Custom Pathfinder Class Archetype: Grounded Dragon (Dragoon)

Grounded dragon (Dragoon Archetype)



The Grounded dragon is a fearsome enemy, using its knowledge of the dragons and their raw power to crush enemies up close. They commune with the dragon aspect they choose to associate with, gaining their abilities, elemental affinities and possibly magical talents. However, in order to become a great avatar for the dragons, one must be highly intelligent in order to comprehend their power.

Short version

Exchanges jump and jump powers for melee powers.
Exchanges acrobatics/fly as class skills for heal/survival.
Exchanges a high reflex save for a high fortitude save.
Exchanges evasion for shrug it off.
Exchanges improved evasion for unwavering.
Exchanges draconic armor training for damage reduction.

Long version (with regular dragoon abilities included)

Alignment: Any.

Hit die: d10.

Skill points: 4+int.

Class skills: Acrobatics, climb, craft, diplomacy, fly, handle animal, intimidate, knowledge (history), knowledge (nature), knowledge (planes), Linguistics, perception, ride, sense motive, swim.

Armor and weapon proficiencies: Grounded dragons are proficient with light, medium and heavy armor. They are proficient in all shields (except tower shields). They are proficient in all simple and martial weapons.

This modifies the dragoon’s weapon proficiencies.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
1
2
0
2
Melee power, Dragon aspect
2
2
3
0
3
Breath weapon (1d6), Aspect power
3
3
3
1
3
Melee power, Damage reduction 1/-, Aspect ability
4
4
4
1
4
Breath weapon (2d6)
5
5
4
1
4
Shrug it off
6
6/1
5
2
5
Breath weapon (3d6), Melee power, Aspect power
7
7/2
5
2
5
Aspect ability, Damage reduction 2/-
8
8/3
6
2
6
Breath weapon (4d6), Enhanced Breath area
9
9/4
6
3
6
Melee power
10
10/5
7
3
7
Breath weapon (5d6), Aspect power
11
11/6/1
7
3
7
Aspect ability, Damage reduction 3/-
12
12/7/2
8
4
8
Breath weapon (6d6), Melee power
13
13/8/3
8
4
8
Unwavering
14
14/9/4
9
4
9
Breath weapon (7d6), Enhanced Breath area, Aspect power
15
15/10/5
9
5
9
Melee power, Aspect ability, Damage reduction 4/-
16
16/11/6/1
10
5
10
Breath weapon (8d6)
17
17/12/7/2
10
5
10
Dragon sight
18
18/13/8/3
11
6
11
Breath weapon (9d6), Melee power, Aspect power
19
19/14/8/4
11
6
11
Aspect ability, Damage reduction 5/-
20
20/15/10/5
12
6
12
Dragon Avatar

Saves: The grounded dragon gains a good fortitude save, and a bad reflex save.

This modifies the dragoon’s saving throws.

Skills:  The grounded dragon loses acrobatics and fly as class skills, gaining heal and survival in their place.

This modifies the dragoon’s class skills.

Melee powers: The grounded dragon relies on pure force combat prowess instead of agility, gaining melee combat powers. These powers are gained in place of “Jump” and “Jump powers” at level 1, 3, 6, 9, 12, 15 and 18. They can be used a number of times per day equal to ½ their level + their intelligence modifier. Innate abilities are exempted from this.

Air slash: Slash through the air in front, initiating a free bull rush attempt against the (maximum three) adjacent enemies. Does not deal damage. The bonuses from equipment, improved bull rush, and greater bull rush apply to this ability. This does not provoke attacks of opportunity.

Ancient’s grip: Able two wield a two-handed weapon in one hand, or an oversized weapon in it’s proper way (two-handed large in two hands of a medium creature) with a -2 penalty to attack rolls. One handed weapons are now regarded as light weapons. The grounded dragon still takes the normal penalty to attack rolls (-2) for wielding these weapons. Requires level 9 or higher.

Circle of death: The dragoon uses a whirlwind attack, channeling for up to a number of rounds equal to their constitution modifier. The elements of their aspect lash out, dealing their element in damage to enemies 5 ft. outside their weapon reach equal to 1d6 damage per two levels. Requires level 15.

Crushing blow: The dragoon deals damage in one mighty strike, forsaking all other attacks during the round. This attack deals double damage, one category size higher. -2 AC for the round following. Requires level 18.

Damage reduction (Ex): Gain additional DR/-, 1 per six levels. Requires level 6 or later.

Dragon striker (Ex): You always function as gaining the bane weapon ability vs. dragons and other reptiles. This does not stack with any other bane bonus on weapons or other equipment. This power requires level 9 and higher.

Elemental assault: Using one physical power as a swift action, the dragoon can enchant their weapons with their aspect’s element, dealing 1d6 additional damage. This lasts for 1 round per level of the dragoon.

Enhanced Breath: The breath weapon of the grounded dragon is far more powerful than his jumping allies – as their breath bestows conditions if they fail the reflex save. They must announce they are using this power before they use the ability.
-          Fire: The target is ignited for 1 round per 2 levels of the grounded dragon, taking 1d6 fire damage.
-          Electricity: The target is stunned for 1 round.
-          Acid: The target is covered in acid, dealing 1d6 acid damage for 1 round per 2 levels of the grounded dragon.
-          Cold: The target is fatigued for 1 minute per level of the grounded dragon.

Execute: If the enemy is at 20% health or below, the Dragoon can attempt a deathblow. The blow is an immediate critical. If the enemy is reduced to the proper number of hit points, they die. if not, they are left with one hit point regardless of damage. If they don’t deal enough to reduce below 1 hit point, they deal normal damage. -2 AC for the following round. Requires level 15 or higher.

Force armor (Su) When initiating full defense, the dragoon also gains 5 bonus DR/- and +2 to all saves. Requires level 9 or higher.

Forceful breath (Su): When using their breath weapon, grounded dragons can put a supernatural force behind it, knocking all creatures affected off balance. If they fail the reflex save, they are knocked prone. This requires 6th level or later.

Ground strike: Strike your blade into the ground, dealing one of your aspect element damage as breath weapon damage, knocking them prone (Ref save 10+1/2CL+Str) within 20 ft of you. Requires level 12 or higher.

Heavy slash: As part of an attack, the grounded dragon puts draconic force behind their strike. This attack deals an additional 2 points of damage. At 4th level, and every 3 levels thereafter, this attack deals 2 additional damage. If this attack misses, the physical power is wasted.

Powerful breath: The grounded dragon puts more power behind their breath, granting it an additional 1d8 damage dice instead of 1d6, and increasing the reflex save by 1.

Stability: The dragoon gains a strong stance, giving a +2 bonus to CMD against trip and bull rush attempts. This is a passive effect.

Takedown: When hitting on all attacks in a full attack, the target is potentially knocked prone. A successful fortitude save negates the prone condition. The DC is strength-based. Requires level 6 or higher.


Unstoppable: When walking through enemy threatened squares, the dragoon can instead add his DR to his CMD/deflect AC. Requires level 3 or higher.

This ability replaces jump, and jump powers.

Dragon Aspect (Ex, Sp, Su): Based on the dragon form chosen, The Grounded dragon is given access to certain powers and feats of his or her choosing. (See Below)

Aspect power (Ex, Sp, Su): At second level, and every four levels thereafter, the Grounded dragon gains a special power granted by their dragon aspect. These are noted in the dragon aspects section below.

Breath weapon (Su): At second level, the grounded dragon gains the use of a breath weapon (1d6, increases by 1d6 every two levels thereafter), In the shape of a 15 ft. cone or 30 ft. line. This can’t be used for 1d6 rounds after use. At 8th level, the area increases to 20/40, and at 14th Level, 30/60. (Reflex save for half DC 10+½ CL+INT) This can be used once every 1d6 rounds, and a number of times per day equal to 1 + their intelligence modifier (minimum 1).

Battle-hardened (Ex): The grounded dragon gains 1 DR/- at third level. This damage increases by 1 for every four levels after third. This bonus is doubled when fighting dragons.

This replaces draconic armor training.

Aspect ability (Ex, Sp, Su): At 3rd level, and every 4 levels thereafter, the Grounded dragon can choose an aspect feat denoted in the subsection for aspects below. These are comprised of feats, class abilities, supernatural abilities, and spell-like abilities. If not noted otherwise, spell-like abilities chosen are used once per day, with their grounded dragon level as caster level. DCs for spell like abilities use the levels given on the sorcerer/wizard spell list. If it is a divine spell, it uses the cleric spell list. If it is only on the druid spell list, then that spell level is used.

Shrug it off (Su): At 5th level, a number of times per day equal to their intelligence modifier, the grounded dragon can make a new save against a condition that is affecting them as a swift action, with a bonus to the roll equal to their intelligence modifier.

This replaces evasion.

Unwavering (Su): At 13th level, if the grounded dragon fails a saving throw, they can roll a new save as an immediate action with a bonus equal to their intelligence modifier. They can use this ability a number of times per day equal to their intelligence modifier. If this effect is an enchantment effect, they gain an additional +2 to the roll.

This replaces improved evasion.

Dragon sight (Ex): At 17th level, grounded dragons gain blindsight 30 ft. at 20th level, this increases to 60 ft. 

Dragon Avatar: The grounded dragon masters the ways of the dragons, becoming a true dragon avatar. They are immune to paralysis, sleep, and a specialization in a part of their breath weapon, and gain one final power, denoted in the aspect section (See below).

Natural:
10d6 breath damage
30 ft. cone/60 ft line
Ref DC 10+½ CL+INT

Specialization: (Choose one)
10d8 damage
60 ft. cone/120 ft. line
Reflex DC+2



DRAGON ASPECTS

Aspect feat/abilities for each: Form of the dragon I (13th), Form of the dragon II (15th), Form of the dragon III (17th)


Black Dragon

Energy type: Acid
Alignment: Chaotic evil

Ancestry: the connection to the dragons of the past grants the black grounded dragon a +1 bonus to the damage of their breath weapon per die rolled.

Aspect Powers:

2nd level:
Elemental assault (acid, Su): As a swift action once per day, the grounded dragon can gain 1d6 acid damage to their weapon and unarmed attacks. This lasts for one round per level, but these rounds do not need to be consecutive.

6th level:
Resist acid (Ex): the grounded dragon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Precise strikes (Ex): the cunning black grounded dragon finds weaknesses in their enemies, gaining +1d6 sneak attack damage. This damage increases by 1d6 at 15th and 20th level.

14th level:
Acidic blood (Su): Once per day, the grounded dragon can form volatile acid in their blood as a standard action. For a number of rounds equal to their level, acid sprays in a 15 ft. line from weapon attacks, dealing their breath weapon damage to all within (reflex halves). This can be used one additional time at 16th and 19th level.

18th level:
Dominion over reptiles (Sp): The grounded dragon gains the ability to speak with reptiles as a constant spell-like ability, and can use mass charm monster as a spell-like ability once per day.

Aspect Abilities: Vital strike, Improved vital strike, greater vital strike, Power attack, Improved overrun, Improved sunder, Greater overrun, Greater sunder, acid splash (9th), acid arrow (3rd), Dazzling display, shatter defenses, deadly stroke, penetrating strike, devastating strike, greater devastating strike.

Avatar: Gain a crushing tail attack, hitting all enemies within a 10 ft. wide, 15 ft. deep rectangle in front of you with a spiritual tail as a full-round action, that appears and strikes the enemies. This deals weapon damage two category sizes higher, and knocks the enemy prone. This can be used a number of times per day equal to the grounded dragon’s intelligence modifier.


Red Dragon

Energy type: Fire
Alignment: Chaotic evil

Ancestry: the red grounded dragon’s connection to the ancient red dragons grants them a +1 bonus on weapon damage rolls. This increases by 1 for every four levels they possess.

Aspect Powers:

2nd level:
Tough hide (Ex): The red grounded dragon’s skin is toughened through their connection to the red dragons, granting them a +1 bonus to their base natural armor through dark red scales that form across their skin. This bonus increases by 1 at 8th and 16th level.

6th level:
Resist fire (Ex): the grounded dragon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Brute force (Ex): A scion of the red dragon favours brute force, granting the grounded dragon a +2 bonus to their strength score. This bonus increases by 2 at 14th and 18th level.

14th level:
Move flames (Su): The grounded dragon can move flames, both magical and natural, as If it were the caster as a standard action. They can control and move a number of 5 ft. squares equal to their level.

18th level:
Incinerate (Su): If the grounded dragon reduces a creature below 0 hit points with their breath weapon, the target must make a fortitude or be instantly incinerated to ash.

Aspect abilities: Empowered breath (1 die), Weapon focus, Greater weapon focus, Fireball (7+), Burning hands (2+), Fire Shield (11th), Analyze dweomer (15th), Power attack, Improved bull rush, greater bull rush, two weapon fighting, improved two weapon fighting.

Avatar: As a swift action, the grounded dragon can grow claws that deal damage two categoies higher than their own size, and gain the flaming burst enchantment with a+5 enhancement bonus. This can be activated for 1 minute per day, spent in minute increments and dismissed as a free action. In addition, their breath weapon damage increases by one die.


Blue Dragon

Energy type: electricity
Alignment: Lawful evil

Ancestry: the blue grounded dragon’s connection to the ancient blue dragons grants them a +2 bonus to will saves against spells of the illusion subschool.

Aspect Powers:

2nd level:
Desert thirst (Su): The grounded dragon can use the create water spell once per day (their level as CL), plus one additional time per three levels they possess. Alternatively, they can use this ability to turn liquid to sand. If used on magical objects such as potions, the object gets a will save equal to the grounded dragon’s DC.

6th level:
Resist electricity (Ex): the grounded dragon becomes attuned to their element, gaining resist electricity 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to electricity.

10th level:
Sound imitation (Ex): The grounded dragon can imitate any sound or voice it has heard as a bluff check against the target’s sense motive. In addition, they can use ghost sound a number of times per day equal to their intelligence modifier, and ventriloquism once per day.

14th level:
Mirage (Su): The grounded dragon can appear to be in two places at once as a move action for a number of rounds equal to their level. This acts as project image, but the grounded dragon can cast their breath weapon from the mirage. They can make the image move as a swift action.

18th level:
Sandstorm (Su): The grounded dragon can create a sandstorm centred on them for a number of minutes equal to their level in minute increments that do not have to be consecutive. This deals 2d6 damage to enemies other than the grounded dragon (in addition to other sandstorm penalties) within the radius (60 ft. from the grounded dragon).

Aspect abilities: Zone of truth (4th), Protection from Chaos (2nd), Detect Chaos, Alertness, Deceitful, Disruptive, spellbreaker, Persuasive, Self-sufficient, Rogue talent, betrayer.

Avatar:  The grounded dragon gains a burrow speed equal to their movement speed, and can charge through the ground as if there were no impediments to their movement.


Green Dragon

Energy type: Acid
Alignment: Lawful evil

Ancestry: Through their connection to the green dragon, these grounded dragons do not leave tracks as the trackless step ability, and gain a +2 bonus on saves against diseases and poisons.

Aspect Powers:

2nd level:
Woodland stride (Ex): The grounded dragon can move through forest, plains, jungle, and swamp terrain as if it were not difficult terrain. In addition, they gain a +2 bonus to stealth checks and initiative checks while on these terrains.

6th level:
Resist acid (Ex): the grounded dragon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Nature’s blood (Ex): The green grounded dragon becomes immune to diseases and poisons.

14th level:
Command plants (Sp): The grounded dragon can cast command plants once per day as a spell-like ability. At 17th level, they can cast control plants.

18th level:
Regenerate (Sp): At 17th level, the grounded dragon can use regenerate on themselves at will as a spell-like ability.

Aspect abilities: Wild shape (as druid level -5), Favoured terrain (Forest, jungle, or swamp), favoured enemy, speak with nature, Power attack, vital strike, improved vital strike, penetrating strike, overrun, improved overrun, greater overrun, skill focus (heal), skill focus (survival)

Avatar (Su): The grounded dragon delivers a leeching poison through it’s strikes, dealing 1d4 constitution damage once per round per level (2 saves). They heal 5 hit points per point of constitution damage inflicted as long as the target remains within 30 ft. They can activate this ability for a number of attacks per day equal to their level.


White Dragon

Energy type: Cold
Alignment: Chaotic Evil

Ancestry: White dragons are known for their rageful ways and unrelenting attitude. White grounded dragons gain a +2 bonus to saves against fear and enchantment effects.

Aspect Powers:

2nd level:
Icewalker (Ex): The grounded dragon does not have to make checks while walking or charging on ice, and can walk on icy surfaces as if using the spider climb spell.

6th level:
Resist cold (Ex): the grounded dragon becomes attuned to their element, gaining resist cold 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to cold.

10th level:
Rage (Sp): The grounded dragon can use rage as a spell-like ability once per day. They can use this ability one additional time per day for every three levels following 5th.

14th level:
Ice storm (Sp and Ex): The grounded dragon can cast ice storm as a spell-like ability a number of times per day equal to their intelligence modifier. In addition, they take no penalties to movement or sight in snowy environments or spells.

18th level:
Unstoppable (Ex): White grounded dragons are immune to daze, stun, paralysis, and entangle effects. If they are subject to frighten or panic effects, they are simply shaken. In addition, they are not knocked unconscious when reduced below 0 hit points, and are killed when reduced to double their constitution score.

Aspect abilities: Cone of cold (11th), Icy prison (13th), Freezing sphere (15th), Polar ray (19th), Power attack, improved initiative, favoured terrain (Ice, tundra), Rage power, endurance, diehard, improved overrun, greater overrun, penetrating strike.

Avatar: Breath slows the enemy. (will 10+1/2CL+Int) If failed by 5 or more, frozen (helpless, 1d4 rounds)


Copper Dragon

Energy type: Acid
Alignment: Chaotic good

Ancestry: the grounded dragon’s connection to ancient copper dragons gains them an innate bonus to trap crafting and perception checks to notice traps equal to 1/3 their level (minimum 1), and they gain a climb speed of half their level.

Aspect powers:

2nd level:
Spells of the copper dragon (Sp): The copper grounded dragon can use grease as a spell-like ability once per day. At 4th level, they can use hideous laughter once per day. At 8th level, they can use stone shape once per day. At 12th level, they can use transmute to mud/mud to rock once per day. At 16th level, they can use wall of stone. At 20th level, they can use move earth once per day.

6th level:
Resist acid (Ex): the grounded dragon becomes attuned to their element, gaining resist acid 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to acid.

10th level:
Mass laughter (Su): Once per day, the grounded dragon can tell hilarious joke to all within 30 ft. as a full-round action, forcing them all to laugh hysterically and lose actions for a number of rounds equal to half their level.

14th level:
Slow aura (Su): For a number of rounds equal to the grounded dragon’s level, they can activate a 10 ft. aura that subjects enemies to the slow spell effect for the duration of the aura. An initial will save when entering the aura negates the effect. This can be activated once per day, plus one additional time at 16th and 19th level.

18th level:
Slow breath (Su): The grounded dragon’s breath now has a slowing effect, lasting 1d4 rounds for those that fail the reflex save.

Aspect Abilities: Slow, hideous laughter, trapfinder (rogue talent), Disruptive, spellbreaker, dimension door (9th), dimensional assault, dimensional agility, dimensional dervish, Dimensional savant, suggestion (7th), mass suggestion (11th), improved feint, greater feint, improved overrun, greater overrun, power attack.

Avatar: The killing joke: Once per day, the grounded dragon can tell one creature a joke of horrible hilarity, causing them to laugh so hard they die if they do not pass a fortitude save. This is a language-based sonic effect.


Silver Dragon

Energy type: Cold
Alignment: Lawful good

Ancestry: The grounded dragon fights on when in danger of death. When taken below zero hit points, they remain conscious, instantly stabilize, and can continue to act. However, they are still staggered. If they are taken below a number of hit points to kill them or killed by a death effect, they remain conscious for one round and can act normally, not staggered, but die after their turn ends.

Aspect powers:

2nd level:
Align weapon (Sp): The grounded dragon can use align weapon as a spell-like ability once per day, plus one additional time for every five levels they possess.

6th level:
Resist cold (Ex): the grounded dragon becomes attuned to their element, gaining resist cold 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to cold.

10th level:
Fog vision (Ex): The grounded dragon sees perfectly in any natural or magical fog, as well as clouds.

14th level:
Spell resistance (Sp): At 9th level, the silver grounded dragon gains spell resistance equal to 11 + their level. At 15th level, if a caster fails the check to overcome their spell resistance by 5 or more, the spell is reflected back at the caster (this functions as spell turning)

18th level:
Paralysis breath (Su): The grounded dragon can instead form their breath into a wave of paralyzing gas. Creatures must succeed on a fortitude save or be paralyzed for 1d6+1 rounds.

Aspect abilities: Saving shield, Shield focus, Extra breath, increased breath damage (1 die), Aligned breath (good), Aligned breath (Lawful), Shield other (7th), Order’s wrath (11th), Shield of law (19th), Holy aura (19th), improved initiative, endurance, diehard, smite evil 1/day (level -5 as paladin), discern lies (11th)

Avatar: Freeze all enemies in place within 20 ft. if they fail the reflex save.


Gold Dragon

Energy type: Fire
Alignment: Lawful good

Ancestry: When adjacent to an ally, the grounded dragon gains a +1 morale bonus to attack rolls, saving throws, and dodge AC.

Aspect powers:

2nd level:
Spells of the gold dragon (Sp): The gold grounded dragon can use detect evil as a spell-like ability once per day. At 4th level, they can use bless once per day. At 8th level, they can use daylight once per day. At 12th level, they can use geas/quest once per day. At 16th level, they can use sunburst. At 20th level, they can use foresight once per day.

6th level:
Resist fire (Ex): the grounded dragon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Luck (Su): The grounded dragon can bestow luck upon one person once per day, granting them a +1 luck bonus to all saving throws. If cast on themselves, they and any good creature within 10 ft. gain this bonus.

14th level:
Aura of courage (Su): the grounded dragon becomes immune to fear effects, and grants a +4 bonus to fear saves to all allies within 10 ft. of them.

18th level:
Resurrection (Sp): The grounded dragon can cast the resurrection spell once per week. However, they still require the material components for this ability.

Aspect abilities: Leadership, power attack, Antagonize, Persuasive, Saving shield, Gang up, improved initiative, Holy sword (15th), Remove curse (5th), Neutralize poison (7th), Cure light wounds (1st), Cure moderate wounds (5th), Cure serious wounds (10th), Cure critical wounds (15th).

Avatar: The grounded dragon’s breath now heals allies within the area for half the roll, instead of damaging them.


Bronze Dragon

Energy type: Electricity
Alignment: Lawful good

Ancestry: The grounded dragon gains +10 ft. movement speed while in water, and does not take penalties to attack rolls while fighting underwater.

Aspect Powers:

2nd level:
Elemental assault (electricity, Su): As a swift action once per day, the grounded dragon can gain 1d6 electricity damage to their weapon and unarmed attacks. This lasts for one round per level, but these rounds do not need to be consecutive.

6th level:
Resist electricity (Ex): the grounded dragon becomes attuned to their element, gaining resist electricity 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to electricity.

10th level:
Water scion (Ex): the grounded dragon can breathe freely underwater, and gains a swim speed equal to their movement speed.

14th level:
Electrical defences (Sp): the grounded dragon can electrify themselves, dealing 1d6 electricity damage per three levels they possess to enemies that strike them with melee attacks with unarmed or weapons, including reach weapons. In addition, those struck must make a fortitude save or be stunned for one round. These defenses last a number of rounds equal to the grounded dragon’s level, and can be used once per day, plus one additional time at 17th and 20th level.

18th level:
Repulsion breath (Su): the grounded dragon can, at will, form their breath weapon into a repulsive gas rather than dealing damage. Creatures struck make a will save or be forced to move away from the grounded dragon for 1d6+1 rounds. This is a mind-affecting compulsion effect.

Aspect abilities: Vital strike, improved vital strike, greater vital strike, critical focus, weapon focus, persuasive, endurance, diehard, improved initiative, Step up, lunge, penetrating strike, power attack, improved disarm, greater disarm.

Avatar: The grounded dragon’s breath weapon, when not used as repulsion, paralyzes enemies if they do not pass a fortitude save. They must make this save even if they pass the reflex save.


Brass Dragon

Energy type: Fire
Alignment: Chaotic good

Ancestry: The grounded dragon gains the ranger terrain stride and trackless step abilities in desert environments, and can see through any concealment or other effects due to sand.

Aspect Powers:

2nd level:
Sand cloak (Su): The grounded dragon can kick up a sand cloak as a move action for a number of rounds equal to their level per day. This grants partial concealment. These rounds do not have to be consecutive. At 10th level, this grants total concealment.

6th level:
Resist fire (Ex): the grounded dragon becomes attuned to their element, gaining resist fire 10. At 10th level, this becomes 20. At 15th level, this becomes 30. At 20th level, they are immune to fire.

10th level:
Desert wind (Su): The grounded dragon can call up the sands to serve them. This functions as the gust of wind spell, but any creature in its path must make a fortitude save or be blinded for 1d4 rounds by the sand. The fortitude save is equal to the breath weapon DC. This can be used once per day, plus one additional time at 14th and 19th level.

14th level:
Sleep breath (Su): Instead of energy damage, the grounded dragon can transform their breath weapon into sleep gas, forcing enemies to make a will save or fall asleep for 1d6+1 rounds.

18th level:
Sandstorm (Su): The grounded dragon can create a sandstorm centred on them for a number of minutes equal to their level in minute increments that do not have to be consecutive. This deals 2d6 damage to enemies other than the grounded dragon (in addition to other sandstorm penalties) within the radius (60 ft. from the grounded dragon).

Aspect abilities: Detect thoughts (3rd), alter self (3rd), hold person (3rd), Improved feint, greater feint, Persuasive, Combat expertise, combat reflexes, endurance, die hard, improved initiative, restoration (11th), lesser restoration (7th).

Avatar: The grounded dragon’s breath weapon, both fire and sleep, permanently blind the enemy. If they pass a fortitude save, they are blinded for one round. In addition the grounded dragon gains burrow speed equal to their movement speed in deserts.


Crystal Dragon

Energy type: sonic
Alignment: Lawful neutral

Ancestry: The grounded dragon’s connection to their ancestry grants them tremorsense 5 ft., but not until 6th level. This distance improves by 5 ft. at 12th, 18th, and 20th level.

Aspect powers:

2nd level:
Crystal skin: Crystallite scales form across the grounded dragon’s skin, granting them a +1 bonus to their base natural armor. This bonus increases by 1 at 8th and 16th level.

6th level:
Resist sonic: the grounded dragon becomes attuned to their element, gaining resist sonic 10, and a +2 bonus to saves against sonic effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to sonic damage and effects.

10th level:
Crystal reflection (Ex): Once per day, the grounded dragon can reflect one ray attack cast against them back toward the caster. At 14th and 19th level, this increases by one additional time per day.

14th level:
Magical wards (Su): the grounded dragon gains DR 10/magic, and spell resistance equal to 6 + their grounded dragon level.

18th level:
Sonic blast (Su): With a blast of sonic energy, the grounded dragon can permanently deafen and stun all creatures within 30 ft. of them for 1d4 rounds. This is usable once per day, and a successful fortitude save negates the stun, and reduces the deafening effect to 1d4 rounds.

Aspect abilities: Two-weapon defense, Combat expertise, combat reflexes, Magic misisle, Two-weapon fighting, Cover ally (divide health damage to ally between you), improved initiative, toughness, endurance, diehard, Shout (11th), Shout (greater) (17th).

Avatar: Allies affected by the grounded dragon’s breath do not take damage, and gain 10 DR/magic for one round. Enemies struck by the breath are stunned for 1 round if they fail a fortitude save.


Umbral Dragon

Energy type: Negative energy
Alignment: Chaotic evil.

Ancestry: When the umbral grounded dragon kills an enemy, they rise as a shadow 1d4 rounds later, obeying the grounded dragon’s commands for one round per level before dissipating.

Aspect powers:

2nd level:
Ghostly assault (Su): The umbral grounded dragon can grant their unarmed and weapon attacks the ghost touch special quality for a number of rounds equal to their level. These rounds do not have to be consecutive.

6th level:
Resist negative energy: the grounded dragon becomes attuned to their element, gaining resist negative energy 10, and a +2 bonus to saves against negative energy effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to negative energy damage and effects.

10th level:
Darksight (Ex): the umbral grounded dragon gains 120 ft. darkvision. If they already possess darkvision, this distance increases to 150 ft. At 14th level, they gain see in darkness.

14th level:
Energy drain (Su): The umbral grounded dragon can deliver one temporary negative level through a number of weapon attacks per day equal to their level. A fortitude save negates this level. If the level is gained, the target must make a save after 24 hours or it becomes permanent. Instead, they can choose to inflict 1d4 strength damage or 1 strength drain (no save) chosen before the roll is made.

18th level:
Shadow breath: Instead of dealing negative energy, once per day the grounded dragon can blind enemies for 1d4 rounds. This also deals 1 point of strength drain, plus 1 point per three levels the grounded dragon possesses. A successful fortitude save negates the blindness and reduces the strength drain to 1d4 points.

Aspect abilities: Improve initiative, endurance, diehard, vital strike, improved vital strike, greater vital strike, penetrating strike, improved penetrating strike, persuasive, dazzling display, shatter defenses, deadly stroke, Inflict minor wounds (2nd), Moderate (4th) Serious (6th), critical (8th). Command undead (11th), enervation (9th).

Avatar: The grounded dragon’s breath steals the life from its victims, granting 1d4 negative levels if it deals hit point damage. (Fortitude halves, minimum 1)


Sovereign Dragon

Energy type: Sonic
Alignment: True neutral

Ancestry: Creatures with no neutral aspect to their alignment take a -2 penalty to their saving throws against the grounded dragon’s breath weapon, supernatural abilities, and spell-like abilities.

Aspect Powers:

2nd level:
Detect alignment (Sp): the sovereign grounded dragon can use any detect alignment spell as a spell-like ability at will.

6th level:
Resist sonic: the grounded dragon becomes attuned to their element, gaining resist sonic 10, and a +2 bonus to saves against sonic effects. At 10th level, this becomes 20 and +4. At 15th level, this becomes 30 and +6. At 20th level, they are immune to sonic damage and effects.

10th level:
Violent retort (Ex): If an enemy confirms a critical hit against the grounded dragon, they can immediately make a counterattack against them. This can only be activated once per round.

14th level:
Counterspell (Su): A number of times per day equal to the grounded dragon’s intelligence modifier, they can counterspell an enemy’s spell being cast as an immediate action, with their level as caster level. This acts as dispel magic for the purposes of counterspelling.

18th level:
Golden armor (Su): the grounded dragon can form a golden veil across their body, granting them a +4 sacred bonus to AC, resist energy acid, cold, fire, electricity, negative energy 20, and has DR/10 against any attack that is aligned. This armor can be summoned once per day as a move action, and lasts a number of rounds equal to their level.

Aspect ability: Dispel alignment (9th), Protection against alignment (2nd), protection against alignment (communal) (5th), Death or glory, Power attack, combat expertise, combat reflexes, Persuasive, toughness, step up, strike back, Saving shield, Deflect arrows, Endurance, diehard, Alertness, Blind-fight, Improved initiative, Suggestion (7th), Mass suggestion (15th), Charm person (7th).

Avatar: The sovereign grounded dragon’s breath weapon stuns enemies for 1d4 rounds. A successful fortitude negates this stun, unless they are of a non-neutral alignment, which a save reduces the save to one round.

Feats

Extra melee power: Learn one additional melee power. This requires the melee power ability.

Extra powers: Gain two additional uses of melee powers per day. This requires the melee power ability.

Extra breath: The grounded dragon can use their breath weapon one additional time per day. This requires the grounded dragon breath weapon ability.

Extra Aspect ability: Learn one additional aspect ability. This requires the grounded dragon dragon aspect ability.

Extra spell-like ability: Choosing one spell-like ability the grounded dragon can use once per day, it can be used two additional times per day. This requires a spell-like ability granted by the dragon aspect ability.

Empowered breath: Increase the power of their breath weapon by one die. This requires the grounded dragon breath weapon ability, and 5th level grounded dragon. This feat can be taken again at 10th and 15th level.

Expanded breath: The grounded dragon’s breath weapon extends by 10 ft. in a line, or 5 ft. in a cone. This requires the grounded dragon breath weapon ability. This can be chosen more than once.

Penetrating strike and improved penetrating strike: Grounded dragons use their level as fighter level for the purposes of qualifying for these feats.

Favoured class bonuses

Human: Gain +2 ft to charging.
Dwarf: +1/6 melee powers.
Half-elf: Gain +2 ft to charging.
Elf: +1/6 melee powers.
Night elf: +1/6 melee powers.
Draenei: +1/5 to the reflex DC for dragon breath.
Sylvari: +1/4 attack to standard attacks.
Man’ari: +1 damage to fire-based breath.
Worgen: +1/3 to critical confirmation rolls on melee powers. This does not stack with other bonuses.
Orc: +1/3 to critical confirmation rolls.
Half-orc: Gain +2 ft to charging.
Zandalari: +1/3 to critical confirmation rolls on melee powers. This does not stack with other bonuses.
Tauren: +1/3 uses per day on a specific aspect power.
Forsaken: +1/4 uses of dragon breath per day.
Blood elf: +1/3 to the effective level of their aspect powers.
Drakken: (+2 str) +1/3 damage on standard attacks. (+2 dex) -1/10 to the AC penalty of charges and lunges. (+2 int) +1/5 to the DC of their aspect powers. (+2 wis) +1/5 to the DC of their dragon breath.
Frozelia: +1 damage for frost-based dragon breath.




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