight where he needs to be. By spending a point from his Bond Surge Pool, the dragonknight may leap as a full-round action, as if he were making a charge. This jump can cover double his move speed, including vertical distance, but once begun can only be used to move forward. The dragonknight may make one attack as part of this jump. The critical damage of this ability is treated as 1 better than his weapon’s normal critical damage (x2 is now x3, x3 is now x4). Whenever he uses this ability, he takes a -2 penalty to his AC until the start of his next turn (in addition to the AC penalty for charging). His dragon may catch him at any point during his descent, so long as it is large enough to support him and has the movement available to reach him. The dragonrider must be of at least 6th level and have the Dragon Slayer dragonknight talent to select this dragonknight talent.

17. Greater Jump (Su): The dragonknight has grown more comfortable at being alone in the sky, and is able to make more effective use of his attack. When using the Leap dragonknight talent, if the dragonknight spends an additional 1 point from his bond surge pool, the dragonknight may make a full attack as part of it, instead of only making one. These attacks can be delivered to any targets along the path of his jump, and if the attack hits, he may change the direction of his jump. The penalty to his AC increases to -4 (in addition to the AC penalty for charging). A dragonrider must be of at 12th level and have the Dragon Slayer and the Jump dragonknight talents.

18. Maneuverability (Ex): Working in tandem, a dragonknight and his dragon steed are able to maneuver in the air better than alone. While the dragonknight is mounted on his dragon, treat its maneuverability as 1 better than normal, up to Good. At 16th level, treat it as 2 better than normal, up to Good. At 20th level, treat as 3 better than normal, up to Perfect. A dragonknight must be at least 12th level or higher to select this dragonknight talent.

19. Change Shape (Su): The dragonknight can share their form with their partner, similar to their greater cousin’s shape shifting abilities. Three times per day, the dragonknight’s dragon can assume the appearance of their partner as if using polymorph. This effect last for a number of minutes equal to the dragon’s hit die.

20. Twin Charge (Ex): The dragonknight and his dragon perfectly complement each other in combat, and nowhere as strongly as when charging an opponent. While charging, the dragonknight can activate this talent by spending 2 points from their bond surge pool as a swift action. If he does so, he and his mount count as flanking the target of their charge. In addition, the critical range on their weapons are doubled during the charge, as well as the critical multiplier being improved by 1 step. This increase does not stack with other effects that increase the threat range of the weapon. A dragonknight must be of at least 15th level and have the Unison dragonknight talent to select this dragonknight talent.

21. Perfect Bond (Ex): The dragonknight and his dragon are able to push past their previous limitations through their shared bond. When the dragonknight activates his Bond Surge ability, he can instead spend 2 points from their bond surge pool to give both himself and his dragon 1 and ½ the benefit. The dragonknight must spend 1 point from their bond surge pool for every round this effect is active after the first. This ability cannot be used to grant this effect to only the dragonknight or his dragon. The dragonknight must be of at least 15th level to select this dragonknight talent.

22. Protector (Ex): The dragonknight and his dragon would rather take a blow themselves than see it delivered upon their partner. Once per turn, as a move action, the dragonknight or his dragon may grant their partner a +4 deflection bonus to AC. If they do, the one who takes this action receives a -4 dodge penalty to their own AC. These bonuses and penalties increase by 2 at 10th level and every 4 levels thereafter, to a maximum of +10 and -10 respectively at 18th level. A dragonknight must be of at least 6th level to select this dragonknight talent.

Bonus Feat
At 5th level and every 6 levels thereafter, a dragonknight gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The dragonknight must meet the prerequisites of these bonus feats.

Medium ArmorAt 7th level, a dragonknight gains proficiency with medium armor.

Improved Bond Surge (Ex)
At 8th level, the bonuses granted by his Bond Surge increases to a +3 morale bonus on damage, a +3 natural armor bonus, and a +4 competence bonus on all Charisma based skill checks.

Fighter Training
Starting at 10th level, a dragonknight counts 1/2 his total dragonknight level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Greater Bond Surge
At 16th level, the bonuses granted by his Bond Surge increase to a +4 morale bonus on damage, a +4 natural armor bonus, and +6 competence bonus on all Charisma based skill checks.

Capstone
Still working on this. I want something better than just "form of the dragon III" i.e. things a full caster could do anyways. Preferably something that involves both PC and dragon.

Table:Dragon Steed:
Dragon Steeds
Level HD Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Natural Armor Bonus Str/Con Bonus Int/Cha Bonus Breath Weapon Special
1 2 2 3 3 3 4 1 0 0 0 Breath Weapon, Focus, Link
2 3 3 3 3 3 6 2 0 0 0
3 3 3 3 3 3 6 2 2 1 0 Evasion
4 4 4 4 4 4 8 2 2 1 0 Ability Score Increase, 4th Level Advancement
5 5 5 4 4 4 10 3 2 1 1 x3 dice, x2 range
6 6 6 5 5 5 12 3 4 2 1 Devotion
7 6 6 5 5 5 12 3 4 2 1 7th Level Advancement
8 7 7 5 5 5 14 4 4 2 1
9 8 8 6 6 6 16 4 6 3 1 Ability Score Increase
10 9 9 6 6 6 18 5 6 3 2 5x dice, x3 range
11 9 9 6 6 6 18 5 6 3 2 MultiAttack
12 10 10 7 7 7 20 5 8 4 2
13 11 11 7 7 7 22 6 8 4 2
14 12 12 8 8 8 24 6 8 4 2 Ability Score Increase
15 12 12 8 8 8 24 6 10 5 3 7x dice, x4 range Improved Evasion
16 13 13 8 8 8 26 7 10 5 3
17 14 14 9 9 9 28 7 10 5 3
18 15 15 9 9 9 30 8 12 6 3
19 15 15 9 9 9 30 8 12 6 3
20 16 16 10 10 10 32 8 12 6 4 9x dice, x5 range Ability Score Increase

Class Level: This is the dragonknight’s class level.

HD: This is the total number of twelve-sided (d12) Hit Dice the dragon steed possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the dragon steed's base attack bonus. A dragon steed's base attack bonus is the same as that of a dragonknight of a level equal to the animal's HD. Having a high base attack bonus does not grant dragon steeds any additional attacks with their natural weapons.

Fort/Ref/Will: These are the dragon steed's base saving throw bonuses. A dragon steed has good Fortitude, Reflex and Will saves.

Skills: This is the number of skill ranks the dragon steed has. A dragon steed with an Intelligence bonus gains additional skill ranks per level equal to the bonus. It's worth noting that dragon steeds have fewer skill ranks than unbonded true dragons. This is because dragon steeds spend considerable effort learning how to work with their bonded knights, which takes up the learning capacity they could otherwise use for additional skills. A dragon steed cannot have more skill ranks than it has Hit Dice.
Dragon steeds 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). Dragon steeds with an Intelligence of 3 or higher can put ranks into any skill.
The class skills for a dragon steed are Bluff (Cha), Climb (Str), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis)
When a dragon steed reaches 10 Intelligence or higher, it gains bonus skill ranks as normal.

Feats: This is the total number of feats possessed by a dragon steed. Dragon steeds are free to take any feats other than Shield Proficiency and Weapon Proficiency feats. (A dragon’s hands are not designed to hold weapons or shields.) Note that dragon steeds must meet all the normal requirements for the feats they select.
Dragon steeds 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 steeds 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 steed's existing natural armor bonus. Dragon steeds also gain increases to natural armor as they advance, as listed under the AC modifiers for each dragon steed. Do not adjust dragon steed’s natural armor for size.

Str/Con Bonus: Add this modifier to the dragon steed's Strength and Constitution scores. Dragon steeds also gain increases to Strength and Constitution (and reductions to Dexterity) as they advance, as listed under ability scores for each dragon steed. Do not adjust dragon steed's ability scores for size.

Int/Cha Bonus: Add this modifier to the dragon steed’s Intelligence and Charisma scores.

Special: This includes a number of abilities gained by dragon steeds as they increase in power. Each of these is described in Dragon Steed Special Ability Descriptions section (below.)
Dragon Steed Special Ability Descriptions

Breath Weapon (Su)
The base breath weapon is listed with each dragon steed, 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 steed's breath weapon is 10 + one-half steed's hit dice + steed's Constitution modifier. A dragon steed may use its breath weapon once every four rounds, not to exceed a total number of uses per day equal to 3 + the steed's Constitution modifier.
As the dragon steed gains HD, it's breath weapon deals more dice of damage and gains additional range, as noted on Table: Dragon Steed Base Statistics.

Telepathic Link (Su)
A dragonknight and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering. They are also able to communicate telepathically with each other, at a distance up to 50 feet per level. This communication doesn’t require a shared language.

Evasion (Ex)
At 3rd level the dragon steed gains the Evasion ability. When subjected to an attack that normally allows a Reflex save for half damage, a dragon steed takes no damage if it makes a successful saving throw.

Ability Score Increase
At 4th, 8th, 12th, 16th, and 20th level, the dragon steed adds +1 to any of its ability scores.

Devotion (Ex)
At 6th level, a dragon steed gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack
At 11th level, a dragon steed gains Multiattack as a bonus feat.

Improved Evasion (Ex)
At 15th level, a dragon steed gains Improved Evasion. When subjected to an attack that allows a Reflex saving throw for half damage, a dragon steed takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Steed Choices
Any willing lesser dragon can become a dragonknight’s bonded steed. All dragon steeds have the same starting sizes, speed, attacks, and ability scores. However, each breed has different breath types and special qualities. Dragon steed attacks add the Strength modifier to the damage roll. As you gain levels, your dragon steed improves as well, gaining special advancement at 4th level and again at 7th level. Do not modify ability scores for size in these advancements, as they are included.
The breeds of lesser dragon a dragonknight may select are Electric, Fire, Acid, and Cold. All dragon steeds receive 1 ½ times their Strength modifier on their bite attacks, just as dragons do. For all spell-like abilities of a dragon steed, treat its caster level as its number of hit die.

Lesser Electric Dragon:
Lesser Electric Dragon
STARTING STATISTICS
Size: Small; Speed: 20 ft., fly 15 ft. (clumsy);
AC: +2 natural armor
Attack: bite (1d4), 2 claws (1d3)
Ability Scores: Str 11, Dex 14, Con 13, Int 6, Wis 9, Cha 9
Special Attacks: breath weapon, 1d4 electric, 15 ft. cone;
Special Defenses: immunity to cold, paralysis, sleep;
Special Qualities: darkvision (60 ft.), low-light vision, scent.
4TH LEVEL ADVANCEMENT
Size: Medium; Speed: 20 ft., fly 40 ft. (clumsy)
Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
Ability Scores: +4 Str, +2 Con, –2 Dex
Special Defenses: DR 5/magic;
Special Qualities: darkvision (120 ft.)
7TH LEVEL ADVANCEMENT
Size: Large; Speed: 30 ft., fly 70 ft. (clumsy)
Attack: bite (1d8, 15 ft. reach), 2 claws (1d6)
AC: +2 natural armor
Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 10/magic;
Special Qualities:

Lesser Acid Dragon:
Lesser Acid Dragon
STARTING STATISTICS
Size: Small; Speed: 20 ft., fly 15 ft. (clumsy);
AC: +2 natural armor
Attack: bite (1d4), 2 claws (1d3)
Ability Scores: Str 11, Dex 14, Con 13, Int 6, Wis 9, Cha 9
Special Attacks: breath weapon, 1d4 electric, 15 ft. cone;
Special Defenses: immunity to cold, paralysis, sleep;
Special Qualities: darkvision (60 ft.), low-light vision, scent.
4TH LEVEL ADVANCEMENT
Size: Medium; Speed: 20 ft., fly 40 ft. (clumsy)
Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
Ability Scores: +4 Str, +2 Con, –2 Dex
Special Defenses: DR 5/magic;
Special Qualities: darkvision (120 ft.)
7TH LEVEL ADVANCEMENT
Size: Large; Speed: 30 ft., fly 70 ft. (clumsy)
Attack: bite (1d8, 15 ft. reach), 2 claws (1d6)
AC: +2 natural armor
Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 10/magic;
Special Qualities:

Lesser Fire Dragon:
Lesser Fire Dragon
STARTING STATISTICS
Size: Small; Speed: 20 ft., fly 15 ft. (clumsy);
AC: +2 natural armor
Attack: bite (1d4), 2 claws (1d3)
Ability Scores: Str 11, Dex 14, Con 13, Int 6, Wis 9, Cha 9
Special Attacks: breath weapon, 1d4 electric, 15 ft. cone;
Special Defenses: immunity to cold, paralysis, sleep;
Special Qualities: darkvision (60 ft.), low-light vision, scent.
4TH LEVEL ADVANCEMENT
Size: Medium; Speed: 20 ft., fly 40 ft. (clumsy)
Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
Ability Scores: +4 Str, +2 Con, –2 Dex
Special Defenses: DR 5/magic;
Special Qualities: darkvision (120 ft.)
7TH LEVEL ADVANCEMENT
Size: Large; Speed: 30 ft., fly 70 ft. (clumsy)
Attack: bite (1d8, 15 ft. reach), 2 claws (1d6)
AC: +2 natural armor
Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 10/magic;
Special Qualities:

Lesser Cold Dragon:
Lesser Cold Dragon
STARTING STATISTICS
Size: Small; Speed: 20 ft., fly 15 ft. (clumsy);
AC: +2 natural armor
Attack: bite (1d4), 2 claws (1d3)
Ability Scores: Str 11, Dex 14, Con 13, Int 6, Wis 9, Cha 9
Special Attacks: breath weapon, 1d4 electric, 15 ft. cone;
Special Defenses: immunity to cold, paralysis, sleep;
Special Qualities: darkvision (60 ft.), low-light vision, scent.
4TH LEVEL ADVANCEMENT
Size: Medium; Speed: 20 ft., fly 40 ft. (clumsy)
Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
Ability Scores: +4 Str, +2 Con, –2 Dex
Special Defenses: DR 5/magic;
Special Qualities: darkvision (120 ft.)
7TH LEVEL ADVANCEMENT
Size: Large; Speed: 30 ft., fly 70 ft. (clumsy)
Attack: bite (1d8, 15 ft. reach), 2 claws (1d6)
AC: +2 natural armor
Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 10/magic;
Special Qualities:

As can be seen, the PC has a few dead levels, which I still need to fill out, and the dragons don't have enough diversity yet, which I'm hoping to improve through special attacks or qualities. Maybe Spell-like abilities like what other dragons have, but without the Sorcerer casting.

As for what has been changed from the original class:
-Removed spellcasting; already difficult to balance this as not being a straight upgrade to Cavalier without giving them 1/2 casting. I'd like it if the mounts had SLAs instead.
-Changed proficiency to reflect more martial role.
-Added a mechanic to promote the bond between PC and dragon (Bond Surge)
-Added talents to promote and reflect partnership between PC and dragon in and out combat.
-Changed pacing of bonus feats and loosened previous restrictions.
-Added medium armor proficiency feature to reflect more martial role.
-Added fighter training to reflect more martial role, and to allow for further customization for builds.
-Changed dragon steeds from true dragons to lesser dragons and modified growth rates to prevent it from outshining the PC.

Now, I know that this needs a lot of work, even the parts that I've already gotten done will need reworking, so any useful feedback is appreciated. I am also aware that a lot of things are similar to/copies of other features in Pathfinder, but I felt they fit the Dragonknight if reworked to focus around him and his dragon. It's not something unusual to Pathfinder, but I'm definitely open to criticism of this.

In particular, suggestions on how to fill the dead levels would be great, as well as suggestions for the capstone.

To give an understanding of the concept I was hoping to achieve, the inspiration for this class was drawn from the Pathfinder's dragons and the base class, FE's wyvern knights (size of the dragon, critical focused effects), FF dragoons (Jump abilities), and Eragon/Dragonrider's of Pern (the nature of the bond).

I apologize for the way it formats the tables.

Thank you in advance for your help!


I'd play a DragonKnight with this build! Looks interesting, and could be a lot of fun in the right campaign and world.

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