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Tanuki Tales
2013-07-03, 09:13 AM
Call of a Hero




"Do not meddle in the affairs of Dragons. For you are crunchy and taste good with ketchup."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 31st of July.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 15th of August. You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a pixelated trophy that I create myself with my limited skills in Paint. In the case of any ties I will cast the tie breaking vote.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is themed around the concepts of dragons. Entries may take the form of a base class that slowly becomes a dragon, a prestige class that specializes in slaying dragons or a race that treats dragons as akin to gods.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?t=234663)

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2013-07-03, 09:14 AM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2013-07-03, 09:15 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
+x|
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17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
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+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
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+x|Class Ability

5th|
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+x|Class Ability

6th|
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+x|Class Ability

7th|
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8th|
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+x|Class Ability

9th|
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+x|Class Ability

10th|
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+x|Class Ability

11th|
+x|
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+x|Class Ability

12th|
+x|
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+x|
+x|Class Ability

13th|
+x|
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+x|
+x|Class Ability

14th|
+x|
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+x|
+x|Class Ability

15th|
+x|
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+x|
+x|Class Ability

16th|
+x|
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+x|Class Ability

17th|
+x|
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+x|Class Ability

18th|
+x|
+x|
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+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-07-03, 09:17 AM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2013-07-03, 09:19 AM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
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+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-07-03, 09:21 AM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
(X) lb.
Female|
X'Y"|
+XdY|
X lb.|
(X) lb.[/table]


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
(X) lb.
Female|
X'Y"|
+XdY|
X lb.|
(X) lb.[/table]

Tanuki Tales
2013-07-03, 09:22 AM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Stake A Vamp
2013-07-05, 01:40 PM
authors note
so, this is my first time entering, and i am quite excited to see the other entries (expected there to be some by now) this is my first base class, so where constructive criticism is concerned, in the immortal words of Pat Benatar, hit me with your best shot:xykon:

Dragonfire Champion

Take my blade, my armour too, have my gold, I give it you. But yet still i do not fear thee, you can't take my soul from me.
-chorus of the song of Dragonfire

Draconic ancestry is a powerful force. It drives many to adventure, grants sorcery, and sometimes leaves a mark on ones very soul. The Dragonfire Champion turns this spark into a roaring unquenchable inferno. Dragonfire Champions can harness their ancestry to great effect in combat, sheathing their blade in flame, or whirling in a fury, cutting down their foes like wheat or even ushering their allies to ever greater feats.

this spark is especially common in adventurers, as this spark often drives people to unusual and adventurous lifestyles.


Role: Where a Dragonfire Champion truly shines is in melee, in the thick of the action

Alignment: due to the dragon ancestry and the inherent passion required to maintain an inferno in ones soul, a Dragonfire Champion must maintain an extreme alignment (I.E. LG, CG, LE, CE)

Hit Die: d10

Starting Gold: As fighter,

Class Skills
Appraise (Int) Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Ranks per Level: (4+ Int modifier)


Dragonfire Champion
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Dragon Aspect

2nd|
+2|
+3|
+0|
+3|flame within 1d6

3rd|
+3|
+3|
+1|
+3|

4th|
+4|
+4|
+1|
+4|flame within 2d6

5th|
+5|
+4|
+1|
+4|

6th|
+6/+1|
+5|
+2|
+5|Aspect Ability, flame within 3d6

7th|
+7/+2|
+5|
+2|
+5|

8th|
+8/+3|
+6|
+2|
+6|flame within 4d6

9th|
+9/+4|
+6|
+3|
+6|+2 Con

10th|
+10/+5|
+7|
+3|
+7|flame within 5d6

11th|
+11/+6/+1|
+7|
+3|
+7|

12th|
+12/+7/+2|
+8|
+4|
+8|Aspect Ability, flame within 6d6

13th|
+13/+8/+3|
+8|
+4|
+8|

14th|
+14/+9/+4|
+9|
+4|
+9|flame within 7d6

15th|
+15/+10/+5|
+9|
+5|
+9|

16th|
+16/+11/+6/+1|
+10|
+5|
+10|flame within 8d6

17th|
+17/+12/+7/+2|
+10|
+5|
+10|

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Aspect Ability, flame within 9d6

19th|
+19/+14/+9/+4|
+11|
+6|
+11|

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Aspect Paragon, flame within 10d6[/table]

Class Features
All of the following are class features of the Dragonfire Champion.

Weapon and Armor Proficiencies: A Dragonfire Champion is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields)


Dragon Aspect (Su): At first level, a Dragonfire champion chooses an asprct and the ability that comes with it. This is in no way a binding choice, a Dragonfire Champion may choose the glory aspect ability at first level, and then the domination aspect ability at 6th. the Dragonfire Champion has three choices, Glory, Passion, and Power.

Glory: The drive to become great and make a name for oneself is especially powerful in some Dragonfire Champions. Dragonfire Champions who choose this aspect gain the one use of the Challenge ability per day. Challenge is the same as smite evil in all respect except that the target need not be evil, and there is no damage bonus against evil outsiders, evil dragons and evil undead. The Challenge effect remains until the target of the Challenge is dead or the next time the Dragonfire Champion rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Dragonfire Champion may use Challengeone additional time per day, to a maximum of seven times per day at 19th level.

Domination: sometimes the Draconic drive to dominate, control and enslave "lesser" beings one feels as a Dragonfire Champion is especially strong. Dragonfire Champions who choose this aspect gains the the Ability to use Charm Person as a spell like ability 3 times a day, using their class level as their caster level.

Power: sometimes the inherent magic of dragons shows itself in a Dragonfire Champion. a Dragonfire Champion who chooses this aspect gains an arcane pool, as the magus ability of the same name.

Flame Within (Su,): A dragonfire champion can channel some of their inner flame into a jet of dragonfire. Starting at 2nd level, a number of times per day equal to 1+their charisma modifier (if positive) a Dragonfire Champion may, as a standard action, make a ranged touch attack against a target within thirty feet that deals 1d6 points of fire damage. At fourth level and every two levels thereafter, this attack deals an additional 1d6 points of fire damade

Aspect Ability (Su,): at sixth twelfth and eighteenth level the Dragonfire Champion may choose an ability granted by one of the Aspect

Glory:
level 6: you gain leadership as a bonus feat, or if you already possess it, you gain a permanent +2 bonus to your leadership score
level 12: you gain both an aura of courage and an aura of resolve, as the paladin abilities of the same name
level 18: you gain an aura of Righteousness as per the paladin ability of the same name, with the exception that you gain DR 5/+4

Domination:
level 6: you gain a permanent +2 bons to your charisma
level 12:you gain an Aura of Command, all enemys within 20 feet of you take a -2 penalty on all saves against spells from the enchantment school, and against intimidate checks
Level 18: you gain Dominate Monster as a spell like ability 1/day

Power:
level 6: you may choose any second level magus spell, and cast it 2/day as a spell-like ability, using your class level as your caster level
level 12: you may choose any fifth level magus spell, and cast it 2/day as a spell-like ability, using your class level as your caster level
level 18:you may choose any eighth level magus spell, and cast it 2/day as a spell-like ability, using your class level as your caster level

Aspect Paragon (Su): at Twentieth level, the Dragonfire Champion becomes the very embodiment of their Dragon Aspect.

Glory: your DR increases to 10/+5 and you gain a permanent +4 to your leadership score

Passion: you gain the vampire ability Dominate

Power: your eighth level Spell like abilities become 3/day, your fifth and second level ability's become at will.

malonkey1
2013-07-05, 04:01 PM
Dragonblood Chymist

"Hm. The blood of dragons runs through your veins? What a coincidence. The blood of dragons runs down my throat."
-Tanner Markov, Dragonblood Chymist, before killing a particularly belligerent Sorcerer

Dragonblood Chymists are those alchemists with a strong tie to dragons, be it by blood heritage or being raised or trained by dragons. Most are actual Alchemists, but a few Sorcerers and Bards decide to learn alchemy at the feet of draconic masters. Their most powerful magic is fueled by the blood of draconic creatures, taken willingly through favors or bargains, or by force.

Role: Dragonblood Chymists use their brews to replicate the powers and strength of Dragons, and they can make decent front-liners, or can pass off infusions to support more capable warriors.

Alignment: The Dragonblood Chymist may be any alignment, but it must be within at least one step of the normal alignment of the dragon he most closely identifies with.

Hit Die: d8

Requirements
To qualify to become Dragonblood Chymist, a character must fulfill all of the following criteria.
Skills: Knowledge[Arcana] 10, Craft[Alchemy] 10
Extracts/Spellcasting: Must be able to make 4th-level extracts or cast 4th-level arcane spells spontaneously.
Special: Must have the Breath Weapon Bomb discovery, or a breath weapon which deals at least 1d6 damage.
Special: Must have learned the secrets of Draconic alchemy from a True Dragon of at least Old age category, who is considered the Chymist's Draconic Mentor. How long it takes and what it entails is entirely up to the Dungeon Master.

Class Skills
The Dragonblood Chymist's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge[arcana, nature] (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: (4 + Int modifier)


CLASS NAME

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtracts/Spellcasting
1st
+0
+1
+0
+1Dragonskin +1, Draconic Mentor, Draconic Extracts, Bomb +1d6
2nd
+1
+1
+1
+1Dragonblood Brewery, Discovery+1 level
3rd
+2
+2
+1
+2Blood Transcription 1/day, Improved Breath Weapon Bomb, Bomb +2d6+1 level
4th
+3
+2
+1
+2Dragonskin +2+1 level
5th
+3
+3
+2
+3Blood Transcription 2/day, Discovery, Bomb +3d6+1 level
6th
+4
+3
+2
+3Dragonblood Brewery+1 level
7th
+5
+4
+2
+4Dragonskin +3, Blood Transcription 3/day, Bomb +4d6+1 level
8th
+6
+4
+3
+4Discovery+1 level
9th
+6
+5
+3
+5Blood Transcription 4/day, Superior Breath Weapon Bomb, Bomb +5d6+1 level
10th
+7
+5
+3
+5Superior Dragonblood Brewery, Dragonskin +4


Class Features
All of the following are class features of the Dragonblood Chymist.

Weapon and Armor Proficiencies: You gain no new proficiencies.

Extracts/Spellcasting: At each level except levels 1 and 10, you advance your extracts per day, or your spells known and spells per day in the Alchemist class or a spontaneous arcane class. If you have levels in multiple such classes, you must choose which class gains the benefits at each level.

Bomb (Su): At level 1, you gain the Alchemist's Bomb class feature. Dice from this class's Bomb stack with dice from other Bomb abilities (such as an Alchemist's Bomb) for determining damage and other effects.

Draconic Mentor (Ex): You learned your craft at the feet of a specific kind of True Dragon, which shapes your path for your whole career. You receive an insight bonus on saves equal to your Intelligence bonus against breath weapons and other abilities with the same effect as your Draconic Mentor's breath weapon. (e.g., Cyrus learned beneath a blue dragon, so he receives a bonus against breath weapons that deal electric damage, the lightning bolt spell, and so on). The type of Draconic Mentor you learned from also determines some of your abilities later.

Dragonskin (Ex): As you experiment with the use of Dragon blood in your mixtures, you note an unusual reaction that hardens your skin and makes it slightly more scaly. Eventually, it takes on a sheen similar to that of your draconic teacher in color and luster. At level 1, you gain a +1 increase to your natural armor bonus to AC. This increases to +2, +3, and +4 at levels 4, 7, and 10, respectively.

Draconic Extracts: In addition to your normal spellcasting or extracts, you learn draconic bloodline spells as extracts when you gain access to the appropriate spell or extract level, as well as certain spells or extracts based on your Draconic Mentor. If you are a member of a spellcasting class and not an extract-using class, they are still learned as extracts, using all the same rules, advantages, and limitations, and using the spell-extract counts as a casting of a spell at that level. You are treated as if your caster level is one higher when using these extracts.
Black/Copper


speak with animals (only applies to reptiles)
elemental touch (acid only)
absorb toxicity
dragon's breath (copper or black only)
polymorph
statue



Blue/Bronze

endure elements
elemental touch (electric only)
water breathing
dragon's breath (blue or bronze only)
polymorph
wind walk



Green/Brass

negate aroma
barksin
elemental aura (acid or fire only)
dragon's breath (green or brass only)
polymorph
walk through space


Red/Gold

detect magic
darkvision
haste
dragon's breath (green or brass only)
polymorph
transformation


White/Silver

endure elements
perceive clues
fly
dragon's breath (white or silver only)
polymorph
twin form


A DM is encouraged to come up with options for nonstandard true dragons (e.g. Primal dragons).

Discoveries: At levels 2, 5, and 8, you gain an Alchemist discovery. You add your levels in this class with your Alchemist levels for determining prerequisites.


Blood Transcription (Ext.): You have learned to use blood to expand your knowledge, especially the blood of dragons. At level 3, you gain the ability to use blood transcription once per day as an "extract-like ability". This is functionally identical to a spell-like ability, but is performed similarly to making and using an extract. You can Take 10 on attempts to learn spells this way from drinking dragon's blood. At each odd level after 3rd, you gain an additional daily use of this ability.

Dragonblood Brewery (Su): At levels 2 and 6, you learn secret alchemical techniques known only to dragons, and fueled by hermetic dragon blood magic. These are unique discoveries available only to Dragonblood Chymists. At level 2, you may choose from any of the following Breweries:
Drakeblood Bomb:
By expending a small amount of dragon's blood (which has a commensurate GP value), you can increase the save DC of any and all bomb effects (including the reflex save to halve damage, and the saves for any secondary effects) by an amount based on the age category of the dragon. If the blood was not from a dragon with age categories, use its Hit Dice divided by 10 (round down, minimum 1)
{table=head]Age Category|Hit Dice (non-true Dragon)|DC Increase|GP Value
Wyrmling, Very Young|1-10|+1|100 GP
Young, Juvenile|11-20|+2|250 GP
Young Adult, Adult|21-30|+3|500 GP
Mature Adult, Old|31-40|+4|750 GP
Very Old, Ancient|41-50|+5|1000 GP
Wyrm, Great Wyrm|51+|+6|1250 GP[/table]

Ichorous Mutagen
By using a bottle of dragon blood from a dragon of at least as many Hit Dice as you to brew a mutagen, you eliminate the penalty of the mutagen. This bottle has a gold piece value equal to 100*the Hit Dice of the dragon blood's source.

Magic-Absorbing Mutagen
When making a mutagen, you can choose to brew it from a true dragon's blood (with a flat value of 750 GP). In doing so, you can choose to replace its normal benefits with Spell Resistance equal to 10+ your class level at the cost of a -1 penalty to all physical ability scores.

Breath-Suspending Bomb
You can throw a bomb made from concentrated dragon's blood (worth 100 GP) mixed with an inhibitive reagent that prevents affected creatures from using their breath weapons. This bomb deals half damage, but all affected creatures who fail a Fortitude save are rendered unable to use their breath weapon for a number of rounds equal to your Intelligence bonus (minimum 1).

At level 6, you gain the ability to choose from the following:
Draconic Meta-Extract:
You can infuse an extract into a bottle of a True Dragon's blood and a magic gem from a dragon's lair (the gem is not consumed). and apply the effects of metamagic feats with a total modifier based on the table below.
{table=head]Age Category|Metamagic Modifier|GP Value
Wyrmling, Very Young|+0|100
Young, Juvenile, Young Adult|+1|500
Adult, Mature Adult, Old|+2|750
Very Old, Ancient, Wyrm|+3|1250
Great Wyrm|+5|2000[/table]

Dragon Form Mutagen:
When making a mutagen, you can make it from the blood of a dragon with at least 15 Hit Dice and gem dust worth 1000 GP. In doing so, you can forgo the normal benefits, and instead receive the benefits of form of the dragon I, taking the shape of the dragon whose blood you used, if possible, or else the form of the same type of dragon as your Draconic Mentor.

Elemental Blood Mutagen:
When making a mutagen, you can choose to brew it from a True Dragon's blood, mixed with the remains of an elemental (worth a total of 250 GP). If you do so, in addition to your normal mutagen benefits, you deal 1d6 damage to any creatures that attack you in melee. This damage is of the same type as your Draconic Mentor's breath weapon. Any creature that drinks your blood or consumes your flesh while this mutagen is active take damage equal to your Alchemist's Bomb, of the same type as your Draconic Mentor's breath weapon.

Breath Weapon Extract:
You can consume an extract to absorb its chemical energies, transforming it into energy for your breath weapon instead of gaining its normal effect. When imbibing one of your extracts, you can choose to forgo its normal effect to increase the damage of the next breath weapon you use by 1d6 per level of the extract its Reflex DC by the level of the extract. This effect lasts for 1 round per class level, or until you use a breath weapon.

Improved Breath Weapon Bomb (Ex): At level 3, you have learned to more efficiently use your Breath Weapon Bomb. You can use your Breath Weapon Bomb or Breath Weapon at double range. If you do so, it becomes a cone or line as appropriate for your Draconic Mentor, based on its breath weapon. (Cyrus's Breath Weapon Bomb, as a result of his blue dragon mentor, would become a line when used with this ability).

Superior Breath Weapon Bomb (Ex): At level 9, when using the Improved Breath Weapon Bomb class feature, you can use it at triple range instead of double. Additionally, you can choose for the bomb to automatically deal damage of the same type as that of your Draconic Mentor (Cyrus, from above, can use an electric breath).

Superior Dragonblood Brewery (Su): At level 10, you learn an ultimate secret of draconic alchemy, in the form of a Suprior Dragonblood brewery. This brewery, when learned, is treated as a Grand Discovery for the purposes of feats and effects. You may choose one of the following:
Bahamut's Scales:
Your skin becomes like plates of perfectly smooth platinum, and you ignore 15 points of damage from every attack, as if you had DR 15/- and energy resistance 15 to all forms of energy (including force, negative energy, positive energy, and other exotic energy types). Any ability that bypasses damage reduction or energy resistance bypasses this ability as appropriate.

Perfected Dragon Form Mutagen:
When making a mutagen, you can make it from the blood of a dragon with at least 20 Hit Dice and gem dust worth 2000 GP. In doing so, you can forgo the normal benefits, and instead receive the benefits of form of the dragon III, taking the shape of the dragon whose blood you used, if possible, or else the form of the same type of dragon as your Draconic Mentor.

Dragon Fury:
You can drink an extract, and in place of its normal powers, you fly into a draconically-powered frenzy. When making an extract or infusion, you can forgo its normal effects to instead grant the benefits of a Barbarian Rage for a number of rounds up to twice the level of the extract. While in this rage, the drinker gain the benefits of any Rage Powers it may have (but does not gain the benefits of Rage powers it does not possess), but the target remains coherent, and can still use Intelligence, Dexterity, and Charisma-based skills (it still can not perform tasks which require patience or concentration). The drinker is neither fatigued nor exhausted by this rage.

Tiamat's Breath:
When using a Bomb (including your Breath Weapon Bomb), you may deal an extra 2d6 damage. The damage dealt is split evenly between acid, cold, electric, and fire damage. In order to do this, you must spend 1d4 rounds preparing the bomb. A bomb prepared this way remains active for up to 5 round or until thrown. You must use blood from at least five types of true dragons, which must all be the same specific type (gem, primal, imperial, metallic, or chromatic), and of an age category of at least Wyrm.

Ancient Hippo
2013-07-06, 02:07 PM
I came to the conclusion that my original attempt was unsalvageable. However, I wanted to submit something, so here comes something for everyone who thinks that PF needs a mundane flamethrower. :smallbiggrin:

Dragon's breath cartidge (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/alchemical-cartridges/dragon-s-breath-cartridge)



Flameslinger


Modified Class: Gunslinger

Few gunslingers use dragon's breath cartidges extensively, as most consider them to be far too prone to misfires to be of use. A few of them however find themself enamored with the way these cartidge's cause their firearms to spit fire at their enemies, using experimental alchemy to bring their weapons almost on the same level as a true dragon's breath.


Improved Gunsmithing(Ex):

A flameslinger can craft dragon's breath cartidges for a cost in raw materials equal to one quarter of their price. Crafting dragon's breath cartidges takes 1 day for every 1000gp of cartidges made. (minimum 1 day)

Careful Loader (Ex):

When a flameslinger fires a firearm loaded with a dragon's breath cartidge, it only misfires when both of the damage dice roll a 1.

Deeds (Ex):

A flameslinger swaps a pair of deeds for the following.

Savage Fire (Ex)

At 1st level, as long as the flameslinger has at least 1 grit point, she adds her wisdom modifier to the save DC of the dragon's breath cartidges she fires. In addition, she can spend 1 point of grit to add half of her class level (minimum +1) to the afromentioned save DC.

This deed replaces the deadeye deed.

Shaped Blast (Ex)

At 11th level, a flameslinger can spend 1 grit point to change the area of effect of her dragon's breath cartidges into a 60 ft long line.

This deed replaces the bleeding wound deed.

Draconic Alchemy (Ex)

At 4th level, a flameslinger can modify her dragon's breath cartidges by using rare and expensive alchemical components, sometimes made of actual bodyparts of dragons. By spending an hour of time and 10gp worth of raw materials for each cartidge, the flameslinger can change the type of damage dealt of up to ten dragon's breath cartidges to either acid, cold, or electricity.

This ability replaces the gunslinger bonus feat acquired at 4th level.

Mixed loading (Ex):

At 5th level, a flameslinger can load a handful of pellets or a bullet into a firearm already loaded with a dragon's breath cartidge. Loading the pellets takes the same amount of time as it normally would, and can be affected by anything that changes the reloading time, such as the Rapid Reload feat. When the weapon is fired, the ammunition fired is lit on fire, dealing damage of the dragon's breath cartidge's type equal to half its normal damage to anyone hit by the attack. The normal effects of a dragon's breath cartidge do not occur.

This ability replaces gun training 1.

Fiery Doom (Ex):

At 9th, 13th and 17th levels, the damage of the dragon's breath cartidges crafted by the flameslinger is increased by 2d6. In addition, the amount of ones on the damage roll needed for a misfire is increased by one.

This ability replaces gun training 2, 3 and 4.

Benly
2013-07-06, 11:52 PM
Five-Scaled Initiate

"I do not worship the dragons, any more than another martial artist would worship the snake or the tiger. I meditate on the dragons. I study the dragons. I learn the secrets of the forces they represent. I assure you, I have learned well."

Many martial artists meditate on animals to devise new methods of fighting. The dragon style is one such style, well-known for emulating the speed and ferocity of these mighty beasts. A dragon is far more than an enormous lizard, however. Some martial artists have meditated on the deeper secrets that the dragon symbolizes: embodiments of fiery fury or frigid cunning, aloof and soaring masters or relentless lurking predators. Dragons are all these things and more, and so too are five-scaled initiates.

The philosophy of the five-scaled order focuses less on the dragon as a literal creature, and more on the philosophy and powers it symbolizes. They see in their ordering of the five colors a path for the development of an enlightened soul: beginning in the black and muddy swamp of ignorance, awakened by searing crimson passions, disciplined by cold white reason, climbing to the blue heavens, and finally blossoming into a green splendor. Their abilities do not always accord precisely with the abilities of actual dragons, but rather represent a fighting style inspired by the dragons' own fighting methods combined with their roles in the five-scaled philosophy.


Role: The five-scaled initiate is an adaptable front-line fighter. As she gains levels, she learns new fighting styles based on the five chromatic dragons, each especially suited to a different situation.

Alignment: As the majority of five-scaled initiates begin as monks, they tend to be lawful more often than not. However, the class itself has no specific alignment requirement.

Hit Die: d8

Requirements
To qualify to become a five-scaled initiate, a character must fulfill all of the following criteria.
BAB: +5 or monk level 5
Feats: Dragon Style, Dragon Ferocity

Class Skills
The five-scaled initiate's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier


Five-Scaled Initiate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+1|
+0|
+1|Elemental fist, martial artist, ki pool

2nd|
+1|
+1|
+1|
+1|Stances, Black Marsh Stance

3rd|
+2|
+2|
+1|
+2|Dragonfear 30'

4th|
+3|
+2|
+1|
+2|Red Fury Stance

5th|
+3|
+3|
+2|
+3|Five-Colored Revelation

6th|
+4|
+3|
+2|
+3|White Blizzard Stance

7th|
+5|
+4|
+2|
+4|Dragonfear 60'

8th|
+6|
+4|
+3|
+4|Blue Heavens Stance

9th|
+6|
+5|
+3|
+5|Dragonfear 120'

10th|
+7|
+5|
+3|
+5|Green Jungle Stance, Five-Colored Enlightenment[/table]

Class Features
All of the following are class features of the five-scaled initiate.

Elemental Fist: The five-scaled initiate gains Elemental Fist as a bonus feat if she does not have it already. Five-scaled initiate levels count as monk levels for purposes of this feat. If the five-scaled initiate has Elemental Fist but does not have Stunning Fist, she gains Stunning Fist as a bonus feat instead. If she already has both feats, she does not gain a bonus feat.

Martial Artist (Ex): The five-scaled initiate's class levels count as monk levels for determining the effect of her AC bonus, flurry of blows, stunning fist and unarmed strike class features. However, she does not gain these features if she does not already have them.

Ki pool (Su): The five-scaled initiate gains a ki pool (as the monk ability) equal to half her class level plus her Wisdom bonus. For purposes of this ability, levels in this class stack with levels in other classes that grant a ki pool.

Stances (Ex, Su): As she gains levels in the prestige class, a five-scaled initiate learns a variety of battle stances based on the chromatic dragons. The initiate chooses a stance to enter each time she activates the Dragon Style feat, and the stance's effects continue as long as she is under the effects of that feat. The five-scaled initiate may choose to end her current stance and enter another stance she knows as a swift action. Most abilities granted by stances are extraordinary abilities, but stance abilities that require a ki point to activate are supernatural abilities.

Black Marsh Stance (Ex, Su)): The black dragon conceals itself beneath the bogs and quicksand of its swamp home, entrapping its foes while striking from the protection of the earth itself. While in this stance, she gains a bonus on CMB and CMD equal to her class level if both she and her opponent are standing on or buried in natural earth or stone. By spending a ki point as a free action, the five-scaled initiate gains a burrow speed equal to her land speed for one minute, although she cannot burrow through solid stone. While in this stance, the five-scaled initiate gains acid resistance 5 (increasing to 10 at class level 5) and can only deal acid damage with her Elemental Fist.

Dragonfear (Ex): When the five-scaled initiate renders an enemy shaken with Dragon Ferocity, all other enemies within 30' must make a Will save against a DC of 10 + the initiate's class level + the initiate's Wisdom bonus or become shaken for the same duration. Targets who are already shaken do not become frightened if they fail their save, although subsequent fear effects may render those shaken by this ability frightened as normal. The range of this ability increases to 60' at level 7 and 120' at level 9.

Red Fury Stance (Ex, Su): The red dragon trusts in its power to assault its foes full-out. While in this stance, the five-scaled initiate gains +1 to hit a given enemy with her unarmed strike for each previous successful unarmed strike attack she has made against that enemy. This bonus disappears if she attacks a different enemy or voluntarily moves further away from her current target than she already is. By spending a ki point as a free action, the initiate can entrap her opponent; for one round, any adjacent enemy moving away from the initiate provokes an attack of opportunity, even if using a five-foot step or the withdraw action. While in this stance, the five-scaled initiate gains fire resistance 5 (increasing to 10 at class level 5) and can only deal fire damage with her Elemental Fist.

Five-Colored Revelation (Ex): At this level, the five-scaled initiate's understanding of the elemental power of dragons deepens. She may enter Dragon Style or change stances as a free action once per turn instead of a swift action.

White Blizzard Stance (Ex, Su): The wily white dragon uses traps and tricks to overcome its relative weakness. While in this stance, the five-scaled initiate gains the benefits of the spider climb spell, can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. By spending a ki point as a standard action, she can conjure a freezing fog. The freezing fog is equivalent to an acid fog spell centered on herself, but deals cold damage instead of acid damage and causes a rime of slippery ice similar to a grease spell to form on any surface the fog touches. The save DC for the grease effect is 10 + the five-scaled initiate's class level + her Wisdom bonus, and both effects have a caster level equal to her class level. While in this stance, the five-scaled initiate gains cold resistance 10 and can only deal cold damage with her Elemental Fist.

Blue Heavens Stance (Ex, Su): The blue dragon rules the desert skies, striking with the speed and fury of lightning from a clear sky. While in this stance, the five-scaled initiate gains a fly speed of 120' with poor maneuverability and, if she has the flurry of blows ability, may use her flurry of blows attack bonus even when making only a single attack. By spending a ki point and taking a full-round action, she can move as lightning. The initiate moves up to twice her speed in a straight line; during this movement she does not provoke attacks of opportunity and may move through enemies' space. Any enemies whose space she passes through take her Elemental Fist damage, and she may additionally make a single unarmed strike attack against one enemy whose space she passes through. While in this stance, the five-scaled initiate gains electricity resistance 10 and can only deal electric damage with her Elemental Fist.

Green Jungle Stance (Ex, Su): The green dragon represents the apex predator and life itself. While in this stance, the five-scaled initiate can use Stealth in any kind of natural terrain regardless of whether she has cover or concealment. She also does not leave a trail and cannot be tracked. When attacking an enemy who is denied his Dexterity bonus while in this stance, the initiate may spend a ki point as a free action to automatically threaten a critical hit. While in this stance, the initiate is immune to poison, and her Elemental Fist does not deal energy damage; instead, it afflicts those she strikes with it with a deadly poison (treat as dragon bile).

Five-Colored Enlightenment (Ex): At this level, the five-scaled initiate reaches full union with the power that the five dragons symbolize. She may enter Dragon Style or change stances as an immediate action.

Razanir
2013-07-08, 11:01 AM
Dragon Warrior
Monk Archetype

"Twice and twice shall he be marked, twice to live and twice to die" -The Karaethon Cycle, speaking on the original Dragon Warrior, Rand al'Thor

These monks are guided by experiences in past lives to rise to power in current times

BAB and Saves: A Dragon Warrior has Good BAB, but Poor Reflex.

Weapon and Armor Proficiencies: Dragon Warriors are also proficient with the shortsword and longsword, and may use them in a flurry of blows.

While the greatsword could better fit the heron-marked blade, it seemed out of place for a monk

Flurry of Blows: Added permitted weapons. This is stackable with other archetypes that modify Flurry.

Unarmed Strike: Applies instead to longswords and shortswords. Increase damage dice one additional size for shortswords or two additional sizes for longswords.

Ancient Wisdom (Ex): A Dragon Warrior may use any Knowledge skill untrained. Additionally, he gains an untyped bonus to Knowledge (History) equal to half his Monk level (minimum 1). This replaces Tongue of the Sun and Moon, but is gained instead at level 1 instead of level 17.

Okay, so this is actually based off Mat's ability to speak the Old Tongue. So what? It's still a fun way to represent past lives of Lews Therin.

Swordmaster (Ex): Beginning at level 6, when a Dragon Warrior takes a full-attack action, he may sacrifice an attack to gain half his class level as a bonus to all other attacks made that action. This replaces High Jump, but is gained at level 6 instead of level 5

Wee! +28/+28/+23/+23/+18/+18 for a flurry. But again, that's at level 20. At level 6, when this is introduced, it's +7/+7. Hey, it's more reasonable than my original thought which was +class level. +38/+38/+33/+33/+28/+28 anyone?

Balefire (Su): Spend 5 ki points to shoot a 30-ft ray of balefire. Any creatures caught in the ray must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier) or die. If a target succeeds of the saving throw, it takes 10d6 damage instead. This replaces Quivering Palm

History revision seemed too difficult to implement. Instead I had it be massive damage. The large ki cost is to not limit it too much, but still prevent people from spamming it like Rand does.

Dark.Revenant
2013-07-10, 05:03 AM
Author's NoteA Wilder 5/Dragonmind 10/Wilder 5 ends up with both of their 9th-level powers lost, in return for two 2nd-level, two 3rd-level, and two 4th-level psychic warrior powers. This is a large increase to the wilder's repertoire but limits their end-game power. The wilder also has a manifester level of 17 by then, but does NOT lose wild surge progression. Therefore, while surging, the wilder would have a manifester level of 23, which is the same as an overchanneling Psion 20.

The first level of dragonmind is deliberately weak to introduce some kind of progression penalty; the increase from d8 to d12 is much more important at the low levels, and that +1 to AC helps an awful lot. This prestige class also comes at the cost of the wilder's ability to keep up as a full caster due to the manifesting levels and powers known lost. Losing Improved Surge Bond is also a significant loss, especially for the student wilder who effectively loses two powers known.

With the Elude Attack and Surging Euphoria progression added to the AC bonuses and ability score increases, dragonmind creates an effective gish. This is compounded by the bonus psychic warrior powers, which I felt were necessary for any psionic gish (especially one who is set up to have decent natural attacks) to succeed. Dragon Surge was the icing on the cake; cool flavor, decent usefulness, and a much-needed specialization of the wilder's primary class feature to be more combat-oriented. It also presents an interesting mechanic wherein the dragonmind must budget actions, powers, and surges in order to effectively use the Dragon Surge abilities, some of which last for a single round.

The end result is a class that forms a middle ground between psychic warrior and wilder: 3/4 BAB but enough tricks to keep up in straight combat, while still having some powers beyond 6th level and the ability to blast. If you're looking for a true +16 BAB 9th-level-powers gish, dragonmind won't help you (nor did dragon disciple); wait for Dark Tempest, a prestige class coming in Ultimate Psionics.


Dragonmind
"What in age did the mortal mind seek to gain, if not the power locked in dragons' blood and brain?" - Kladreon, Dragonmind

The sight and presence of a true dragon is for most an intimidating, awe-inspiring, and provocative experience. For those whose strength comes from emotional power the wilders sometimes it is even a transcendent experience, forever changing their minds into something greater. Once the mental imprint has been left, such souls as they have no choice but to inexorably follow the path of the dragonmind.

Enraptured with the power of dragons as a concept, not a specific chromatic hue, dragonminds undergo mental feedback and self-modification, slowly becoming closer to a dragon first in mind, then in body through pure intent and psionic power. This radical change to their inner landscape changes how they manifest their powers, and as their minds become more dragon-like, they begin to fight as a dragon would. It is some irony, therefore, that true dragons consider the dragonminds to be crude imitators worthy of destruction due in no small part to the dragonminds' rejection of color typing and their lack of any draconic heritage despite the fact that dragonminds quite possibly understand what a dragon truly is better than the dragons themselves.


Role: Dragonminds are powerful opponents due to their abilities as wilders, but they come into their own in the heat of mixed combat. Their draconic abilities allow for a highly effective imitation of the dragons' unique blend of supernatural and martial might.

Alignment: Dragonminds come in alignments every bit as varied as the dragons' alignments, though they trend toward the chaotic due to their status as wilders.

Hit Die: d12

Requirements
To qualify to become a Dragonmind, a character must fulfill all of the following criteria.
Race: Any non-dragon.
Skills: Knowledge (psionics) 5 ranks.
Languages: Draconic.
Psionics: Wild Surge class feature.
Special: The character must have met and interacted with a true dragon of at least the Adult age category.

Class Skills
The Dragonmind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks per Level: (4 + Int modifier)


DRAGONMIND
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known

1st|
+0|
+1|
+0|
+1|Draconic mindcraft, natural armor increase (+1)|

2nd|
+1|
+1|
+1|
+1|Ability boost (Str +2), draconic warrior, dragon surge (talon)|+1 level of wilder class

3rd|
+2|
+2|
+1|
+2|Dragon surge (eye)|+1 level of wilder class

4th|
+3|
+2|
+1|
+2|Ability boost (Str +2), natural armor increase (+1)|+1 level of wilder class

5th|
+3|
+3|
+2|
+3|Draconic warrior, dragon surge (body)|

6th|
+4|
+3|
+2|
+3|Ability boost (Con +2)|+1 level of wilder class

7th|
+5|
+4|
+2|
+4|Dragon surge (wing), natural armor increase (+1)|+1 level of wilder class

8th|
+6|
+4|
+3|
+4|Ability boost (Int +2), draconic warrior|+1 level of wilder class

9th|
+6|
+5|
+3|
+5|Dragon surge (breath)|

10th|
+7|
+5|
+3|
+5|Dragonmorph|+1 level of wilder class[/table]

Class Features
All of the following are class features of the Dragonmind.

Weapon and Armor Proficiencies: Dragonminds gain no proficiency with any weapon or armor.

Powers Known: At each level indicated, a dragonmind gains additional power points per day and access to new powers as if she had also gained a level in the wilder class. She does not, however, gain any other benefit a wilder would have gained (bonus feats, metapsionic or item creation feats, and so on), other than the exceptions listed below. This essentially means that she adds the level of dragonmind to the level of wilder the character has, and then determines power points per day, powers known, and manifester level accordingly.

Draconic Mindcraft: Levels of the dragonmind prestige class stack with wilder levels for determining her wild surge, elude attack, and surging euphoria progression. Other wilder class features are not advanced by dragonmind levels.

Natural Armor Increase (Ex): Over time, a dragonmind increasingly resembles the draconic form captivating her mind, gaining a dragon's tough skin. At 1st, 4th, and 7th level, a dragonmind gains a +1 bonus to the character's existing natural armor (if any). These armor bonuses stack.

Ability Boost (Ex): At 2nd level, a dragonmind gains a +2 bonus to Strength. At 4th level, she gains a further +2 bonus to Strength. At 6th level, she gains a +2 bonus to Constitution. Finally, at 8th level, she gains a +2 bonus to Intelligence. These increases stack and are gained as if through level advancement.

Draconic Warrior: Upon reaching 2nd level, and every three levels thereafter, a dragonmind adds two powers from the psychic warrior power list of any level up to one level lower than the highest-level power she can manifest to her powers known.

Dragon Surge (Su): Emulating the dragons' mindsets and emotions, a dragonmind inexorably transforms her own psyche to resemble that of a dragon. At 2nd level, a dragonmind's mental distortion results in dragon surge, a powerful enhancement to her wild surge. A dragonmind is capable of invoking a dragon surge in two possible manners. She can invoke a dragon surge whenever she invokes a wild surge to manifest a power (the power is still manifested with the benefits of wild surge) or by spending 1 power point as a swift action (subject to psychic enervation). In either case, the dragonmind chooses one of her available dragon surges to invoke.

Dragon Talon Surge: At 2nd level, a dragonmind can channel her wild surge into an sheath of elemental energy, significantly enhancing her attacks. Each of the dragonmind's attacks deals an additional 1d6 points of damage of her active energy type for every +1 to her wild surge. This additional damage does not stack with other sources of energy damage such as the flaming enchantment or the energy ray power, nor is it multiplied in the event of a critical hit. This effect lasts for 1 round.

Dragon Eye Surge: At 3rd level, a dragonmind can channel the energies given off by wild surge into her senses, temporarily granting greatly increased perceptive abilities. The dragonmind gains darkvision 120 ft. and blindsense 60 ft. for 1 round for every +1 to her wild surge.

Dragon Body Surge: At 5th level, a dragonmind can flood herself with her wild surge's power, significantly boosting her physical prowess. The dragonmind gains a Size bonus to Strength equal to her wild surge bonus. This effect lasts for 1 round.

Dragon Wing Surge: At 7th level, a dragonmind can warp her own form by growing draconic wings using the residual energy of her wild surge. The dragonmind sprouts temporary wings, gaining a fly speed (with average maneuverability) equal to 15 ft. for every +1 to her wild surge. The wings last for 1 minute.

Dragon Breath Surge: At 9th level, a dragonmind can channel her wild surge into an explosion of energy, like the breath weapon of a dragon. The dragonmind unleashes a breath attack of her active energy type. This attack is a 30 ft. cone that deals 2d6 points of damage of her active energy type for every +1 to her wild surge. A successful Reflex save (DC 10 + 1/2 manifester level + Charisma modifier) halves the damage.



Dragonmorph (Ps): At 10th level, a dragonmind has ascended, mind and body, to wyrmhood. Once per day, she can manifest true metamorphosis as a psi-like ability. Her manifester level for this effect is equal to her wilder levels + her dragonmind levels. When manifesting this ability, she must choose the dragon type. She may not change her menu options throughout the power's duration, but can dismiss the power as a swift action.

gr8artist
2013-07-10, 06:38 AM
Dragonclaw Monk

Modified Class: Monk


There are those that study the martial arts for the perfection of themselves and of their understanding.
The dragonclaw are not they.
There are those that study the martial arts for the protection of the weak and the vanquishing of evil.
The dragonclaw, again, are not they.
There are those that seek only the thrill of victory,
Those who bask in the glory of power, and who strive to etch their names into the immortal tablets of history.
They, and they alone, earn the title of Dragonclaw.

Dragonclaw monks are the more aggressive and materialistic side of their more noble brethren. Though some may adhere to strict codes and behaviors in order to gain greater insight and power into the life of their totem dragon, the majority of dragonclaw monks are motivated by pride in the strength that they've inherited. With a powerful frame and dogged determination forged in emulation of the greatest wyrms, the dragonclaw monk sets out to conquer, enthrall, and dominate any who oppose him.

Alignment: A dragonclaw monk may be of any alignment, but must be within one step of the dragon he emulates.

Skills: A dragonclaw monk gains knowledge (arcana) as a class skill, but loses knowledge (religion) in exchange.

Weapon Proficiency: Dragonclaw monks are proficient with armor spikes, brass knuckles, cestus, chakram, flying blade, flying talon, gauntlets, spiked gauntlets, glaive, punching dagger, sai, shortspear, shuriken, spear, spiked chain, and unarmed strike. This replaces the monk's normal weapon proficiency.

Armor Proficiency: Dragonclaw monks are proficient with light armor, but not with any type of shield. A dragonclaw monk may use all of his class features while wearing light armor, but loses access to his flurry of blows, evasion, and fast movement abilities while wearing medium or heavy armor, or carrying a medium or heavy load. This replaces the monk's normal restrictions on armor.


Bold: New ability, described below.
Italics: Moved or modified ability, explained below.
Struck: Removed ability, for reference.


Level
Base Attack Bonus
Flurry of Blows
Fort Save
Ref Save
Will Save
Special
Fast Movement
Ki Strike Damage


1st

+0

+0

+2


+2


+2

Bonus feat, draconic inspiration, stunning fist, unarmed strike, AC bonus
0
0


2nd

+1

+1

+3


+3


+3

Bonus feat, evasion
0
0


3rd

+2

+1/+1

+3


+3


+3

Fast movement, maneuver training, dragon style, flurry of blows
+5 ft
0


4th

+3

+2/+2

+4


+4


+4

Ki pool (magic), talons of the dragon, slow fall 20 ft.

+5 ft

+1


5th

+3

+3/+3

+4


+4


+4

High jump, scales of the dragon, purity of body

+5 ft

+1


6th

+4

+4/+4/-1

+5


+5


+5

Bonus feat, slow fall 30 ft.
+10 ft
+1


7th

+5

+5/+5/+0

+5


+5


+5

Ki pool (cold iron/silver), blood of the dragon (+2/5), wholeness of body
+10 ft
+1


8th

+6/+1

+6/+6/+1/+1

+6


+6


+6

Slow fall 40 ft.
+10 ft
+2


9th

+6/+1

+7/+7/+2/+2

+6


+6


+6

Improved evasion
+15 ft
+2


10th

+7/+2

+8/+8/+3/+3

+7


+7


+7

Bonus feat, ki pool (<alignment>), slow fall 50 ft.
+15 ft
+2


11th

+8/+3

+9/+9/+4/+4/
-1

+7


+7


+7

Diamond body
+15 ft
+2


12th

+9/+4

+10/+10/+5/+5/
+0

+8


+8


+8

Wings of the dragon, abundant step, slow fall 60 ft.
+20 ft
+3


13th

+9/+4

+11/+11/+6/+6/
+1/+1

+8


+8


+8

Diamond soul
+20 ft
+3


14th

+10/+5

+12/+12/+7/+7/
+2/+2

+9


+9


+9

Bonus feat, blood of the dragon (+3/10), slow fall 70 ft.
+20 ft
+3


15th

+11/+6/+1

+13/+13/+8/+8/
+3/+3

+9


+9


+9

Quivering palm
+25 ft
+3


16th

+12/+7/+2

+14/+14/+9/+9/
+4/+4/-1

+10


+10


+10

Ki pool (adamantine), slow fall 80 ft.
+25 ft
+4


17th

+12/+7/+2

+15/+15/+10/+10/
+5/+5/+0

+10


+10


+10

Soul of the dragon, tongue of the dragon, timeless body, tongue of the sun and moon
+25 ft
+4


18th

+13/+8/+3

+16/+16/+11/+11/
+6/+6/+1

+11


+11


+11

Bonus feat, slow fall 90 ft.
+30 ft
+4


19th

+14/+9/+4

+17/+17/+12/+12/
+7/+7/+2

+11


+11


+11

Empty body
+30 ft
+4


20th

+15/+10/+5

+18/+18/+13/+13/
+8/+8/+3

+12


+12


+12

Body of the dragon, blood of the dragon (+4/immunity), slow fall any distance, perfect self
+30 ft
+5



Draconic Inspiration: At first level, the dragonclaw monk chooses one type or breed of dragon to emulate. This choice determines his alignment, the elements of his attacks, and resistances. If the dragonclaw monk's alignment changes so that it is not within one step of the dragon he emulates, he loses all supernatural or spell-like abilities he gained from this class until he can atone for his mistakes, and cannot take additional levels in this class.
If a dragonclaw monk encounters a more powerful or awe-inspiring type of dragon than the one he emulates (to be determined by the GM) he then has the option of changing his focus and emulating the new type of dragon. This process takes one month, and during this time he cannot gain levels in this class, and must spend at least 8 hours a day in meditation and training. After the end of this training, his alignment changes to one acceptable by the terms of this class, regarding his new inspiration.

Bonus Feat: In addition to the normal monk feats, a dragonclaw monk may select the following feats as bonus feats. He does not need to meet the normal prerequisites for these feats.

Toughness, Improved natural armor, Power attack, and Weapon focus.

At 6th level, the following feats are added to the list:

Elemental fist, Dragon Ferocity, Improved natural attack, Blind-fight, and Deadly aim.


Flurry of Blows (Ex): Beginning at 3rd level, the dragonclaw monk may make a flurry of blows as a full-attack action. This functions as a normal flurry of blows, except that the dragonclaw monk gains the ability at 3rd level, he may wear light armor while flurrying, and later additional attacks are gained at 8th and 13th level, instead of 8th and 15th.
Also, the dragonclaw monk may quickly leap about the battlefield between strikes in his full-attack actions. He can combine a flurry of blows or other full-attack action with a single move, taking the attacks at any point during his movement, though he cannot make more than two attacks from the same square. This movement provokes attacks of opportunity as normal.
This ability modifies flurry of blows, and replaces empty body.

Fast Movement (Ex): The dragonclaw monk gains an enhancement bonus to his base speed equal to 5' per three monk levels, beginning at third level. The dragonclaw monk retains his fast movement while wearing light armor, though he loses it if he is encumbered or wearing any armor heavier than light.
This replaces the normal monk fast movement.

Dragon Style: At 3rd level, the dragonclaw monk gains dragon style as a bonus feat, even if he does not meet the prerequisites. If he already has dragon style, then he may instead choose to learn any feat from his current list of bonus feats.
This replaces still mind.

Ki Pool (Su): Beginning at 4th level, the dragonclaw monk gains a pool of ki points per day equal to 1/2 his level + his wisdom or charisma modifier (whichever is higher). When making a ki strike, his attack deals 1 extra point of elemental damage per 4 levels the monk has attained. This damage is the same type as the breath weapon of the dragon he emulates.
At level 10, instead of treating his ki strike as lawful, the ki strike is treated as whatever alignment(s) the dragonclaw monk possesses.
This modifies the normal monk ki pool, and replaces all aspects of the monk AC bonus.

Talons of the Dragon (Ex): Beginning at fourth level, the dragonclaw monk may deal extra damage once per round after a successful attack with gauntlets, spiked gauntlets, cestus, punching dagger, brass knuckles or armor spikes. This damage is equal to the monk's unarmed strike damage dice and is included with the weapon's damage.
The dragonclaw monk may use these weapons in his flurry of blows, and may use his unarmed strike feats when making attacks with these weapons. When a dragonclaw monk makes an attack with a piercing weapon, that attack ignores an amount of DR or hardness equal to 1/4 his class level.
This replaces all instances of slow fall, including slow fall any distance.

Scales of the Dragon (Ex): Beginning at 5th level, the dragonclaw monk learns to defend himself by deflecting blows with his armored limbs. While wearing any type of gauntlet or bracer crafted mostly from metal or dragonhide, the dragonclaw monk gains a shield bonus to his AC equal to 1/5 his character level. The monk loses this bonus while he is flatfooted, but he may still strike with these limbs without losing this shield bonus.
This replaces purity of body.

Blood of the Dragon (Su): At 7th level, the dragonclaw monk possesses a fury in his blood that refuses to be extinguished, despite the limits of his humanoid frame. As a swift action, the monk can spend 2 points from his ki pool to grant himself a +2 natural armor bonus and energy resistance 5 against the element of his ki strike for a number of rounds equal to 3 + his charisma modifier (minimum 1). During this time, the dragonclaw monk gains the ferocity special ability but he takes 2 points of nonlethal damage every round at the end of his turn, until these effects expire.
These bonuses increase to +3 and resistance 10 at level 14, and to +4 and immunity at level 20.
This replaces wholeness of body.

Wings of the Dragon (Sp): At 12th level and higher, the dragonclaw monk can conjure a magical effect to mimic a dragon's flight. As a standard action, the monk can spend 2 points from his ki pool to give himself the benefits of the fly spell for a number of rounds equal to his class level.
This replaces abundant step.

Soul of the Dragon (Su): At 17th level, the dragonclaw monk is filled with a dragon's lust for gold, glory, and conquest. The dragonclaw monk ignores all penalties for his age for one month after completing one of the following three tasks:

Acquiring an amount of new wealth equal to 2000 gold per age category he possesses above adulthood. He may not voluntarily part with more than half of this wealth for any purpose. If the monk is good, or neutral emulating a good dragon, he may donate up to half of the new wealth he acquires to a temple or charity and apply that amount to his requirements for the next month's task.
Having a number of new followers, commoners, or admirers join his ranks equal to 5 per age category he possesses above adulthood. If the monk is evil, or neutral but emulating an evil dragon, he may count every virgin as two followers for this purpose. These followers need not be by his side continually, but they must pledge allegiance to him and offer any help he requires.
Defeating an opponent in combat whose hit dice are greater than his own. This victory must be witnessed by at least one neutral party or ally of the opponent per age category he possesses above adulthood, and the monk may not receive assistance of any kind during the battle.

(At the DM's discretion, completion of at least half of first two tasks may constitute success for the purposes of this ability.)
The dragonclaw monk does not die of old age while benefiting from this ability. Instead, upon reaching the end of his normal lifespan, he begins aging as a dragon, following the dragon age categories as if he were just becoming a mature adult. The dragonclaw monk does not gain the normal benefits of a dragon at each age category, but does receive a +1 bonus to his strength, constitution, intelligence and charisma for each draconic age category he possesses beyond the initial mature adult.
Should the dragonclaw monk fail to perform the required task, he begins rapidly rapidly dying, suffering the penalties of one age category that he previously ignored. He suffers from increased penalties every week, and dies after a week of venerable penalties. Performing one of his required tasks during this time restores his vitality and enables him to live as though belonging to his un-penalized age category.
This replaces timeless body.

Tongue of the Dragon (Su): Beginning at 17th level, the dragonclaw monk can exhale a powerful gout of elemental power by channeling energy through his lungs and throat. By spending a standard action and 2 points from his ki pool, the dragonclaw monk may make a breath attack as if he were the dragon that he emulates. This attack has the shape (cone/line) and range of the emulated dragon, and deals 1d6 points of damage per 2 hit dice the dragonclaw monk possesses. A successful reflex save (DC 10 + 1/2 monk level + cha) reduces this damage by half.
This replaces tongue of the sun and moon.

Body of the Dragon (Su): At 20th level, the dragonclaw monk has the soul, aspects, and physical qualities of a dragon so ingrained into him that he blurs definitions and becomes more dragon than man. He is forevermore treated as a dragon, though he can choose to suppress this nature and be treated as his original creature type for a short time, as if lowering spell resistance. Additionally, his physique becomes terrifyingly reptilian while indulging his draconic nature, granting him a +2 bonus to strength and an iron-like hide, which gives him DR 5/- and energy resistance 15 to elemental damage of the same type as his ki strike and breath weapon.
He may no longer choose to emulate a different type of dragon; the breath weapon and energy type he is affiliated with when he achieves this level become permanent for him. He no longer loses his abilities when his alignment changes.
This replaces perfect self.

DawnbringerSO
2013-07-15, 05:30 PM
PINK DRAGON
CE dragon
BASE STATISTICS
CR 5; Size Small; Hit Dice 5d12
Speed 50 ft.
Natural Armor +4; Breath Weapon cone, 2d6
Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 8

Two curved horns sweep backwards from the head of this dragon. Its maw is formed into a constant frown, and steam slowly leaks from its nostrils. Its scales are the colour of cherry blossoms.

Pink dragons are foul tempered creatures and are quick to anger. There is a myth that white dragons breed with red dragons to form pink dragons. This is untrue, and enrages a pink dragon to no end. As such, a pink dragon will often attack similar sized or smaller red and white dragons on sight, and vice versa. A pink dragon will help an adventurer free of charge if it involves killing either a red or white dragon. Pink dragons tend to lair in subterranean areas.

In combat, a pink dragon will delay flying into a rage to use its bubble breath weapon. It makes great use of its abilities combined with its rage powers.

{table=head]Age Category|Special Abilities|Caster Level

Wyrmling|
Enchantment Immunity, Dragon Rage|
-

Very Young|
Fog Sight|
-

Young|
Rage Power|
-

Juvenile|
Fog Cloud |
1st

Young Adult|
DR 5/magic, Frightful Presence, Spell Resistance|
3rd

Adult|
Greater Dragon Rage, Rage Haze|
5th

Mature Adult|
DR 10/magic|
7th

Old|
Big Bubble, Moonstruck|
9th

Very Old|
DR 15/magic|
11th

Ancient|
Bubble Bath, Vengeful Outrage|
13th

Wyrm|
DR 20/magic|
15th

Great Wyrm|
Improved Flight, Mighty Dragon Rage, Antipathy|
17th[/table]

Special abilities

Big Bubble (Su): Starting at old, a pink dragon can form a big bubble around an opponent or object of her size or smaller instead of her normal breath weapon. If the pink dragon succeeds on an attack roll, her opponent is encased in a thick bubble that is filled with irritants. From the outside it looks extremely misty inside. While inside the bubble, the opponent is blinded and must make a fortitude save each round or become nauseated for as long as they are in the bubble. A new saving through can be made each round to end the nausea, but that doesn't stop them from becoming nauseated again. The bubble has 6 hit points per age category and 1 hardness per age category. If the bubble reaches 0 hit points it pops. The bubble floats upwards at 30 feet per round and will travel in the direction of the wind. If it reaches a ceiling it stops.

Breath Weapon (Su): A pink dragon has one breath weapon, a cone of bubbles made of irritants. Any living creature with eyes caught in the cone, must make a Reflex save or be blinded and sickened for the amount of rounds rolled by the breath weapon dice. Due to the nature of the bubbles, even those that make their saves still have their vision hampered by the bubbles. Unlike most breath weapons, the pink dragon's bubbles remain in the area for 1 round/age category, hampering vision like a fog cloud spell. Each round, anyone who enters, moves through, or remains in the bubbles must make a save or be affected as above. Pink dragons are immune to the effects of their own breath weapons, and those of other pink dragons. In addition, a pink dragon's vision is never hampered by the bubbles.

If a pink dragon is raging, the breath weapon instead comes out as a super heated steam, dealing half fire, half acid damage and causing those who fail their Reflex saves to have frothy bubbles cover them head to toe, blinding and sickening them for as long as they remain. The bubbles remain on the creatures for a further two rounds, dealing half damage on the first round, and half of that damage on the second round. A creature can spend a full round action to attempt a Reflex save to remove the bubbles by rolling around. Being submersed in or being doused by a reasonable amount of water will automatically remove the bubbles.

Bubble Bath (Su): Once per day, an ancient or older pink dragon can cause a 10 ft. cube of still water to turn hot, alkaline, and bubbling. Those standing within 5 ft. of the water source must make a Fortitude save equal to her frightful presence or be sickened for 1 round per age category of the dragon. Those submerged in the water take 10d6 acid damage and 5d6 fire damage per round, as well as forcing a Fortitude save to become nauseated for 1 round per age category. The range is equal to her frightful presence. A pink dragon is immune to the effects from these pools.

Dragon Rage (Ex): A pink dragon can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Her barbarian level is equal to her hit dice when calculating how long she can rage. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a pink dragon can rage per day. A pink dragon can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a pink dragon gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves and resist fire 5 per age category of the pink dragon. In addition, she takes a 2 penalty to Armor Class. The increase to Constitution grants the pink dragon 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a pink dragon cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride). Unlike a barbarian, however, a pink dragon can still cast spells and spell-like abilities, as long as they have a casting time of no more than 1 round.

A pink dragon can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A pink dragon cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a pink dragon falls unconscious, her rage immediately ends, placing her in peril of death.

Fog Vision (Ex): A very young or older pink dragon can see through fog. This includes fog, normal clouds, and steam, but does not include smoke or other vapors.

Improved Flight (Ex): At great wyrm, whenever a pink dragon rages, she flies as if she was younger, and her manoeuvrability increases by 2 steps.

Greater Dragon Rage (Ex): At adult, a pink dragon gains greater dragon rage. The bonuses to Strength and Constitution increase to +6, and the bonus to Will saves increases to +3. She also gains an extra rage power that works like the one gained previously. In addition, any spell she casts while raging that gives an enhancement bonus adds 2 to the bonus.

Mighty Dragon Rage (Ex): At great wyrm, a pink dragon gains mighty dragon rage. The bonuses to Strength and Constitution increase to +8, and the bonus to Will saves increases to +4. She also gains an extra rage power that works like the previous two.

Rage Haze (Su): Starting at adult, whenever a pink dragon drops below half health, steam shoots out in all directions through pores in its body. This forms a 5 ft. cloud around the pink dragon that follows it. The cloud provides full concealment against creatures more than 5 ft. away from the pink dragon, and half concealment against those within 5 ft. The cloud lasts as long the pink dragon rages. If the pink dragon was not raging before, it is forced to do so.

Rage Power (Ex): At young age, a pink dragon gains a rage power from the barbarian list of rage powers. Unlike normal rage powers, however, this rage power can be changed each time the dragon reaches a new age category, as long as isn't a prerequisite for a different rage power the pink dragon has (via the extra rage power feat for example). For the purpose of qualifying for rage powers, treat the pink dragons HD as its barbarian level, and any rage power that she would naturally have she is considered to have (for example, since a pink dragon already has a bite attack, it is considered to have the animal fury rage power).

Spell-like abilities: A pink dragon gains the following spell-like abilities; At will - Juvenile: Fog Cloud, Old: Moonstruck, Ancient: Vengeful Outrage, Great Wyrm: Antipathy

Tanuki Tales
2013-08-01, 06:50 AM
This contest is hereby closed; no further entries may be added and no further changes may be made to any extant entries. Please go to the thread located here (http://www.giantitp.com/forums/showthread.php?t=295550) to cast your votes to decide the winner(s) for this month's competition. Thank you.