o_0 I remember Flight of Dragons, it's a rather fun classic. I'd imagine pseudonatural dragons would all be different, possibly depending upon breed.
My current character is a CE Paragon Pseudonatural Daelkyr that's sided with the Obyrith. He's undergoing a continual evolution.
Currently he's become fascinated with the religious dogma of the various human religions and mocks their ignorance.
He also has an obsession with armathrax (an ancestral creature related to dinosaurs, dragons, and sirrush that I created a while back).
He developed 4 different divine abilities in an effort to acquire all the racial traits of an armathrax.
Mortal Traits (Ex)
Benefit: You gain the appearance and traits of one mortal (non-construct, non-fey, non-outsider, non-undead) race.
The selected race cannot have a Challenge Rating exceeding your Divine Rank.
Special: Your manifestation retains any desirable traits.
Example: A marilith taking this ability may elect to retain it's extra arms and/or serpentine lower body.
Greater Mortal Traits (Ex)
Prerequisites: Mortal Traits.
Benefit: You gain the appearance and traits of one mortal (non-construct, non-fey, non-outsider, non-undead) race.
The selected race cannot have a Challenge Rating exceeding 1.2 x your Divine Rank.
These traits replace the benefits of the Mortal Traits divine ability.
Special: Your manifestation retains any desirable traits.
Example: A marilith taking this ability may elect to retain it's extra arms and/or serpentine lower body.
Superior Mortal Traits (Ex)
Prerequisites: Greater Mortal Traits, Mortal Traits.
Benefit: You gain the appearance and traits of one mortal (non-construct, non-fey, non-outsider, non-undead) race.
The selected race cannot have a Challenge Rating exceeding 1.4 x your Divine Rank.
These traits replace the benefits of the Greater Mortal Traits divine ability.
Special: Your manifestation retains any desirable traits.
Example: A marilith taking this ability may elect to retain it's extra arms and/or serpentine lower body.
Perfect Mortal Traits (Ex)
Prerequisites: Greater Mortal Traits, Mortal Traits, Superior Mortal Traits.
Benefit: You gain the appearance and traits of one mortal (non-construct, non-fey, non-outsider, non-undead) race.
The selected race cannot have a Challenge Rating exceeding 1.6 x your Divine Rank.
These traits replace the benefits of the Superior Mortal Traits divine ability.
Special: Your manifestation retains any desirable traits.
Example: A marilith taking this ability may elect to retain it's extra arms and/or serpentine lower body.
Armathrax
Medium Animal
Hit Dice: 8d8+248 (288 hp)
Initiative: +26 (+22 Dex, +4 Improved Initiative)
Speed: 60 ft. 1 (40 ft.), burrow 30 ft, climb 60 ft., swim 60 ft.
Armor Class: 49 (+22 Dex, +17 natural), touch 32, flat-footed 27
Base Attack/Grapple: +6/+31
Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness))
Full Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness)) or horns +31 melee (4d8+25), 2 claws +29 melee (2d8+12/18-20 (x3 plus sharpness)), and tail slap +29 melee (8d6+12) or tail blades +29 melee (8d6+12/18-20 (x3 plus sharpness))
Space/Reach: 5 ft./5 ft. (10 ft. with tail slap or tail blades)
Special Attacks: Augmented critical, constrict (8d6+25), improved grab, pounce, powerful charge (8d8+50), rake (2d8+12/18-20 (x3 plus sharpness)), sharpness, stunning roar, trip
Special Qualities: Blindsight 300 ft., damage reduction 5/-, darkvision 60 ft., fast healing 5, frightful presence, immunities, increased damage, lowlight vision, powerful build, resistances, scent, sound imitation, spines (4d6), stability, tremorsense 60 ft., virtual size categories 3
Saves: Fort +28, Ref +37, Will +3
Abilities: Str 60, Dex 54, Con 72, Int 2, Wis 12, Cha 10
Skills: Balance +30, Climb +33, Hide +26, Jump +33, Listen +12, Move Silently +26, Search +13, Spot +12, Swim +33
Feats: Alertness, Improved Initiative, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 24
Alignment: Always neutral
Advancement: -
Level Adjustment: +29
Armathrax are dense, powerful, semi-bipedal, slenderly muscular, carnivorous, reptilian creatures.
Armathrax are capable of standing upright, possess opposable thumbs, and can mimic sounds or even speech.
1 Bipedal locomotion.
The average armathrax is 6 ft. tall (with a 9 ft. tail) and weighs 6,720 pounds.
Combat
Augmented Critical (Ex): An armathrax's bite, claws, and tail blades threaten a critical hit on a natural attack roll of 18-20, dealing triple damage and severing a random extremity (see the armathrax's Sharpness special attack) on a successful critical hit.
Frightful Presence (Ex): A armathrax can unsettle foes with its mere presence. The ability takes effect automatically whenever the armathrax attacks, charges, roars, or snarls. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the armathrax. A potentially affected creature that succeeds on a Will save (DC 14) remains immune to that armathrax's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Armathrax ignore the frightful presence of other armathrax.
Immunities (Ex): An armathrax is immune to disease and poison.
Improved Grab (Ex): To use this ability, an armathrax must hit with a bite, claw, or tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake (bite or claw attack) or constrict (tail slap attack).
Increased Damage (Ex): Because of their sharp claws, fangs, horns, scales, spines, and tail blades; armathrax deal damage as if they were one size category larger. This ability does stack with the armathrax's virtual size categories. However, it does not enable the armathrax to use attack forms normally not allowed to a creature of it's size.
Pounce (Ex): If an armathrax charges or leaps upon a foe during it's first round of combat, it can make a full attack even if it has already taken a move action.
Powerful Build (Ex): The physical stature of an armathrax lets it function in many ways as if it were one size category larger. Whenever an armathrax is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the armathrax is treated as one size larger if doing so is advantageous to it. An armathrax is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. An armathrax can use weapons designed for a creature one size larger without penalty. However, it's space and reach remain those of a creature of it's actual size. The benefits of this racial trait stack with the effects of abilities, powers, and spells that change the subject's size category.
Powerful Charge (Ex): An armathrax deals 8d8+50 points of damage when it makes a charge.
Resistances: An armathrax has the following resistances:
- Energy Resistance (Ex): An armathrax has acid, cold, electricity, fire, and sonic resistance 5.
- Extremity Loss Resistance (Ex): An armathrax's thick bony carapace protects it's extremities and provides resistance from effects that could normally sever them, such as a sharpness weapon. When an armathrax would otherwise lose an extremity, it instead makes a fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Strength modifier). On a failed save, the armathrax's extremity leaves it's body normally, but on a successful save, the armathrax is unaffected by the severing.
Sharpness (Ex): An armathrax that critically hits with a target with a bite, claw, or tail blades attack severs one of the target's extremities. Roll a d10 to determine the severed extremity: D10 result: 1-2: Head, 3-4: Left arm, 5-6: Right arm, 7-8: Left leg, 9-10: Right leg.
Sound Imitation (Ex): An armathrax can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 14) to detect the ruse. The save DC is Charisma-based.
Spines (Ex): An armathrax is covered with sharp, thorn-like spines. An opponent that hits it with a natural weapon or an unarmed attack automatically takes 4d6 points of piercing damage.
Stability (Ex): A armathrax gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stunning Roar (Ex): Every 1d4 rounds, an armathrax can loose a sonic attack of such volume that it stuns all creatures in a 30-foot spread for 1d4 rounds if they fail a fortitude saving throw (DC 45). The save DC is Constitution-based.
Trip (Ex): An armathrax that hits with a bite, claw, tail slap, or tail blades attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the armathrax.
Skills: Armathrax have a +4 racial bonus on Hide and Move Silently checks. Armathrax have a +8 racial bonus on Balance, Climb, Listen, Jump, Search, and Spot checks. An armathrax can always choose to take 10 on a Climb check, even if rushed or threatened. An armathrax has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.