• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Dragon Bound (Disclaimer: 40 pages long, with subtle balance)

borble

First Post
now that i look at it i think the only difference is epic Dragon, and the spells. should i still move back the healing spells?

[sblock]Dragon Bound

73482012_21ee6296e8_m.jpg


"Shelow here can fly me through anything".
- famous last words as Joanne the Dragon Bound flew off into a hurricane.

The dragon bound has been a most glorious title for decades. Everybody has heard of them, whether it is for courageous deeds of good, or destroying whole towns just for the fun of it. Although many people dislike the dragon bound, they still hold a high place in society. The bond between dragon and dragon bound is a symbol of peace after millennia of fear and hatred. Every year, the dragons donate a certain number of eggs to the dragon bound, which travel the world searching for the lucky few who have been chosen by the dragons. When the dragon egg is presented to the chosen one, their training begins.

Adventures
The dragon bound hold their position very seriously as a protector of their partner, and as holders of a great responsibility. Good Dragon Bound are comparable to paladins, with compassion to pursue good, a will to uphold law, beside the fact that Dragon Bound are Dragon centered. Evil dragon bound enjoy reckless destruction, inflicting pain, and often feel far superior to people who weren’t entrusted with powers like them. Neutral dragon bound often watch the events of the world from the shadows, stepping in there imbalances of power occur, then returning to their observation.

Characteristics
Dragon bound respect and honour their dragons, as they have a unique bond that only another dragon bound can understand. They gain insight towards the world by being connected to the dragons. Their dragons are there world and do not like it when their dragons are treated unfairly or shown any other form of rudeness.

Alignment
Dragon bound don’t have any fixed alignment, and because the dragon gains it alignment from the behaviors of the parent dragons, the dragons aren’t alignment tied. It has been seen a Paladin/Dragon Bound with a red dragon.

Religion
Dragon bound serve the dragon gods as a major reminder how powerful dragons can be. Good dragon bound tend to worship Lendys (the Scale of Justice), Tamara (Her Mercy) or Bahamut (the King of Good Dragonkind). Neutral dragon bound tend to worship Chronepsis (the Silent Watcher) or Io (the Creator of Dragonkind). Evil dragon bound tend to worship Garyx (the All-destroyer) or Tiamat (the Chromatic Dragon).

Background
Dragon bound come from all cultures and communities and so can be vary different, but have grate respect for dragons. All Dragon Bound have gone to the school of First Dragon Rights, and has gone out into the world to start their life.

Races
As becoming dragon bound is a matter of destiny, it comes as no surprise that humans, being creatures of destiny and also belonging to no one culture or god, are often the ones called to this path. Half-elves are also occasionally chosen as well, in addition to their full-blooded elven parents. Half-orcs generally lack the incredible strength of character to follow this path; however, a half-orc dragon bound is certainly a formidable opponent. In the end, however, the dragons choose whom they will and their decisions are often strange and unpredictable, thus, anyone from any race or culture may become dragon bound.

Abilities
Charisma is often mandatory for a Dragon Bound because it increases their spells and improves their DC save. Strength is important for dragon bound as it improves their melee attack and damage rolls. Constitution is important for giving dragon bound lots of hit points, which they need in their many battles. Dexterity is important to dragon bound who want to be good archers or who want to unlock dexterity–related feats, but the heavy armour that dragon bound usually wear reduces the benefit of a high dexterity score.

Class Features

Hit Die: d10
Alignment: A Dragon Bound can be of any alignment, and the Dragon can be of any alignment also.
Starting Gold: As Bard
Starting Age: As bard

Class Skills
The Dragon Bound’s class skills are Balance (Dex), Concentration (Con), Diplomacy (Dragon) (Int), Handle Animal (Cha), Jump (Str), Knowledge Dragon (Int), Ride (Dex), Spellcraft (Int)
Skills points at 1st Level : (2 + Int modifier) x4
Skills points at Each Additional Level : 2 + Int modifier
Code:
[B]                           Fort   Ref    Will           
[U]Lvl   BAB                  Save   Save   Save         Special    [/U][/B]                                   
 1    +1                  +2     +0     +2            Spells, Dragon, Rider’s Blade, Armored Casting
 2    +2                  +3     +0     +3       
 3    +3                  +3     +1     +3        
 4    +4                  +4     +1     +4            Riders Blade +1,Elemental blade
 5    +5                  +4     +1     +4       
 6    +6/1                +5     +2     +5            Fresh Breath
 7    +7/2                +5     +2     +5       
 8    +8/3                +6     +2     +6       
 9    +9/4                +6     +3     +6            Riders Blade +2
10   +10/5                +7     +3     +7            Improved Armored Casting
11   +11/6/1              +7     +3     +7            
12   +12/7/2              +8     +4     +8       
13   +13/8/3              +8     +4     +8       
14   +14/9/4              +9     +4     +9            Riders blade +3
15   +15/10/5             +9     +5     +9            Explosive Blade
16   +16/11/6/1           +10    +5    +10            Grater Fresh Breath
17   +17/12/7/2           +10    +5    +10      
18   +18/13/8/3           +11    +6    +11
19   +19/14/9/4           +11    +6    +11            Riders Blade +4 
20   +20/15/10/5          +12    +6    +12            Blood Oath, grater Armored Casting
multiclassing: Like a member of any other class, a dragon bound may be a multiclass character, but multiclass dragon bound face a special restriction. The dragon and character have a deep connection to each other, and are a vital part to each other’s lives, and so the class a dragon bound gains has to include the Dragon (If the Dragon Bound wanted to be a Netherese Archanist he could, but only if he gained the ability’s exclusively on the dragon back).

Weapon and Armour Proficiency: A Dragon Bound has proficiency in all simple and martial weapons, but only gains armor and shield proficiency through Armored Casting, and cant gain proficiency through any means other than Armored Casting.

Spells: Beginning at 1st level, the rider is able to cast a number of arcane spells taken from there list. They know all their spells. They get a bonus of cha towards there spells, and when the dragon haches they use the lower bonus out of the two. A Dragon Bound and dragon share spells they can each cast spells and they have a combined list (not two different lists). They don’t gain any additional bonus spell slots from temporary changes. They need not meditate to gain spell points, just get a good nights sleep. To cast a spell, the Dragon Bound must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Dragon Bound's spell is 10 + the spell level + the Dagon Bound's Charisma modifier. Like a sorcerer, a Dragon Bound need not prepare his spells in advance, and can cast any spell he knows at any time. He does not have to decide ahead of time which spells he’ll cast.

Code:
  [B]Spells Known

           Spells Per day
[U] Lvl    0     1     2    3      4    [/U][/B]
   1    1     0     -     -     -   
   2    2     1     -     -     -
   3    2     1     -     -     - 
   4    3     2     -     -     -    
   5    3     2     0     -     -     
   6    3     3     1     -     -     
   7    3     3     1     -     -     
   8    3     3     2     -     -     
   9    3     3     2     0     -      
  10    3     3     3     1     -     
  11    3     3     3     1     -     
  12    3     3     3     2     -     
  13    3     3     3     2     0     
  14    3     3     3     3     1     
  15    3     3     3     3     1     
  16    3     3     3     3     2     
  17    3     3     3     3     2     
  18    3     3     3     3     3     
  19    3     3     3     3     3
  20    3     3     3     3     3

Code:
    [B]          	Bonus Spells (by Spell Level)
[U]Score	Modifier 0	1st	2nd	3rd	4th[/B][/U]
1	-5	Can’t cast spells tied to this ability
2-3	-4	Can’t cast spells tied to this ability
4-5	-3	Can’t cast spells tied to this ability
6-7	-2	Can’t cast spells tied to this ability
8-9	-1	Can’t cast spells tied to this ability
10-11	0	—	—	—	—	—	
12-13	+1	—	1	—	—	—	
14-15	+2	—	1	1	—	—
16-17	+3	—	1	1	1	—
18-19	+4	—	1	1	1	1
20-21	+5	—	2	1	1	1
22-23	+6	—	2	2	1	1
24-25	+7	—	2	2	2	1
26-27	+8	—	2	2	2	2
28-29	+9	—	3	2	2	2
30-31	+10	—	3	3	2	2
32-33	+11	—	3	3	3	2
34-35	+12	—	3	3	3	3
36-37	+13	—	4	3	3	3
38-39	+14	—	4	4	3	3
40-41	+15	—	4	4	4	3
42-43	+16	—	4	4	4	4
44-45	+17	—	5	4	4	4

[sblock= Spell list and new spells]
0-LEVEL DRAGON BOUND SPELLS
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Disrupt Undead: Deals 1d6 damage to one undead.
Arcane Mark: Inscribes a personal rune (visible or invisible).

1ST-LEVEL DRAGON BOUND SPELLS
Endure Elements: Exist comfortably in hot or cold environments.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Detect Undead: Reveals undead within 60 ft.
True Strike: +20 on your next attack roll.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Sleep: Puts 4 HD of creatures into magical slumber.
Enlarge Person: Humanoid creature doubles in size.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.

2ND-LEVEL DRAGON BOUND SPELLS
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

3RD-LEVEL DRAGON BOUND SPELLS
Dispel Magic: Cancels magical spells and effects.
Dragon Saddle: summons a dragon saddle for 1 hour/level*
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Dragon Armor: summons Dragon Armor for 1 hour/level*
Flame Arrow: Arrows deal +1d6 fire damage.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

4TH-LEVEL DRAGON BOUND SPELLS
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Animate Dead M: Creates undead skeletons and zombies.
Polymorph: Gives one willing subject a new form.

*= new spell

Dragon Saddle
Conjuration (Creation)
Level: Dragon Bound 3
Components: -
Casting Time: 1 round
Range: Touch
Target: One willing dragon
Duration: 1 hour/level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

You create a magical dragon saddle. This saddle fits the target dragon, and it is created on the dragon (ergo it is immediately wearing it). You (and no other creatures) can ride the dragon as if it were a normal horse (with the exception that it can fly, off course). The saddle is magical in such a way that someone riding it does not risk falling out of the saddle as long as both the rider and the dragon don't want this to happen.
The saddle has hardness 2 and hitpoints equal to 5 + caster level.

Dragon Armor
Conj (creat)[force]
Level: Dragon Bound 3
Components: V/DF
Casting Time: instant
Range: Touch
Target: One willing dragon
Duration: 1hr/lvl
Saving Throw: Will negates
Spell Resistance:no
You create magical dragon armor. This armor fits the target dragon, and it is created on the dragon (ergo it is immediately wearing it). The dragon is instantly garbed in force-based Dragon armor that does not impede its movement.
Code:
Level AC   Bonus Appearance
13-14 +4    Scale Mail Barding
15-16 +5    Chainmail Barding
17      +6     Splint Mail Barding
18-19 +7     Half-Plate Barding
20     +8      Full Plate Barding
[/sblock]

Dragon: The main point of the Dragon Bound is of course his dragon. Because the dragon gains it alignment from the behaviors of the parent dragons, the dragons aren’t alignment tied. The dragon Bound has a dragon egg at level 1. The bond between Dragon Bound and Dragon is very strong and means that if the dragon dies, the Dragon Bound must make a DC 15 fort + dragon bound level. Failure means he loses 200 experience points per Dragon Bound level; success reduces the loss to one half that amount to 100 per level. A Dragon Bound can never acquire another dragon, but a slain dragon can be raised from the dead as a character can be, but the dragon does not lose a level or any constitution. If the dragon Bound's dragon is died permanently the dragon Bound can’t tack any more levels in dragon Bound, and loses all class ability’s, but can now take levels in other classes. Dragons require 1/2 of your gold and magic items for its hord. These dragons are just like monsters in the Monster Manual without fear, they can only use there breath weapon 1's every 8 rounds, and spell casting is limited (this replaces all spells and spelllike abilitys).

Code:
                 [B]Dragon chart
       Dragon
[U]Lvl     age         Special[/U][/B]
1~      egg         Egg
2       egg         Empathic link
3       egg
4       egg         
5       (2)          Spells*, age*
6       (3)
7       (4)         Share spells, 
8       (5) 
9       (6)         Telepathic link
10      (7)         Flight
11      (7)
12      (8)         Mental shield  
13      (9)
14     (10)
15     (11)
16     (12)         Fight as one    
17     (13)
18     (14)         Telepathy 
19     (15)
20     (16)
*= obtained when egg haches
()= Chalenge rating
~= only dragon bound level

[sblock= Dragon facts]Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Using a breath weapon is a standard action. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage. Saves against nondamaging breath weapons use the same DC. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.
Code:
[B]Dragon Breath Weapons[/B]
[B][U]Dragon Size	Line* (Length)	Cone** (Length)[/U][/B]
Tiny	         30 ft.	         15 ft.
Small	         40 ft.	         20 ft.
Medium	         60 ft.	         30 ft.
Large	         80 ft.	         40 ft.
Huge	         100 ft.         50 ft.
Gargantuant      120 ft.         60 ft.
Colossal         140 ft.         70 ft.
*A line is always 5 feet high and 5 feet wide.
**A cone is as high and wide as its length.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover.
Code:
[B]Dragon Age Categories
[U]Category	Age (Years)[/U][/B]
1 Wyrmling	0–5
2 Very young	6–15
3 Young	        16–25
4 Juvenile	26–50
5 Young adult	51–100
6 Adult        	101–200
7 Mature adult	201–400
8 Old	        401–600
9 Very old	601–800
10 Ancient	801–1,000
11 Wyrm	        1,001–1,200
12 Great wyrm	1,201 or more
Code:
[B]Dragon Space/Reach, Attacks, and Damage

[U]Size	    Space/Reach*	                     1 Bite     2 Claws	  2 Wings   1 Tail Slap    Crush    1 Tail Sweep[/U][/B]
Tiny	    2-1/2 ft./0 ft. (5 ft. with bite)          1d4	  1d3	    —	      —            —	      — 
Small	    5 ft./5 ft.	                               1d6	  1d4	    —	      —            —	      —
Medium	    5 ft./5 ft.	                               1d8	  1d6	    1d4	      —            —	      —
Large	    10 ft./5 ft. (10 ft. with bite)	       2d6	  1d8	    1d6	      1d8          —	      —
Huge	    15 ft./10 ft. (15 ft. with bite)           2d8	  2d6	    1d8	      2d6          2d8	      —
Gargantuan  20 ft./15 ft. (20 ft. with bite)           4d6	  2d8	    2d6	      2d8          4d6	      2d6
Colossal    30 ft./20 ft. (30 ft. with bite)           4d8	  4d6	    2d8	      4d6          4d8	      2d8
*A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.

Dragon Overland Movement
Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below.
Code:
               [B]Dragon Overland Flying Speeds
	     ————— Dragon’s Fly Speed —————
[U]One Hour 100 feet	150 feet	200 feet	250 feet[/U][/B]
Normal	 15 miles	20 miles	30 miles	40 miles
Hustle	 24 miles	40 miles	60 miles	80 miles

One Day				
Normal	120 miles	160 miles	240 miles	320 miles
Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour. [/sblock]

Egg: At level 1 a Dragon Bound is supplemented with a dragon egg. It is the color of the dragons race but looks like a normal rock to everyone but the rider. It has a spell cast over the egg that stops it from being more then 5 feet away from the rider. The egg will not hatch for the rider till the egg thinks the rider is worthy, so when a rider gets to the right level the egg hatches for him.

Empathic Link: The Dragon Bound has an empathic link with his dragon for up to one mile. This link communicates emotions.

Spells: A Dragon Bound and dragon can share spells. They can each cast spells but they have a combined list and use the lower charisma bonus out of the two(this replaces all spells and spelllike abilitys).

Age: Because of the strong magic that infuses both Dragon and Dragon Bound, the Dragon grows much, much quicker than a normal dragon.

Share Spells: At the Dragon Bound’s or Dragon’s option, he may have any spell he cast on themselves to effect the Dragon or Dragon Bound. They must be within 5 feet of each other to receive the benefit. A Dragon Bound and Dragon can share spells even if the spells normally do not affect creatures of that type.

Telepathic Link: The Dragon Bound and his Dragon hold such a strong connection that they can communicate telepathically.

Flight: The dragon has grown so much with the dragon bound that its wings improve to the point where there flight maneuverability is considered one level higher than normal.

Mental Shield: The links between Dragon and Dragon Bound are so powerful now, that one's a round they can shield each other from damage. If one takes damage, the other can make a concentration check DC 10 + damage dealt, to take damage up to the Dragon Bound's constitution modifier x the Dragon’s constitution modifier + 5. this is a mental act and the dragon or Dragon Bound can choose not to tack the damage they can.
example: Eragon takes 20 damage. If Saphira makes a Concentration check of 30, she can take up to Eragon’s con modifier (3) x Saphira’s con modifier (4) + 5 = 17 but saphira only has 15 hp left so decides to tack only 12 damage. This means Eragon takes 8 damage and Saphira takes 12 damage.

Fight As One: The Dragon Bound and his Dragon have been together for so long that they now act as one entity, one being. So when mounted they the rider can reach down vary far (albeit with a negative) and attack small things.
Code:
                             [B]Fight as one
Dragons         able to hit with        
[U]Size             no negative       -5                  -10          -15           -20[/U][/B]
Diminutive       Fine               -                   -          -             - 
                                                                                           
Tiny             Diminutive       Fine                  -          -              - 
                                                                                
Small            Tiny             Diminutive           Fine        -               -   
                                                                     
Medium           Small            Tiny                 Diminutive  Fine            -

Large            Medium           Small                Tiny        Diminutive      Fine             

Huge             Large           Medium                Small       Tiny            Diminutive

Gargantuan       Huge            Large                 Medium      Small           Tiny

Colossal         Gargantuan       Huge                 Large       Medium          Small

Telepathy: The Dragon has become so accustomed to speaking with her mind, she now talks to all beings telepathically. She still needs to be able to speak the subject’s language.

Rider’s Blade: Beginning at 1st level, the Dragon Bound chooses his ‘Rider’s Blade’. This weapon is made of his dragon’s magic. The blade is infused with magic. The blade is timeless, It will never blunt, cannot be sundered, and is masterwork. If stolen or lost it requires one level to make a new riders blade. If willfully sacrificed, it requires 3 levels. The weapon bonuses are only accessible to the dragon bound. At level four it gains a +1 and every 5 levels after it improves by +1, to +2 at 9, +3 at 14, and +4 at 19. It doesn’t stack, merely replaces enchantment bonuses until the enchantments bonus is higher then the blades. It is considered a super natural ability.

Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to overcome light armor and its spell failure(But only with spells provided by the Dragon Bound class). So at level 1 he can use and gets no spell failure on light armor, and buckler shields.

Elemental Blade: At forth level, the dragons magic rubs off on the "Rider’s Blade", making it the same hue as the dragon, and giving an extra 1d6 of the dragons elemental damage. It stacks and is considered a super natural ability.

Fresh Breath: At sixth level, a Dragon Bound has become attuned to his Dragon's breath weapon. If he is accidentally caught in the breath, on a successful save he takes no damage, on a failure he takes only half damage not unlike the evasion special ability. This works only for his dragon's breath weapon, not for anything else, including other dragon's breath.

Improved Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to overcome medium armor and its spell failure(But only with spells provided by the Dragon Bound class). So at level 10 he can use and gets no spell failure on medium armor, and light shields.

Explosive Blade: At 15th level, the Rider’s blade becomes even more powerful and glows brightly with the color of his dragon. This time it gains the ‘burst’ ability and is also considered supernatural.

Grater Fresh Breath: By 16th level, the Dragon Bound has become so used to his dragon’s breath weapon; he now is immune.

Blood Oath: At level 20, the Rider’s bond to his Dragon becomes so strong he undergoes an incredible transformation. He becomes more draconic. His teeth and nails become sharper, but not sharp enough to attack with, and his skin take on a slight tint identical to his dragon’s color. Regardless of race, all scars, blemishes and disfigurations disappear. Non-magical diseases are cured. all negative levels are restored and all stat cuts vanish. He also become stronger, quicker and wiser, gaining a +2 bonus to Strength, Dexterity and Wisdom.

Grater Armored Casting: A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to overcome heavy armor and its spell failure(But only with spells provided by the Dragon Bound class). So at level 20 he can use and gets no spell failure on heavy armor, and heavy shields.

Starting Packages

Human Dragon Bound
Armor: Chain shirt +4 AC, Shield Buckler +2 AC, Armor check penalty –2, speed 30 feat 25 LB.
Weapon: Long sword 1d8 19-20x2 4lb. medium size/slashing
Short bow 1d6 crit x3 2lb. Medium size Piercing
Skills: Pick a number of skills equal to 3+Int modifier
Code:
[U]Skill               Ability      Rank       [/U]      
Knowledge Dragon     (Int)        +4
Handle animal        (Cha)        +4
Ride                 (Dex)        +4
Balance              (Dex)        +4
Spell craft          (Int)        +4
feat: Weapon Focus (long sword)
Bonus feat: Combat Reflexes
Gear: Backpack with water skin, one day trail rations, bed roll, sack, flint and steel, hooded lantern, 3 pints of oil, Quiver with 20 arrows, Dragon Egg
Gold:6d4 gp

Alternative Dragon Bound Starting Package
As Human Dragon Bound except
Race: Dwarf, Elf, Half Elf, or Half Orc
Armor: speed 20 (dwarf only)
Skills: Pick a number of skills Equal to 2+Int modifier
Bonus Feat: none

Alternative Dragon Bound Starting Package
As Human Dragon Bound except
Race: Gnome or Halfling
Armor: speed 20 feet 15 LB.
Weapon: Short sword 1d6 crit 19-20 3LB. (instead of long sword)
Skill: Pick a number of skills equal to 2+Int modifier
Feat: Weapon focus (short sword)
Bonus feat: none
Gold: 8d4 gp


Epic Dragon Bound
Hit Dice: d10
Skill points at each level: 2+Int. modifier.

Code:
[B]        Dragon                                            spells
[U]lvl      Age        special                                lvl 5[/B][/U]
21       18                                                  -
22       19         Bonus Dragon Feat                        -  
23       20                                                  -   
24       21         Bonus Feat                               -
25       22         Bonus Dragon Feat                        0     
26       23         Speeding Blade                           1                 
27       24                                                  1                  
28       25         Bonus Dragon Feat, Bonus Feat            2             
29       26                                                  2                
30       27                                                  3


Dragon age:
a dragon Bounds Dragon keeps aging till it gets to its max age. At which point the Dragon Gains 1 HD per level.

Bonus Feat:
A Dragon Bound can chouse any feat as a bonus feat, as long as he meats the requirements .

Dragon Bonus Feat:
A Dragon Bound's Dragon can chouse any Dragon feat as a bonus feat, as long as he meats the requirements.

Spells:
An Epic Dragon Bound gets 5th levels spells but doesn’t get 6th or higher.

Speeding Blade:
At 26th level, the Rider’s blade becomes so powerful that it hums. This time it gains the speed enchantment and is also considered supernatural.
[sblock= Epic Bonus spell points]
Code:
[B]Table: Bonus Spells of 5th lvl

[U]Score	Modifier	Bonus Spells of 5th lvl[/U][/B]
1	-5	Can’t cast spells tied to this ability
2-3	-4	Can’t cast spells tied to this ability
4-5	-3	Can’t cast spells tied to this ability
6-7	-2	Can’t cast spells tied to this ability
8-9	-1	Can’t cast spells tied to this ability
10-11	0	—
12-13	+1	—
14-15	+2	—
16-17	+3	—
18-19	+4	—
20-21	+5	1
22-23	+6	1
24-25	+7	1
26-27	+8	1
28-29	+9	2
30-31	+10	2
32-33	+11	2
34-35	+12	2
36-37	+13	3
38-39	+14	3
40-41	+15	3
42-43	+16	3
44-45	+17	4
[/sblock]


[sblock= Epic spells]
5TH-LEVEL SORCERER/WIZARD SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Wall of Stone: Creates a stone wall that can be shaped.
Telepathic Bond: Link lets allies communicate.
Feeblemind: Subject’s Int and Cha drop to 1.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Hold Monster: As hold person, but any creature.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force:Wall is immune to damage.
Persistent Image: As major image, but no concentration required.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar : Enables possession of another creature.
Waves of Fatigue: Several targets become fatigued.
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.[/sblock]

Ex-Dragon Bound
A dragon bound who tacks a level in anything that dose not include the dragon cannot gain any more levels in dragon bound, and loses all class abilities until his levels (levels he gained after the first Dragon Bound level) are all into dragon bound. The dragon bound’s partner may even be so angered by his blatant disregard for it, that the dragon may leave and never come back.

PLAYING A DRAGON BOUND
There is no concrete way to play a Dragon Bound, for every game, adventure, and character has to many variables to mention. But this is a Brief Description on an average world on an average game.

Religion: Dragon Bound almost always fallow dragon gods, because of there dragon conpanion. Their god's are: Good Dragon gods are Lendys (the Scale of Justice), Tamara (Her Mercy), and Bahamut (the King of Good Dragonkind). Neutral Dragon gods are Chronepsis (the Silent Watcher), and Io (the Creator of Dragonkind). Evil Dragon gods are Garyx (the All-destroyer), and Tiamat (the Chromatic Dragon).

Other Classes:
Barbarian’s are either envious or grateful of the dragon Bounds help depending on the player, but never like a Dragon Bound because of there ability to reap havoc on the battle field. A Dragon Bound doesn’t really care for a Barbarian and tend to avoid them in because of there nature.
Bard’s like the Dragon Bound for their common roles in epic poems and songs, and tent to buff them in battles. Wile the Dragon Bound are often pompous about their classes dominance in story’s, and strive to keep bards alive to further their profession fame.
Claric's don’t like the fact that a Dragon Bound can heal, and mock their gods, and tend to blame the Dragon Bound if someone death mid-adventure from lack of healing. The Dragon Bound Scoff at the Claric’s petty gods and often considers them misguided.
Druid’s are often amazed by the Dragon Bound companion more then the player, and then to treat the Dragon like royalty. The Dragon Bound likes to see his dragon get attention and treats the Druids fairly, but every so often a smack remark may fall out of his mouth about the druids wimpy pet.
Fighters normally like the challenge on the battlefield and try to out maneuver and out kill the Dragon Bound. Ironically, so do the Dragon Bound and try to make it fair, by excluding the Dragon in such competitions.
Monk’s don’t really care about Dragon Bound, to them there just another class and don’t pay unnecessary attention to dragon bound. Likewise, with the Dragon Bound, except for there fascination for a monks flexibility.
Paladin’s think they are almost identical to Dragon Bound motive wise and tend to have a grate understanding with them, although not with the dragon. Dragon Bound tent to think the paladins know nothing about them, for they’re all about Dragon's not Uprooting evil, although this dose not stop paladins from their thoughts.
Ranger’s like druids have an immense curiosity for a Dragon Bounds dragon. Unlike the Druid however the Dragon Bound respect Rangers for there devotion to nature and treat them vary politely and tend to save them from dieing more often then any other class.
Rogue’s, like monks, think there just like any other class except for the dragon's, they are deeply afraid of the dragon because of its uncanny history of eating rogues. Dragon Bound tend to cultivate this belief to save their purse form watchful eyes.
Sorcerer’s think dragon bound are mock spell casters and normally look down upon them like monkeys dabbling with higher mathematics’. At the same time Dragon Bound do not fear sorcerers in the least because of their ability to save against deadly spells.
Wizard’s tend to believe like sorcerers that Dragon Bound are mock spell casters. Dragon Bound however hate wizards and tend to have none lethal duels with wizards that often end in wizards blood.

Combat: A Dragon Bound has 4 basic battal stratiges, The Warrior, The Mage, The Healer, and The Ranger.
The Warrior: The Warrior is where the Dragon And Dragon Bound both engage in melee combat, not to complex.
The Mage: The Mage is where the Dragon Bound is casts spells, and the Dragon casts spells, uses its Breath weapon, or uses flyby attacks.
The Healer: The Healer is where the Dragon and Dragon Bound both fight and both heal periodically throughout the battle.
The Ranger: The Ranger is where the Dragon Bound uses a bow, and the Dragon uses flyby attacks.


Advancement: The Dragon Bound basically has a somewhat limited array of options. They can tack any class or Prestige Class as long as the ability’s can only be used if they involve the Dragon. They can also stay the course of Dragon Bound.


Dragon Bound Lore

Characters with ranks in Knowledge (Dragons) or Knowledge (history) may research Dragon Bound to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

DC 5 : Dragon Bound have Dragon Pets.

DC 10: Dragon Bound are protectors of Dragon land.

DC 15: Dragon Bound talk to their Dragons.

DC 20: Dragon Bound love their Dragons and turn more Draconic over time.


DRAGON BOUND IN THE WORLD
Fun! You think this is fun! This is a flight technique that will save your life 1 day!
- Jeremy the blunt, Dragon Bound trainer at the First school of Dragon Rights.


Notables: There are a few Dragon Bound that stand out in history:

Habitha is one of the least know Dragon Bound, because she was a women. But she was vital to the stability of this class. She was the Dragon Bound who convinced the wild Dragons to supplement the school with eggs with the promise of land without humans. They are week, but many and where slowly killing off the dragons.

Joanne was Habitha's mate and he, once he heard news of habitha’s triumph, he went to the human king. After 5 quick days of negotiations, he formed the treaty between the humans and Dragons. Although many empires have risen and fallen sense then, it has always been advantages to maintain the treaty with the Dragons.

Fredric the grand was the first Dragon Bound ever, and set up the schools to begin the teaching of apprentices. He named the school "The First school of Dragon Rights" to honor the Dragons, and as a constant reminder to what the Dragon Bound stand for.

There has only been 1 notably evil Dragon Bound by Dragon Bound standards, for Dragon Bound are commonly evil. His name was Kebler the wicked. He went mad when his Dragon Hatched, for it was deformed. That had a profound effect on his week mind. He blamed the whole Dragon race for the deformity and went on a rampage kill many a Dragon. It required 10 Dragon Bound attacking at the same time to tack him down, for in his madness he gained power. To this day the Dragons still mourn the lost and Dragon Bound are forbidden to speak of it.

Organizations: Ones a Dragon Bound has been chosen they go to the First school of Dragon Rights, this is where a Dragon Bound learns about The real Dragon Bound legacy. They learn how to read and write. How to act as a Dragon Bound, and may many more thing. The teachers are Retired Dragon Bound who live the legacy forever. Some Dragon Bound leave young to explore the world. Some stay longer to learn all there is to learn. Still some others never leave and become teachers. The school is usually located where only Dragons can Fly, and its not uncommon for giant Red and Gold Dragons side by side, for it is a neutral zone where all hatred is put aside so that the Dragons don’t have to fight for land. The young apprentices that learn at these schools gain a deep understanding about Dragons and the society more then any learned scholar could ever know, for it requires a Dragon Companion to understand.
The pecking orders of theses schools are:
The Grand Master, and any ancient Dragons that reside in the school
The teachers and there dragons, along with visiting Dragons
The cleaning and cooking staff because they are privileged to clean at such a prestige school
And finally the apprentices, the teach humility


DRAGON BOUND IN THE GAME
A Dragon Bound is most like a Duskblade then any other class.

NPC Reaction
Commoners: Commoners tend to be skeptical if a Dragon Bound says he’s a Dragon Bound(when the Dragon isn’t present). At which point he dose one of two things, he will either ask the Dragon Bound to prove it or dismiss the fact and think he’s a liar. If the Dragon Bound proves it (by showing him his Dragon) then the commoner dose one of two things. Either he get frightened and submissive or dismisses the fact and moves on. Giving a little bit of respect to the Dragon Bound and none to the Dragon.

Nobility: Nobility almost always believes a character when he clam’s to be a Dragon Bound, because they like ranting at anyone who is forthright with this information regardless of truth. They have heard the story’s thousands of times about the epic history of the class Dragon Bound, and tend to disbelieve it all. They mostly are pompous, with no respect towards the Dragon Bound or Dragon. Although a little intimidated by the Dragon, they think them as nothing more the pets for brainwashed popping jays.

Scholars: Scholars who have researched the class tend to act different towards a Dragon Bound ones they establish proof of their identity. But ones it is secured these scholars treat the Dragon Bound and his Dragon with respect, though not on par as an equal. They tend to be vary compliant with any requests a Dragon Bound might have, and a bit intimidated by the Dragon. At the same time asking about his relation ship with the Dragon and more obscure tidbits of information surrounding the classes creation (and taking notes all the wile).

Royalty: Royalty know a Dragon Bound is authentic for two reasons. First they know that to get an audience with the king they had to show their Dragon. Second, the Dragon is almost always present in the audience. They tend to respect the Dragon Bound more then Fear them because of their common visits to the Government, and their accomplishments with the Dragons.

Encounters: If a Dragon Bound meets another Dragon Bound, they do an assortment of things. They normally exchange the latest news on the kings and Dragons, tell of their latest adventure, or have nonlethal duels. Wile their Dragon converse with each other on what ever they feel like saying (normally about there hord), and have breathtaking Arial contests.

Adaptation: You don’t need a the school, or the Dragon land treaty to play a Dragon Bound. Nothing in here fits your world perfectly. I am not going to tell you how to play one, these are guidelines not set rules.

a d6 variant of this
and a different type of dragon
Dragon Bound: spell'less
















General Feats
in order of longer feat trees

Dragon Riding

Prerequisite: Dragon of Vary Young or older

Benefit: You and your Dragon have grown together to the point of exclustion. So when on Dragon back you get +4 to ride checks.


Dragon cuning


Prerequisite: Dragon of Young or older

Benefit
: When riding Dragon Back you and your Dragon profect an artful dance that improves your chance to hit. So when on Dragon back you and your Dragon gain +1 to hiting and damage.


Dragon Armor

Prerequisite: Dragon of Young aduilt or older

Benefit: When riding Dragon Back you and your Dragon act as one mind and are able dogde attack better. You and your Dragon gain +2 dogde ac when on Dragon Back.

Dragon Diplomacy

Prerequisite: Dragon of Young adult or higher, fortitude of 8 or more

Benefit: Your Dragon gives you an inside look on Dragon life, and so you can extrapolate some understanding. You get +5 bonus to Dragon Diplomacy checks.

Bonus Spell feat

Prerequisite: spells level of at least one.

Benefit: If you tack this feat you get a bonus spell of first level, you cant get this added to 0 level spells.

Special: you can tack this feat multiple times once for every spell level, it give one bonus spell progressively higher. Can only tack this feat as many times as spell levels you have.

Armored swimming

Prerequisite: Dex 15, BAB 8

Benefit: You learn to swim naturally in water with armor on, and so 1/2 the poundage of your armor dose not slow down your swimming.

Improved Armored swimming

Prerequisite: Dex 15, BAB 10, Armored swimming

Benefit: You learn to swim naturally in water with armor on, and so the poundage of your armor dose not slow down your swimming.

Intuitive Protection

Prerequisite: Dragon of Wyrmling or older, Charisma of 12 or higher

Benefit: Your Dragon gives you deep insight into the world around you, and so you gain plus one to all saves.

Improved intuitive Protection

Prerequisite: Dragon of Young or older, Charisma of 14 or higher

Benefit: Your insight is maturing with your Dragon, and so now gives you a plus two to all saves.

Grand intuitive Protection

Prerequisite: Dragon of Juvenal or older, Charisma of 16 or higher

Benefit: Your insight is almost matured as is your Dragon, and so now gives you a plus ½ your charisma modifier to all saves.

Mastered intuitive Protection

Prerequisite: Dragon of Adult or older, Charisma of 18 or higher

Benefit: Your insight is matured as is your Dragon, and so now gives you a plus equal to your charisma modifier to all saves.


Dragon Feats


Flip Kick

Prerequisite: Dragon size of Huge or larger

Benefit: You are agile and graceful in flight, so when in battle you have the ability 1’s every 2 rounds to retaliate when you are attacked. Before you get hit on an adversary’s turn you can twirl backwards and kick the opponent in the chest. To dodge this attack and get his turn, the opponent must win on a concentration check otherwise he gets hit with 2 claws and loses his turn.[/sblock]
o well
ben
 

log in or register to remove this ad


borble

First Post
it is completly updated, i put evry thing i got in this and its all there, its like 1/10 a million carictors probly,
borble
P.S. added feats spell point varient, and spell true essence and i think iits balenced :):):):):):):)P::):):):):):):)):):):):):):):):
 



GreatLemur

Explorer
borble said:
it is completly updated, i put evry thing i got in this and its all there, its like 1/10 a million carictors probly,
borble
P.S. added feats spell point varient, and spell true essence and i think iits balenced :):):):):):):)P::):):):):):):)):):):):):):):):
Damn, man, are you new to the English language, or were you just raised in an AOL chatroom? You might think the folks over at the WotC boards are "picky", but the truth is that if you type like someone who never reads, everyone smart enough to notice will assume you're an idiot. My honest advice is to slow down, and read what you've typed before you hit "submit reply".
 

borble

First Post
GreatLemur said:
Damn, man, are you new to the English language, or were you just raised in an AOL chatroom? You might think the folks over at the WotC boards are "picky", but the truth is that if you type like someone who never reads, everyone smart enough to notice will assume you're an idiot. My honest advice is to slow down, and read what you've typed before you hit "submit reply".
iv probably read book you haven’t herd of.....point being I read a lot, and just find it hard to spell. I was way to tight on time to spell check that response, I spell check almost every thing it type.
Anyway, that has nothing to do with this class, what do you think?
borble
 

Nifft

Penguin Herder
borble said:
iv probably read book you haven’t herd of.....point being I read a lot, and just find it hard to spell. I was way to tight on time to spell check that response, I spell check almost every thing it type.

I... I... It's too easy. I just can't.

But I think GreatLemur has a point, and the endless self-bumping (without posting what you actually changed) isn't really improving my desire to read your whole class yet again.

Cheers, -- N
 

borble

First Post
Nifft said:
I... I... It's too easy. I just can't.

But I think GreatLemur has a point, and the endless self-bumping (without posting what you actually changed) isn't really improving my desire to read your whole class yet again.

Cheers, -- N
Once again sorry, I though I posted the changes but I guess I didn’t.

I added true essence to spells, I reformatted and posted spell point variant, I made some grammar corrections and I put it all in the first post, I will now post the printer friendly versions.
borble
 


Remove ads

Top