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.
Comments
Post a Comment