webguy2003's page
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I don't know if anyone has suggested this yet or not, but what about going simple; A disease. Disease can bring down even the mightiest of creatures.
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I created this class to fill my desire to play a half-dragon but not being able to because of the overpowered nature and high ECL. Also, Dragon Disciple was not a fit for me either since I was interested in a melee character rather than a caster/melee hybrid.
This class is 99% complete, as I have yet to find out if the higher lvl abilities are balanced. I am open to any thoughts or questions everyone has about this class and feedback about balance at the later lvls is appreciated.
Link to Class
Dragon Warrior
The current Pathfinder skill point system is the same as D&D 3.5 except that cross-class skills are easier to acquire and after lvl 3 are more effective.
Max skill ranks
LVL.....PF....D&D(3.5)
1........1.......2
2........2.......2.5
3........3.......3
4........4.......3.5
5........5.......4
Also, I dont remember getting the x4 past character lvl 1, which made choosing your character lvl 1 class important. I could be wrong it has been awhile since I played 3.5
Hey Dabbler, you cant count fighter only feats because monks arent fighters, just like they arent rangers so you wouldnt compare favored enemy in with attack and damage.
Also, the a dual-wielding fighter would have to buy 2 weapons(a simple house rule making the ammy cost the same as 2 weapons but only for unarmed attacks and we also have brass knuckles which give AN attack an enhancement bonus, so you would need two) so the attacks should be the exact same minus fighter only feats and abilities. Use a little common sense when playing, ie just because a rule is one way doesnt mean you have to play that way.
Monks Arent Fighters

proftobe wrote: webguy2003 wrote: ciretose wrote: webguy2003 wrote: Monks are fine, if you want to increase their unarmed attack bonus just Flurry (flurry = max possible two-weapon fighting for the lvl based on fighter BAB). If you complain about the melee power of monks you dont know how to play a monk, PERIOD end of story! When you add enhancements to unarmed attacks like you can to swords, at comparable cost to TWF, sure. For your issue its as simple as use monk weapons or a house rule that makes the Amulet of mighty fist cost the same as 2 weapons of the same enhancement and only works for unarmed attacks (not natural and unarmed since that is the only reason its more expensive). Does this house rule(changing pricing)also change that the AOMF as written doesn't help with DR or is that another house rule that we need(that you didn't mention in your original post) because we don't know how to play monks? I agree that by adopting both house rules a lot of monk issues go away, but even then its a clunky class with no real synenergy between abilities That requires a decent amount of system mastery to play well. .
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Pulled directly from the Players guide: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
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A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5.
By simple deduction attacks with enhance bonuses are magic.
Also: As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.(you do not spend ki points to ki strike it is just on if you have atleast 1 ki point)
What is Monk Flurry is Equal to?
Flurry at level ( ) is equal to:
(1-3) Fighter BAB Dual-wielding w/double slice feat using Shortswords
(4-7) Fighter BAB Dual-wielding w/double slice feat using Longswords(without the -2 penalty for not using light off hand)
(8-11) Fighter BAB Dual-wielding w/double slice feat using Bastard Swords(without the -2 penalty for not using light off hand)
(12-15) Fighter BAB Dual-wielding w/double slice feat using Greatswords(impossible)
(16-19) Fighter BAB Dual-wielding w/double slice feat using Size Catergory Large Bastard Swords(impossible)
(20) Fighter BAB Dual-wielding w/double slice feat using No Comparable Weapon(impossible)
(Also this would require a fighter that has atleast 19 dex, not counting fighter only feats and abilities because guess what Monks ARENT Fighters)
Not to Mention:Once per round they can spend a ki point to get another attack while flurring at highest bonus.
ciretose wrote: webguy2003 wrote: Monks are fine, if you want to increase their unarmed attack bonus just Flurry (flurry = max possible two-weapon fighting for the lvl based on fighter BAB). If you complain about the melee power of monks you dont know how to play a monk, PERIOD end of story! When you add enhancements to unarmed attacks like you can to swords, at comparable cost to TWF, sure. For your issue its as simple as use monk weapons or a house rule that makes the Amulet of mighty fist cost the same as 2 weapons of the same enhancement and only works for unarmed attacks (not natural and unarmed since that is the only reason its more expensive).
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Monks are fine, if you want to increase their unarmed attack bonus just Flurry (flurry = max possible two-weapon fighting for the lvl based on fighter BAB). If you complain about the melee power of monks you dont know how to play a monk, PERIOD end of story!
OK, made some corrections to the class. Links are always up to date.
Size Increase: was not supposed to be straight to large, just 1 size category. So it would be, small to med and med to large.
Changing Type: moved to be apart of the Dragon Form ability granted at lvl 14.
Changed mutliclass resriction to: Dragon warriors who gain lvl(s) in another class may not again gain lvls as a dragon warrior.
Natural Weapon Damage: The damage listed in table 1-1 is for a medium creature.

Quanerious wrote: Toastwolf wrote: also webguy2003 made a dragon warrior base class not too long ago. Thanks! I'm looking it over for ideas.
In his posting, he gives a ton of strength, intelligence, and constitution bonuses along all the levels and am not sure if I like a static bonus at a particular level. I would rather let a player decide what draconic power to take.
I also don't like the 8th level class ability granting Large size. That can be a game changer in the worst way. A players favorite armor may not fit, his weapon must be reforged, and a host of other equipment issues need to be met. It also doesn't allow room for small characters to stay small.
I like his idea of giving a static set of spells based on dragon type. I will look harder at this idea. This may solve the magic power problem I've had pointed out to me.
There are several other problems in the class that make it hard to play. At first level the class makes you take the same effects of a dragon type creature but gain none of the bonuses until a few levels later. Also, the restrictions on multiclassing are out of line. I could see this class and sorcerer being a possible combo but that is taken away from the restrictions. OK, made some corrections to the class. Links are always up to date.
The size increase was not supposed to be straight to large, just 1 size category. So it would be, small to med and med to large.
Changing type moved to be apart of the Dragon Form ability granted at lvl 14.
Changed mutliclass resriction to: Dragon warriors who gain lvl(s) in another class may not again gain lvls as a dragon warrior.
Natural Weapon Damage: The damage listed in table 1-1 is for a medium creature.
Dragon Warrior
I unseath my +5 Troll Bane Great Sword and use whirlwind attack!

Monks flurry is fine and 1000 times better than what it used to be. For those complaining about the ability to make monk unarmed magical I give you the Amulet of Mighty Fists. If you had the standard +1, it would give ALL of your unarmed attacks +1. If you had the +2 (+1 and Flaming) it would give all your unarmed attacks +1 and flaming.
Amulet of Mighty Fists
Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
Description
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Monks flurry is fine and 1000 times better than what it used to be. For those complaining about the ability to make monk unarmed magical I give you the Amulet of Mighty Fists. If you had the standard +1, it would give ALL of your unarmed attacks +1. If you had the +2 (+1 and Flaming) it would give all your unarmed attacks +1 and flaming.
Amulet of Mighty Fists
Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
Description
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
For those that like this class but arent allowed to use homebrew classes, the Alchemist from Advanced Players Guide can do similiar things and in some areas is abit better.
Worldheart Design wrote: More Interesting Items
An enemy NPC carries this beauty
** spoiler omitted **
We were wondering though, out of curiosity, how would you price these? As something that can be carried over to another suit or weapon, how much more should they be worth?
You could make them wonderous items that just magicly attach to an item. Either they would do fairly mundane things or put a limit to how and how many can be used, making some more expensive and powerful ones.
Cheapy wrote: I'm thinking of doing a revision of this. Or finishing it. Depends on your perspective, I guess. Any thoughts on it? Limiting the summons to just one I think is abit to much, perhasp limit the SLA to 1 but no limit on spells per day summons.
I myself am a firm believer that Paizo needs to rework the summoner.
Worldheart Design wrote: As Chapter I continues to be written, we were wondering what the interest level would be for including opportunities for evil characters to shine? Its always nice to see evil people get a break. I like the thought of a reocurring bad guy. Also, a chance to play an evil(but not so evil) char is of interest to me.
Worldheart Design wrote: @webguy: I believe that isn't covered by the OGL so I cannot use those rules. Ok yup, just checked the book and it says its not OGL. Too bad but you might still be able to take inspiration from it though to create your own rules.
@Worldheart Design:
War (Mass Battles) Some rules that I have seen for mass battles were in the D&D "Miniatures Handbook". They seemed to be a fairly simple way to do mass battles, so you might want to check it out if you can find it.
Also, my team is asking me if you'd enjoy having pre-generated characters included at the back of the book? It's another small thing that people may or may not like.
My group has been playing for long enough that we like to make our own characters but not everyone has, so premade chars are good for the less experienced people that play.

War (Mass Battles) I have been a fan for massive combat, so yes if there was a simple ruleset for it. Maybe
Post - 20th Level Content (Not necessarily 21st level) Always love to see higher lvl content. Want
Some Science-Fiction Elements Great Idea. Want
Diplomacy and Intrigue (More Roleplay than Rollplay) Most definently. Want
Modified Profession/Craft Skills (Opening up new options) My group does this already but premade examples are always good. Want
A World With More Races (More than just the core races appearing prominently) I'm running a game now where I made my players take atleast a CR-2 race, so yes. Want
Time Travel (Only to a specific event in time) Never thought of this, would be interesting if it was to the future( not sure if anyone ever thought of what a D&D world would be like in the future). Maybe
Less Good vs Evil and more Lesser of Two Evils. Would open up new play styles(Sort of Evil vs Evil or Good, Faction vs Faction). Want
Factions (Earn reputation and rewards) This is always fun and makes sense. Want
Optional Objectives and Locations (Small side-quests and locales for players to explore.) Sometimes main story lines need a break. Want
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Do you prefer Monsters and NPCs to have their stablocks at the end of the adventure, at the moment in the adventure when you need them or in a separate document?
I personal like them to be listed as they appear but if they are just standard monsters with no changes a book and page number are fine.
Does artwork contribute highly to whether or not you will USE a product?
Artwork is not the most important thing but it does help convey the feel of the campaign world.
Do maps contribute highly to whether or not you will USE a product?
Overland maps are nice but not require. City maps are good to have if alot of the campaign takes place in them. Dungeon maps (atleast a ruff) drawning I feel is require for adventure paths, not really require for a campaign setting.(but hey Forgotten Realms had a couple of small premades in it)
Would you prefer having the Player's Guide released BEFORE the adventure is finished being written?
Not really any point in making chars if there is no adventure to go on.
Are there any subjects you feel should not be breached or touched upon in an adventure?
I think some of the best adventures include things you wouldnt expect to see. The only thing is that some "people" are really sensitive about some things, so unless your worried about maing "them" mad, I wouldnt think anything was off limits.
What do you NOT want to see?
Unless its a full campaign setting, I dont need 30-50 pages of lore. Some adventure paths I have seen are half lore, this can bog down GMs trying to prepare for a game. I know I dont want to read 30 pages of lore for a lvl 1-3 adventure path.
Clarified/inserted the rulings to some of the class based abilities (ie pathfinder rulings and my rulings for balancing purposes).
Link to Google Doc (All links are auto updating)
Dragon Warrior
Worldheart Design wrote: Ok, I've looked it over and the spell selection/spell uses seems fair.
Is there a reason most of the skills are Constitution based? This'll make the class need to split between Str, Dex and Con.
You've managed to balance it out with the base attack bonus so all in all this seems a solid build.
I'd need to run some NPCs with it first to really see but for now, nothing screams broken at me.
Good job.
I used the Dragon Shaman from 3.5 for some of the abilities, either taking the ability as it was or tweeking it abit, and they were all con based. As far as the Spliting between Str, Dex, and Con; you can wear heavy armor so dex isn't really important, and I made the natural armor bonus you get in Dragon form to be on par with the physical armor you lose in that form.
Worldheart Design wrote: Wouldn't the Dragon Disciple already be sufficient or are you trying to get a different feel?
I know it's a PrC but is this essentially Dragon Disciple as a Base Class?
Dragon Disciple was too caster based for me. It works if your a caster anyway but doesnt fit as a melee based class, its a caster/melee hybrid.
I made this class as a solution to the problem of Half-Dragons being too powerful for regular Non-CR groups. I feel that this class is balanced with the core pathfinder classes. If you think any of the abilities are too powerful for your or your GMs game, then change then to fit.
I hope you all enjoy the class.
Link to Google Doc
Dragon Warrior

Elamdri wrote: webguy2003 wrote: Elamdri wrote: I think that Dragon Blood is still a too powerful.
I think that the Wing Buffet Attacks at level 12 are too much, You've got more attacks at level 12 than a 20th level monk. I would keep it at the three weapon attacks and 3 natural attacks.
I think everything else is MUCH improved. Good job!
I think you are adding in attacks where there arent any, without the wings it would be 3 natural attacks OR 3 weapon attacks(upto 6 for max two weapon fighting), you do not get more nat attacks from high BAB. So at 12th its 3 primary attacks with 2 secondary attacks(although it might be better as more of a wing buffet with both for 1 secondary attack at 1d8, so it would only be 4 attacks at 12th).
The Blood of the Dragon ability is what you would get for being a Half-Dragon but perhasp remove +4 of the Str and put into the Str increase from Dragon form. Not sure if you thought element immunity was too powerful, I went off of the 3.5 Dragon Shaman ability that grants immunity at the same lvl and also it would be granted from Half-Dragon.
Ok, thoughts? You are forgetting that you can make weapon attacks AND natural attacks in the same attack action. You don't have to do one or the other. The only penalty is that when you combine weapons and natural attacks, the natural attacks are all treated as secondary attacks at a -5 (-2 with Multiattack)
For example, at Max level, your Dragon Warrior has the following
1 Weapon at 15/10/5
1 Bite at 13
2 Claws at 13
2 Wings at 13
If he has both Two Weapon Fighting feats
2 Weapons at 13/13/8/8/3/
1 Bite at 13
2 Claws at 13
2 Wing at 13
That's 10 attacks in a full round action, 7 of them are made at a BAB of 13
Monks will cry I didnt even realize it worked that way. So yes that would be a problem. Ok, so cap the attacks to 4 or 5 total.
Side note, you have 1 too many calw attacks in your example but still alot of attacks.
toastwolf wrote: speaking of which those resistances build up pretty fast, resist 20 by level 7 seems a bit strong. maybe the resistances should increase once every 5 levels or another way to say it every other dragon blood because immunity is kinda a capstone thing. Dragon Shaman from 3.5 gave immunity at 9th lvl, although it should probably just 5, 10, then immune since 15 and 20 are practicly immune.
Dragon Shaman
Just trying to show precendents for having abilities.

Elamdri wrote: I think that Dragon Blood is still a too powerful.
I think that the Wing Buffet Attacks at level 12 are too much, You've got more attacks at level 12 than a 20th level monk. I would keep it at the three weapon attacks and 3 natural attacks.
I think everything else is MUCH improved. Good job!
I think you are adding in attacks where there arent any, without the wings it would be 3 natural attacks OR 3 weapon attacks(upto 6 for max two weapon fighting), you do not get more nat attacks from high BAB. So at 12th its 3 primary attacks with 2 secondary attacks(although it might be better as more of a wing buffet with both for 1 secondary attack at 1d8, so it would only be 4 attacks at 12th).
The Blood of the Dragon ability is what you would get for being a Half-Dragon but perhasp remove +4 of the Str and put into the Str increase from Dragon form. Not sure if you thought element immunity was too powerful, I went off of the 3.5 Dragon Shaman ability that grants immunity at the same lvl and also it would be granted from Half-Dragon.
Ok, thoughts?
Here is Revision 2. To many changes to list, so here is a link. Didnt import quite right to google docs, so kinda kerfugaled abit.
Dragon Warrior 2.0
Elamdri wrote: Ok, this is something that I threw together. Hopefully you can use this as a springboard if nothing else.
Dragon Warrior
Looks good, the Cleric/Rogue BAB might be what I need to do since my class has 3 primary attacks.
I'll post a completed update sometime this weekend.
Elamdri wrote: Working on it, I'll post a Google Doc in just a min. I'll get to it this afternoon, Gameday today gotta get some sleep.
Elamdri, yeah feel free to work with it. My goal its to get a blanced class like this out there. Core or Prestige.
toastwolf wrote: and hear i was about to tell you try the 3.5 dragon shaman for inspiration, but it seems alot is being established though additional special abilities for dragon types would be pretty cool too and more significance to your choice of dragon. Yeah, I really liked the Dragon Shaman and there hasn't been a replacement class for it yet hence my making this class. So far posting it here has gone a long why toward making it a playable class.
Also, I have played this class in some lower lvls games and it has been alright because its alot easier to balance the lower lvl abilities I have found.

Ok, here is edit 1. This was the most obvious stuff I saw to bring down.
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Didn't get to fixing Dragon form yet, so don't take those into account for balancing.
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Weapon and Armor Proficiency: A dragon warrior is proficient with all simple weapons, bows and crossbows, armor spikes and light and medium armor.
(Just light and medium no heavy, so it would be a feat for heavy)
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Natural Weapon: The dragon warrior can choose from the following list whenever she
gains a feat: Aspect of the Beast*, Rending Claws*, and Weapon Focus. At 4th level she adds Improved Natural Attack. At 6th level, she adds Eldritch Claws* and Vital Strike to the list.
((Removed alot of the Natural attack increases and feats so this list makes sense. Also, no more secondary attacks, although I think you could add one 1d6 wing at 11th then another at 16th with the stipulation that you cant take Multi-attack))
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Breath Weapon: As per the Draconic Sorccerer Bloodline Power (Sorc level equals ½ half class level)1/day increasing to 2/day at 17th level. In addition, the dragon warrior can make a bite attack as a full round action, which on a successful hit lets the dragon warrior use her breath weapon on the target with no Ref save.
((Made it only 1/2 class lvl in power))
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Level Bonus Fort Ref Will Special
1st +1 (+2 +0 +0 ) Blood of the Dragon (Natural Armor +1, Cha +2),
Natural Weapons 2 Claws (1d4) and Bite (1d6)
2nd +2 ( +3 +0 +0 ) Spell-like abilities (Dragon type)
3rd +3 (+3 +1 +1 ) Blood of the Dragon (Resist 5 element type, Natural Armor +1, Str+2)
4th +4 ( +4 +1 +1 ) Natural Weapons Claws (1d6) and Bite (1d8)
5th +5 (+4 +1 +1 ) Wings (Fly speed 20ft poor), Blood of the Dragon (Con +2)
6th +6/+1 ( +5 +2 +2 ) Blind Fight
7th +7/+2 ( +5 +2 +2 ) Blood of the Dragon (Natural Armor +1, Str +2)
8th +8/+3 ( +6 +2 +2 ) Wings (fly 30ft average), Size Increase with Natural Weapons Damage Increasing: Claws (1d8) and Bite (2d6)
9th +9/+4 ( +6 +3 +3 ) Blood of the Dragon (Resist 10, Natural Armor +1, Con +2),
Breath Weapon 1/Day
10th +10/+5 ( +7 +3 +3 ) Blindsense 30ft
11th +11/+6/+1 ( +7 +3 +3 ) Blood of the Dragon (Str +2)
12th +12/+7/+2 ( +8 +4 +4 ) Wings (fly 60ft average)
13th +13/+8/+3 ( +8 +4 +4 ) Blood of the Dragon (Natural Armor +1, Con +2)
14th +14/+9/+4 ( +9 +4 +4 ) Dragon Form(Dragon Type) 1/day
15th +15/+10/+5 ( +9 +5 +5 ) Blood of the Dragon (Resist 20, Natural Armor +1, Str +2)
16th +16/+11/+6/+1 ( +10 +5 +5 ) Wings (fly 90ft average), Natural Weapons (Negates DR)
17th +17/+12/+7/+2 ( +10 +5 +5 ) Blood of the Dragon (Immune to Element), Breath Weapon 2/day
18th +18/+13/+8/+3 ( +11 +6 +6 ) Blind Sense 60ft
19th +19/+14/+9/+4 ( +11 +6 +6 ) Blood of the Dragon (Int +2)
20th +20/+15/+10/+5 ( +12 +6 +6 ) True Dragon Form(At Will)
Well, thats why Im posting here. To get feed back to better balance the class. As this is the first class I have ever made, I tried to balance it but sometimes the this would be really awesome bug bites you. Thx for the input, its a good help toward making this a balanced class.
Oh, just had an idea myself. Perhasp I might need to make a prestige class, a fighterish version of a Dragon Disciple. Maybe that would be a bit easier to balance.

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So I created this class as Dragon Disciple wasn't what I was looking for and Half-Dragon is hard to make fit in within a fairly standard campaign. So here it is.
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Role: Dragon Warriors share the same fighting aptitude as normal warriors, but with their increased physical and draconic abilities, they become even more formidable, as they use their breath weapon and flight to destroy their foes.
Alignment: Dragon Warriors can be of any alignment, although they tend to be more chaotic than lawful. Those dragon warriors that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons, are of good alignments.
HD: d10
Class Skills:
The dragon warrior's class skills are Climb (Str), Craft (Int),Diplomacy (Cha) Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride(Dex), Survival (Wis), and Swim (Str).
Skill Ranks per lvl: 2 + Int modifier
Class Features:
The following are class features for the dragon warrior.
Weapon and Armor Proficiency: A dragon warrior is proficient with all simple weapons, bows and crossbows, armor spikes and all armor (heavy, light, and medium).
Restrictions: Dragon warriors can not multi-class and are treated as a dragon for spell effects. The dragon warrior's alignment must be within 1 of the chosen dragon type.
Natural Weapon: The dragon warrior can choose from the following list whenever she
gains a feat: Aspect of the Beast*, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Claws* and Vital Strike to the list. At 9th level, he adds Multi-Attack to the list.
Blood of the Dragon: At 1st level, and at every two levels thereafter the dragon warrior gains physical stat bonuses representing her continued attunement to their forebearers. See Table 1-1.
Natural Weapons: At 1st level, and every three levels thereafter the dragon warrior gains natural attacks or her natural attacks are increased. See Table 1-1.
Spell-like abilities: At 2nd level the dragon warrior gains a set of spell-like abilities based on the choice type of dragon(Table 1-2). The dragon warrior can use either of the abilities at a caster level equal to her ½ dragon warrior level, 1/day at 2nd level and one more time per day every five levels thereafter (7th, 12th, 17th).
Table 1-2
Dragon Type:
Black: Acid Splash, Darkness(at 5th)
Blue: Ghost Sound, Minor Image(at 5th)
Green: Acid Splash, Entangle(at 5th)
Red: Detect Magic, Pyrotechnics(at 5th)
White: Obscuring Mist, Fog Cloud(at 5th)
Brass: Speak with animals, Endure elements
Bronze: Speak with animals, Create food and water(at7th)
Copper: Grease, Hideous laughter(at 5th)
Gold: Detect Evil, Bless
Silver: Detect evil, Feather fall
Brine: Speak with animals, Obscuring Mist
Cloud: Obscuring Mist, Fog Cloud(at 5th)
Crystal: Color Spray, Glitterdust(at 5th)
Magma: Burning Hands, Scorching Ray(at 5th)
Umbral: Darkness(at 5th), Vampiric Touch(at 7th)
Weapon Focus(Natural Weapons): As per the feat Weapon focus.
Wings: At 5th level the dragon warrior begins to grow wings, as part of his continued transformation, which gives her a fly speed of 20ft and poor maneuverability. As the wings of the dragon warrior progress in size, her flight speed and maneuverability increase (See table 1-1).
Armored Flight: The dragon warrior suffers not armor check penalty when using the fly skill.
Eldritch Claws: At 6th level the dragon warrior receives the feat Eldritch Claws.
Blind Fight: At 6th level the dragon warrior receives the feat Blind Fight.
Size Increase: At 8th level the dragon warrior grows to size category Large(-1 AC/Attack
-2 Dex, +2 Natural Armor, +1 CMB/CMD, -2 Fly, -4 Stealth)
Breath Weapon: As per the Draconic Sorccerer Bloodline 1/day increasing to 2/day at 17th level. In addition, the dragon warrior can make a bite attack as a full round action, which on a successful hit lets the dragon warrior use her breath weapon on the target with no Ref save.
Blindsense: At 10th level the dragon warrior gains blindsense of 30ft, increasing to 60ft at 18th level.
Dragon Form: At 14th level the dragon warrior gains the ability to turn into a size Huge dragon of her chosen type 1/day(1min/lvl), gaining +10 size bonus to Str, +8 size bonus to Con, +8 Natural Armor, -1 AC, -1 Attack, -2 Dex, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to 10+ ½ the dragon warrior's level + Cha Mod) every 4 ranks in Intimidate grants +1 to the DC, and immunity to one element (of the same type as the chosen dragon). You also gain one bite (3d6+1d6 energy), two claws (2d6), two secondary wing attacks (1d8) + ½ Str, and one secondary tail slap attack (2d6) + 1-1/2 Str. You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.
True Dragon Form: At 20th level the dragon warrior gains the ability to turn into a size Huge dragon of her chosen type, thus giving her a +16 size bonus to Str, +10 size bonus to Con, +10 Natural Armor, -1 to AC, -1 Attack, -2 Dex, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to 10+ ½ the dragon warrior's level + Cha Mod) every 4 ranks in Intimidate grants +1 to the DC, and immunity to one element (of the same type as the chosen dragon). You also gain one bite (3d6+1d6 energy type), two claws (2d6), two secondary wing attacks (1d8), and one secondary tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones. In addition, the dragon warrior can make a bite attack as a full round action, which on a successful hit lets her use her breath weapon on the target with no Ref save.
Level BaB Fort Ref Will Special
1st +1 (+2) (+0) (+0) Blood of the Dragon (Natural Armor +1, Cha +2),
Natural Weapons 2 Claws (1d4) and Bite (1d6)
2nd +2 (+3) (+0) (+0) Spell-like abilities (Dragon type), Weapon Focus(Natural Weapons)
3rd +3 (+3) (+1) (+1) Blood of the Dragon (Resist 5 element type, Natural Armor +1, Str+2)
4th +4 (+4) (+1) (+1) Natural Weapons Claws (1d6) and Bite (1d8)
5th +5 (+4) (+1) (+1) Wings (Fly speed 20ft poor), Armored Flight,
Blood of the Dragon (Con +2)
6th +6/+1 (+5) (+2) (+2) Eldritch Claws, Blind Fight
7th +7/+2 (+5) (+2) (+2) Blood of the Dragon (Natural Armor +1, Str +2)
8th +8/+3 (+6) (+2) (+2) Wings (fly 30ft average), Natural Weapons Claws (1d8) and
Bite (2d6)and Secondary Wing Attack (1d6) , Size Increase
9th +9/+4 (+6) (+3) (+3) Blood of the Dragon (Resist 10, Natural Armor +1, Con +2),
Breath Weapon 1/Day
10th +10/+5 (+7) (+3) (+3) Blindsense 30ft
11th +11/+6/+1 (+7) (+3) (+3) Blood of the Dragon (Str +2)
12th +12/+7/+2 (+8) (+4) (+4) Wings (fly 60ft average), Natural Weapons(as per Improved
Natural Attack feat) Claws (2d6) and Bite (3d6) and
2 Secondary Wing (1d8)
13th +13/+8/+3 (+8) (+4) (+4) Blood of the Dragon (Natural Armor +1, Con +2)
14th +14/+9/+4 (+9) (+4) (+4) Dragon Form(Dragon Type) 1/day
15th +15/+10/+5 (+9) (+5) (+5) Blood of the Dragon (Resist 20, Natural Armor +1, Str +2)
16th +16/+11/+6/+1 (+10) (+5) (+5) Wings (fly 90ft average), Natural Weapons (Negates DR)
17th +17/+12/+7/+2 (+10) (+5) (+5) Blood of the Dragon (Immune to Element), Breath Weapon 2/day
18th +18/+13/+8/+3 (+11) (+6) (+6) Blind Sense 60ft
19th +19/+14/+9/+4 (+11) (+6) (+6) Blood of the Dragon (Int +2)
20th +20/+15/+10/+5 (+12) (+6) (+6) True Dragon Form(At Will)
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