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Dungeon Master
"Dragon Tamer"

Posts 69410
Gold 29716


PostDraxion June 22nd 2015, 2:39 am


Alignment: any lawful
Hit Died10

Class Skills
The knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1+1+2+0+0Animal Companion, Courtly Knowledge
3+3+3+1+1Inspire Courage +1, Iron Will
5+5+4+1+1Supreme Cleave, Die Hard
7+7/+2+5+2+2Still Mind
9+9/+4+7+3+3Inspire Courage +2
10+10/+5+7+3+3Die Hard +2
15+15/+10/+5+9+5+5Inspire Courage +3, Die Hard +4
17+17/+12/+7/+2+10+5+5Strike of Judgement
18+18/+13/+8/+3+11+6+6Diamond Soul
20+20/+15/+10/+5+12+6+6Die Hard +8, Final Strike
21Inspire Courage +7
24Inspire Courage +8, Bonus Feat
25Die Hard +16
27Inspire Courage +9
30Inspire Courage +10, Die Hard +32
Class Features

All of the following are class features of the Knight.

Animal Companion (Ex): A Knight may begin play with a light or heavy horse as an animal companion. This animal is a loyal companion that accompanies the knight on his/her adventures.

Weapon and Armor Proficiency: A Knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Courtly Knowledge: A knight adds her class level to her knowledge (nobility and royalty) checks as a competence bonus.

Inspire Courage: This ability, gained at 3rd level, has the same effect as the bard ability of the same name. The knight makes an inspiration speech, bolstering her allies against fear and improving their combat abilities. To be effected the ally must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking the night can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). An effected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 9th level and every six knight levels thereafter, this bonus increases by 1 ( +2 at 9th, +3 at 15th, +4 at 21st, etc.). Inspire courage is a mind-effecting ability.

Iron Will: At 3rd level a knight gains iron will as a bonus feat.

Supreme Cleave: Beginning at 5th level a knight can take a 5-foot step between attacks when using the cleave or great cleave feats.

Die Hard: At 5th level a knight gains die hard as a bonus feat even if she does not meet the requisites. However in addition to this, every 5 levels thereafter a knight will gain an additional amount of hit points that they may stay conscious to. As this number increases the amount of negative hit points you can have before dying increases with it.

Still Mind: A knight of 7th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-effecting attacks.

Strike of Judgement: At 17th level this ability is gained. While fighting any opponents of the opposite alignment as the knight, she will be able to make a powerful strike upon them, judging their souls as to what they truly are. When making a strike of judgement a knight will gain a bonus to damage of +1d6 per level of her opponent. This ability can be used as many times each day as the knight wills, it simply can’t be used more than once on each individual.

Diamond Soul: At 18th level a knight gains spell resistance equal to her current knight level +10. In order to affect the knight with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see spell resistance, page 177 of the players handbook.).

Final Strike: At 20th level a knight gains the final strike ability. The knight focuses all of her energy into a single powerful strike on her opponent. When a final strike is used you make an attack roll as always, if it hits the knights opponent will be forced to make a fortitude save (DC 10 + ½ Knights current level). If the fortitude save fails the strike will overcome her opponent and kill it instantly. If the fortitude save is made successfully it is simply rolled as a normal attack, still doing damage as if the knight had attack normally. This ability can be used as many times per day as the knight wills, however for 5 rounds after the attack she will have a -2 on attack and damage rolls due to the exertion of energy required to use this ability. The knight must also wait for 5 rounds to make another Final Strike.

Last edited by Draxion on July 13th 2016, 4:10 am; edited 2 times in total
Dungeon Master
"Dragon Tamer"

Posts 69410
Gold 29716


PostDraxion August 16th 2015, 1:27 pm


A Necromancer is a spellcaster that harbors the ability to raise, animate, create, or summon undead. They are spontaneous arcane magic casters that are more adept in the arts of magic that twist bodies, minds and souls alike than anyone else.

A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls and usually the best thing to do that is by raising/summoning undead from their fallen enemies, skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.

A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller') able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.

Abilities: Charisma is the most important as it powers all the necromancer's spells in addition to granting more 'rebuke undead' attempts. A high dexterity can prove invaluable when enemies focus their attacks on rather frail but extremely potent caster. Constitution is also important unless necromancer intends to transform himself into undead at some point in his career via some of the most gruesome necromantic rituals.
Races: Humans are best fit to work as necromancers, due to their particularly short life spans and nonchalant attitudes toward the dead. Elves lack the stomach, and raw power to unearth materials. Gnomes find that the afterlife just isn't as entertaining as where they are now. Halflings see it to be a waste of time, as many undead weigh a lot and are too bulky to be hauling around everywhere. Many Orc, and half-orc shamans dabble in necromancy, and half elves don't mind it too much either.
Alignment: Any other than Lawful Good (too much negative energy for that good of a character to live with). A Necromancer is not quintessentially "evil", though most necromancers display traits of uncontrolled insanity, earlier on in history, necromancers were a welcome addition in any village or town. Once upon a time, necromancers were honored as shepherds of the dead, justified by aiding transition to the other side, as well as being a cornucopia of funerary wrappings, sacred incantations, and other things that help them to put the dead to rest.
Languages: A necromancer may substitute Draconic for any of the bonus languages available to the character because of her race.
Hit Die: d6
Staring Gold: 3d4 x10 gp

The Necromancer
Saving Throws

Spells per Day
Base Attack Bonus
1st+0+0+0+2Rebuke Undead, Undead Companion42-------
2nd+1+0+0+3Negative Energy Conduit53-------
3rd+1+1+1+3Deathless Vigor +2641------
4th+2+1+1+4Undead Mastery652------
5th+2+1+1+4Animate Dead 1/day6631-----
6th+3+2+2+5Necromantic Prowless +16642-----
7th+3+2+2+5Aura of Fear (minor)66531----
8th+4+2+2+6Desecration Zone +166642----
9th+4+3+3+6Master of Atrocities, Deathless Vigor +3666531---
10th+5+3+3+7Animate Dead 2/day, Desecration Zone +2666642---
11th+5+3+3+7Undead Senses6666531--
12th+6/+1+4+4+8Desecration Zone +36666642--
13th+6/+1+4+4+8Necromantic Prowless +266666531-
14th+7/+2+4+4+9Deathless Vigor +4, Desecration Zone +466666642-
15th+7/+2+5+5+9Animate Dead 3/day666666531
16th+8/+3+5+5+10Desecration Zone +5666666642
17th+8/+3+5+5+10Aura of Fear (major)666666653
18th+9/+4+5+5+11Necromantic Prowless +3, Desecration Zone +6666666664
19th+9/+4+6+6+11Deathless Mastery666666665
20th+10/+5+6+6+12Phylactery, Desecration Zone +7666666666
Class Skills (2 + int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int) Use Magic Device (Cha).

Class Features

Weapon and Armor Proficiency: A Necromancer is proficient with all simple weapons, the kukri and the scythe. They are proficient with light armors. The somatic components required for necromancer spells are simple, so members of this class can cast necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. They still incur the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a necromancer wears medium or heavy armor, he incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component.

Spells: A necromancer, unlike other spellcasting classes, casts both arcane and divine spells, which are drawn from the necromancer’s spell list. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a necromancer gains access to a new level of spells, he automatically knows all the spells for that level given on the necromancer’s spell list.

1st— bane, bestow wound, cause fear, charm person, comprehend languages, curse water, deathwatch, detect undead, doom, hide from undead, hypnotism, identify, inflict light wounds, parching touch, ray of enfeeblement, sleep and summon undead I

2nd— blindness/deafness, command undead, darkness, darkvision, death knell, desecrate, desiccate, detect thoughts, false life, gentle repose, ghoul touch, inflict moderate wounds, locate object, scare, see invisibility, spectral hand, summon swarm, summon undead II and touch of idiocy

3rd— animate dead, arcane sight, black sand, clairaudience/clairvoyance, contagion, deeper darkness, dispel magic, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, suggestion, summon undead III, tongues and vampiric touch

4th— arcane eye, bestow curse, charm monster, confusion, crushing despair, death ward, dimension door, enervation, fear, heart ripper, inflict critical wounds, locate creature, phantasmal killer, poison, scrying and summon undead IV

5th— blight, cloudkill, commune, contact other plane, dominate person, feeblemind, mass inflict light wounds, insect plague, magic jar, mind fog, nightmare, oath of blood slay living, summon undead V, symbol of pain, telepathic bond, teleport, unhallow and waves of fatigue

6th— analyze dweomer, antilife shell, awaken undead, circle of death, create undead, eyebite, geas/quest, greater dispel magic, harm, heart freeze, mass inflict moderate wounds, legend lore, shadow walk, mass suggestion, symbol of fear, symbol of persuasion, true seeing and undeath to death

7th— control undead, death dragon, destruction, field of ghouls, finger of death, greater arcane sight, greater harm, greater scrying, greater teleport, mass inflict serious wounds, insanity, power word blind, repulsion, symbol of weakness, vision and waves of exhaustion

8th— blackfire, mass charm monster, clone, create greater undead, discern location, ghostform, horrid wilting, mass inflict critical wounds, moment of prescience, power word stun, symbol of death, symbol of insanity, trap the soul, veil of undeath and unholy aura

9th— energy drain, gate, implosion, imprison soul, mass harm, plague of undead, power word kill, soul bind, vile death and wail of the banshee

Rebuke Undead (Su): A necromancer can rebuke or command undead creatures by channeling negative energy through his body. When a necromancer commands undead he can control 2 HD/level. A necromancer may attempt to rebuke or command undead a number of times per day equal to 3 + his Charisma modifier. This otherwise functions exactly as an Evil Cleric's Rebuke Undead would.

Undead Companion: A necromancer may begin play with a companion selected from the following list: human warrior skeleton, wolf skeleton, kobold zombie, human commoner zombie. This undead is a loyal, intelligent companion that accompanies the necromancer on his adventures until destroyed or released.

A 1st-level necromancer’s companion is completely typical for its kind except as noted below. As a necromancer advances in level, the undead’s power increases as shown on the table. If a necromancer releases his companion from service, he may gain a new one by performing a ceremony requiring an appropriate body and 24 uninterrupted hours of meditation. This ceremony can also replace an undead companion that was destroyed.

Negative Energy Conduit (Su): At 2nd level, a necromancer becomes a living conduit to the negative energy plane. This allows him to channel negative energy to heal undead allies (or himself, if somehow transformed to undead). You are healed by negative energy and harmed by positive energy as if you were an undead creature. This feat gives no other penalties or benefi ts of the undead type. At will (but not more often than once per round) by touching an undead creature, he can heal it by 1d8 hit points per caster level.

Deathless Vigor (Ex): Beginning at 3rd level, a necromancer’s body becomes more akin to the undying flesh of his undead associates. The character gains a +2 bonus on Fortitude saves. This effect increases to +3 at 9th level, and +4 at 14th and higher levels.

Undead Mastery (Su): All undead creatures created by a necromancer who has reached 4th level or higher gain a +4 profane bonus to Strength and Dexterity and 2 additional hit points per HD. In addition, when a necromancer uses the animate dead spell (or his animate dead class ability) to create undead, he can control 4 + his Cha bonus HD worth of undead creatures per caster level rather than the 4 HD per level normally granted. Similarly, when a necromancer controls undead he can control 2 + Cha bonus HD per level of undead creatures, rather than the 2 HD per level normally.

Animate Dead (Sp): At 5th level, a necromancer's experience working with undead forms brings the ability to animate the dead easily. The necromancer is able to animate the dead once per day as a spell-like ability that works as animate dead spell but requires no components. At 10th level number of uses increases to 2/day and at 15th level a necromancer can use it 3/day.

Necromantic Prowess (Ex): At 6th level, a necromancer gains unsurpassed power over death. When he controls undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his effective caster level increases. The bonus is +1 at 6th level, +2 at 13th level, and +3 at 18th level and higher.

Aura of Fear (Su): At 7th level, a necromancer gains an Aura of Fear (minor) with a 60ft radius. When not being suppressed any enemy in the aura (minor) must make a DC 20 Will save or become frightened for 1d4 rounds. At 17th level, a necromancer's aura becomes stronger becoming a Aura of Fear (major) with a 100ft radius. When not being suppressed any enemy in the aura (major) must make a DC 25 Will save or become panicked for 1d6 rounds. Any enemy that succeeds on the save becomes immune to the aura's effect. Any enemy that fails the save must attempt a new save after ending their fear if they are still within the aura's area of effect or reenter the aura's area of effect. The immunity to this effect lasts 24hours.

Desecration Zone (Su): At 8th level, a necromancer is continuously surrounded by an aura of negative energy identical to the desecrate spell, but affecting only allied undead (and the necromancer, if also undead). The area of negative energy extends to a radius of 10 feet per necromancer class level. A profane bonus is granted to all undead attack rolls, damage rolls, saving throws, Bonus hit points per HD increase by +2. This bonus increases by +1 every 2 levels.

Master of Atrocities: At 10th level, a necromancer significantly extends his mastery of Animate Dead class ability. He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than ½ necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.

Undead Senses (Ex): At 11th level a necromancer gains the senses of the dead, granting him sight, hearing and smell of the undead creatures he controls or creates. The Necromancer also gains darkvision 60 ft. and can see, hear and smell even if his respective sense organs are damaged or removed. He also gains the ability to know where anyone living or undead is around him. Even if the person is invisible or flying anyone who enters a 60 ft. radius of the necromancer immediately notifies him of their presence and he can immediately tell if they are living or undead as well as he can pin point their exact location. This allows him to target them as if they were actually being seen. However, if he sends one of his many undead soldiers to attack this person (and they are invisible) they will still suffer the same penalties that occur from attacking an invisible target. These penalties do not affect the necromancer.

Undead Toughness (Ex): At 13th level a necromancer takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, poison and stunning.

Deathless Mastery (Ex): At 19th level a necromancer's body becomes so akin with the undead that he becomes immune to all death effects as well as automatically succeeds on any Fortitude save.

Phylactery: At 20th level a necromancer can trap part of his soul into a Phylactery (see Lich’s Phylactery). Necromancer does not need craft wondrous item feat to craft the phylactery, however he still needs to pay XP and gold cost associated with crafting it. When necromancer is killed his soul flees to the phylactery and 1d10 days after death starts roaming in the vicinity to identify and possess a suitable dead body to inhabit it to come back to his full power once again.

Necromancer's Undead Companion

A necromancer’s undead companion is different from a normal undead of its kind in many ways. A necromancer’s undead companion is superior to a normal undead of its kind and has special powers, as described below.
Armor Adj.
1st–2nd+0+0+0Link, Dark Empowerment
15th–17th+10+10+5Improved Evasion
Undead Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s necromancer level. The necromancer class levels are the base for determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: As the necromancer becomes stronger and his body more resistant to the world so does his undead companion. At the stated levels upon leveling up his undead companion gains bonus HP according to the modifier.

Natural Armor Adj.: The number noted here is an improvement to the undead companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the undead companion’s Strength and Dexterity scores.

Int: If base undead creature is mindless undead it gains Int score equal 10. If base undead creature has intelligence score below 10, it increases to 10.

Link (Ex): A necromancer can give orders to his undead companion as a free action. undead companion understands any languages that his master speaks and obeys him as best as it can.

Dark Empowerment (Ex): If a necromancer possesses any feats or other extraordinary abilities that boost undead he creates, he may also apply these bonuses to the undead companion. These also include necromancer class skill - undead mastery.

Evasion (Ex): If an undead companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Multiattack: An undead companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the undead companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an undead companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Here's the order: (UK = Undead Kobold) UK 6 & 8, UK 2 & 10, UK 4, Uk 7, UK 5, Sadad & Silver, UK 11, UK 1 & 3 & 9
Dungeon Master
"Dragon Tamer"

Posts 69410
Gold 29716


PostDraxion August 20th 2016, 1:57 am

Dragonbound Rider

Alignment: Any
Hit Die 1d10
Starting Gold 6d4's

Saving Throws
Attack Bonus
1st+1+2+2+0Dragonbound Mount, Dragon Armor, Endurance
2nd+2+3+3+0Impressive Specimen
3rd+3+3+3+1Accelerated Growth
4th+4+4+4+1Bonus feat, Might
5th+5+4+4+1Dragon Resistances
6th+6/+1+5+5+2Dragon Skills, Dragon Senses
7th+7/+2+5+5+2Dragon weapon, Dragonriding, Telepathic link
9th+9/+4+6+6+3Bonus feat
10th+10/+5+7+7+3Flyby Attack
11th+11/+6/+1+7+7+3Immunity to Fear
12th+12/+7/+2+8+8+4Keen Dragon Strike
13th+13/+8/+3+8+8+4Bahamut's Will
14th+14/+9/+4+9+9+4Bonus feat
15th+15/+10/+5+9+9+5Dragon Immunity
16th+16/+11/+6/+1+10+10+5Dragon Empathy
17th+17/+12/+7/+2+10+10+5Aura of Fear
18th+18/+13/+8/+3+11+11+6Bonus Feat
20th+20/+15/+10/+5+12+12+6Draconic Ability
Class Skills (4 + Int modifier) x4

Class Features

All of the following are class features of the Dragonbound Rider.

Weapon and Armor Proficiency:
Dragonbound Riders are proficient with simple and martial weapons and with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Dragonbound Mount:
A Dragonbound rider is only half of himself without his dragon companion. At first level, the Dragonbound rider is granted a higher percent chance at finding a wyrmling dragon or egg that serves as his companion and ally. Once a bond is formed between the two creatures, their binding is final; a Dragonbound rider may not receive another dragon. Although a dragon is bonded to the Dragonbound rider, it still has the same needs and desires as others of its races. A Dragonbound rider can also communicate telepathically with its dragon up to 100 feet.

Dragon Armor:
A Dragonbound Rider can fashion armor and shield for himself from the discarded scales of his mount. This is appropriate Dragonscale equipment that does not require the skinning of a live Dragon. While the Dragon Rider is using it, this Dragonscale equipment has a natural resistance to the dragons element.

Impressive Specimen:
The bond between rider and dragon gives the dragon increased vitality. At levels 3,5,7,9,11,13,15,17,19,21,23 the companion gains 1/10th of the health that it's companion has. This is calculated after the rider has finished applying any ability points and increasing their health from leveling up.

Accelerated Growth:
Being tied to a Dragonbound rider causes changes in a dragon's maturation. starting at 3rd level, and every other level after(3,5,6,9,11,12,15,17,18,21,23...) the dragon advances one age catagory,his companion immediately grows to that age, in both body and mind. Because of this the dragons age is averaged with that of the dragon riders age as if they were one creature.

Bonus feat:
At levels 4,9,14,18, you may choose one extra feat. it can be any feat you meet the prerequisite requirements for except spellcasting feats.

You trade your Dexterity modifier to armor class for your Strength modifier. This bonus functions exactly the same as a Dexterity bonus to Armor Class.

Dragon Skills:
Whatever a Dragonbound rider does with her life, the special skills of her Dragon Mount's race are class skills for her, and she gains a +3 bonus on them.

Dragon Resistances:
A Dragonbound rider is naturally resilient to whatever it is that her dragon breathes. She gains Energy Resistance equal to her Base Attack Bonus to that energy type.

Dragon Senses:
A 6th level Dragonbound rider has Blindsight out to 30', as well as Darkvision out to 60' and Low-light Vision.

A Dragonbound rider may add his class level as a bonus to any Ride checks made in conjunction with riding a dragon. Also, any dragon ridden by a Dragonbound rider enjoys maneuverability of one grade better than normal (but no better than average maneuverability).

Telepathic link:
A dragonbound rider is able to communicate telepathically with his dragonbound mount no matter the distance.

[Dragon weapon]:
The dragonbound rider is able to focus the elemental force of the dragon into his attack, causing +4d6 damage of the dragon mounts energy type, progressively getting more powerful by 1d6 every 2 levels(lvl9=5d6, lvl11=6d6, lvl13=7d6 lvl15=8d6...). Size of cone at lvl7 is 9m and it will continue to rise by 2m every 3 levels.

At 8th level, a Dragonbound rider has become one with his mount, and is no longer made to take Ride checks outside of combat. In combat, the Dragonbound rider gets an additional +10 competency bonus to Ride checks on his dragon, and may take a standard action to grant his dragon an extra move action that turn.

Flyby Attack:
Any dragon mount ridden by a Dragonbound rider is treated as having the Flyby Attack feat, even if it doesn't already have it. If it does, it gains another feat that it could take at that level.

Immunity to Fear:
By training with such ferocious creatures, Dragonbound rider have developed a superior sense of bravery, and are immune to all types of Fear.

Keen Dragon Strike:
At 12th level, Dragonbound rider harness their Draconic spirit to bolster their own combat abilities, and can strike their foes down with more force. Dragonbound rider add +1 to their threat range (max 15-20) and critical multiplier for all proficient weapons. This may stack with Improved Critical or other things of the same effect.

Bahamut's Will:
At 13th level, a Dragonbound rider gains a bonus equal to his Charisma bonus (if any) on all saving throws

Dragon Immunity:
At 15th level, a Dragonbound rider gains immunity to whatever energy type his Dragon Mount breathes. Also, he has +10 to any roll against Sleep, Paralysis and Aging.

Dragon Empathy:
The Dragonbound rider can speak telepathically to any Dragonkind creature within 200ft. The Dragonkind will understand whatever the Dragonbound rider says to it. The Dragonbound rider has a +5 to all checks involving Dragonkind. The range increases to 400ft at level 18, and 800ft at level 20.

Aura of fear:
Having spent enough time with their bonded dragon, the dragonbound rider gains the Aura of fear from the Dragonbound mount even when away from their companion.

Draconic Ability:
At 20th level, the Dragonbound rider has enough innate knowledge of their Dragonbound mounts to develop learn one of their dragon's Abilities. The Dragonbound Rider can choose any of the abilities unless it is already known.

Ex-Dragonbound riders
When either the rider or his dragonbound mount dies, the other may live. In case of the rider if the dragon dies the rider loses half of his health and all of his dragonbound rider levels. If the rider dies the dragon loses the health bonus from Impressive specimen. In both cases, the survivor must make a will save of 20 or higher to not go insane. If they get below 25, they live out the rest of their lives in solitude, never again interacting with another living thing.

Last edited by Draxion on February 15th 2017, 7:45 am; edited 1 time in total
Dungeon Master
"Dragon Tamer"

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PostDraxion August 21st 2016, 7:33 am




Here's the order: (UK = Undead Kobold) UK 6 & 8, UK 2 & 10, UK 4, Uk 7, UK 5, Sadad & Silver, UK 11, UK 1 & 3 & 9
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