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Dragon Bound (Disclaimer: 40 pages long, with subtle balance)
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<blockquote data-quote="monboesen" data-source="post: 3474198" data-attributes="member: 4647"><p>This may not be what you are looking for. But these are my tweaks, IMO they may make the class playable and possibly balanced. But I'm not even sure about the balance with this major nerf. I have tried to replace any homemade mechanics with tried and tested ones.</p><p></p><p></p><p>Disclaimer: I have not in any shape or form read/seen or been introduced to the Eragon saga and may have removed stuff that is critical to retain flavor.</p><p></p><p></p><p><strong>Hit Die:</strong> d8 </p><p><strong>BAB:</strong> medium</p><p><strong>Fort:</strong> low</p><p><strong>Reflex:</strong> low</p><p><strong>Will:</strong> high</p><p></p><p><strong>Class Skills</strong></p><p>The dragon bound’s class skills are Balance (Dex), Concentration (Con), Diplomacy (Int), Handle Animal (Cha), Jump (Str), Knowledge Arcana (Int), Ride (Dex), Spellcraft (Int)</p><p>Skills points at 1st Level : (2 + Int modifier) x4</p><p>Skills points at Each Additional Level : 2 + Int modifier</p><p></p><p></p><p> Fort Ref Will </p><p>Lvl BAB Save Save Save Special </p><p> 1 +0 +0 +0 +2 Spells, Dragon, Rider’s Blade, Armored Casting</p><p> 2 +1 +0 +0 +3 </p><p> 3 +2 +1 +1 +3 Hardy +1</p><p> 4 +3 +1 +1 +4 Riders Blade +1,Elemental blade</p><p> 5 +3 +1 +1 +4 </p><p> 6 +4 +2 +2 +5 Fresh Breath</p><p> 7 +5 +2 +2 +5 </p><p> 8 +6/+1 +2 +2 +6 Riders Blade +2</p><p> 9 +6/+1 +3 +3 +6 </p><p>10 +7/+2 +3 +3 +7 Improved Armored Casting</p><p>11 +8/+3 +3 +3 +7 Hardy +2</p><p>12 +9/+4 +4 +4 +8 Riders blade +3</p><p>13 +9/+4 +4 +4 +8 </p><p>14 +10/+5 +4 +4 +9 </p><p>15 +11/+6/+1 +5 +5 +9 Explosive Blade</p><p>16 +12/+7/+2 +5 +5 +10 Riders Blade +4 </p><p>17 +12/+7/+2 +5 +5 +10 Greater Fresh Breath</p><p>18 +13/+8/3 +6 +6 +11 Hardy +3</p><p>19 +14/+9/+4 +6 +6 +11 Greater Armored Casting</p><p>20 +15/+10/+5 +6 +6 +12 Blood Oath, Riders Blade +5</p><p></p><p></p><p><strong></strong></p><p><strong>Weapon and Armour Proficiency:</strong> A dragon bound has proficiency in all simple and martial weapons, as well as proficiency in light armor (although only can cast spells in the armor with Armored Casting).</p><p></p><p></p><p><strong>Spells:</strong> Beginning at 4th level, a dragon bound gains the ability to cast a small number of arcane spells, which are drawn from the dragon bound spell list. He can cast any spell he knows without preparing it ahead of time.</p><p> </p><p>To cast a spell, a dragon bound must have a 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 dragon bound’s Charisma modifier. </p><p></p><p>Like other spellcasters, a dragon bound can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. </p><p>If the table indicates that the dragon bound gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on her Charisma score for that spell level </p><p></p><p>A dragon bound casts spells the way a sorcerer does. He has the same number of spells per day and spells known as a hexblade of the same level. Through 3rd level, a dragon bound has no caster level. At 4th level and higher, her caster level is one-half her dragon bound level. </p><p></p><p>When his dragon hatches, the Dragon Bound uses either his Charisma or his Dragon's, whichever is higher, to determine bonus spells per day and saving throw DC. </p><p></p><p>A Dragon Bound and his dragon share their spell casting ability; the Dragon may cast spells available to the Dragon Bound, and casts from the same set of spell slots. They don’t gain any additional bonus spell slots from temporary changes. Both the dragon bound and the dragon can cast a spell in the same round.</p><p></p><p></p><p><strong>Dragon:</strong> The main point of the Dragon Bound is of course his dragon. 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. </p><p></p><p>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. </p><p></p><p>These dragons all have the statistics of brass dragons, regardless of their actual color. They do not have any of the brass dragons supernatural abilities except the breath weapon. The breath weapon is of an energy type appropriate to the color of the dragon.</p><p></p><p>Lvl Dragon Age Special</p><p>1 Juvenile (1 HD)</p><p>2 Juvenile (2 HD) Empathic link</p><p>3 Juvenile (3 HD)</p><p>4-5 Juvenile (4 HD)</p><p>6-7 Very Young Share Spells</p><p>8-9 Young Telepathic link</p><p>10-11 Juvenile</p><p>12-13 Young adult Mental shield</p><p>14-15 Adult Fight as one</p><p>16-17 Mature adult</p><p>18+ Old Telepathy</p><p></p><p></p><p><em>Empathic Link: </em></p><p>The Dragon Bound has an empathic link with his dragon for up to one mile. This link communicates emotions. </p><p></p><p><em>Spells: </em></p><p>A Dragon Bound and dragon can share spells. They can each cast spells. See spells.</p><p></p><p><em>Age: </em></p><p>Because of the strong magic that infuses both Dragon and Dragon Bound, the Dragon grows much, much quicker than a normal dragon.</p><p></p><p><em>Share Spells: </em></p><p>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.</p><p></p><p><em>Telepathic Link: </em></p><p>The Dragon Bound and his Dragon hold such a strong connection that they can communicate telepathically.</p><p></p><p><em>Mental Shield: </em></p><p>The bond between dragon and dragon bound transcends the physical body and allows them to transfer life energy to one another. </p><p></p><p>This ability allows the dragon and the dragon bound to transfer HP to each other as a free action once per round. They can transfer up to 10 + their HD or level in one round. The recipient can try not to accept the transfer by making a Fort save vs. DC 10 + ½ level or HD + Charisma modifier.</p><p></p><p><em>Fight As One: </em></p><p>The dragon bound and his dragon have been together for so long that they now act as one entity, one being. When mounted the dragon bound gets a +2 competence bonus to attacks and Ride checks (only while riding the dragon). </p><p></p><p><em>Telepathy: </em></p><p>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. </p><p></p><p></p><p><strong>Rider’s Blade (Su): </strong>Beginning at 1st level, the Dragon Bound chooses his ‘Rider’s Blade’. This weapon is made of his dragon's magic; the Dragon Bound must choose a specific type of weapon (melee or ranged) for it to be, such as a longsword or a long bow. </p><p></p><p>The weapon 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 wilfully sacrificed, it requires 3 levels (you must state which weapon is to be the new weapon before this time starts). </p><p></p><p>The Rider's Blade receives a magical enhancement bonus to attack and damage rolls, but only while the Dragon Bound holds it. At 4th level it gains a +1 and every 4 levels after it improves by +1, to +2 at 8th, +4 at 16th and +5 at 20th. The bonus doesn’t stack with any other enhancement bonus the weapon may have.</p><p></p><p>If the Dragon Bound chooses two light weapons as his Rider's Blades, then he must choose only one of them to receive the enhancement bonus from this class feature. However, only the other weapon receives the Elemental Blade and Explosive Blade abilities, when normally granted by this class.</p><p></p><p></p><p><strong>Armored Casting:</strong> A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use light armor. At 1st-level he gains proficiency in all light armors and the buckler shield, as well as gaining the ability to cast Dragon Bound spells while using these armors and shields without requiring somatic, material, or focus components. </p><p></p><p></p><p><strong>Hardy:</strong> The dragon bound gets a +1 competence bonus to fortitude saves. This bonus increases to +2 at 11th level and +3 at 18th level.</p><p></p><p></p><p><strong>Elemental Blade:</strong> At fourth level, the Dragons magic rubs off on the "Rider’s Blade", making it the same hue as the Dragon. The Rider's Blade now gains an energy aura when desired, which functions as per the Shock magic weapon quality, except that the energy type used is the same energy as his dragon's breath weapon. For instance, if the Dragon Bound's dragon deals acid damage with its breath weapon, then the Rider's Blade would have a greenish aura and thus deal bonus acid damage. This is considered a supernatural ability of the Dragon Bound, and only functions while he wields his Rider's Blade in melee.</p><p></p><p></p><p><strong>Fresh Breath:</strong> 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. Fresh Breath is a supernatural ability.</p><p></p><p></p><p><strong>Improved Armored Casting:</strong> A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use medium armor. A 10th-level Dragon Bound gains proficiency in all medium armors as well as light shields, and may cast his spells from this class while using such armor and shield, without requiring somatic, material, or focus components.</p><p></p><p></p><p><strong>Explosive Blade:</strong> At 15th level, the Rider’s blade becomes even more powerful and glows brightly with the color of his dragon. This time the Rider's Blade gains an energy burst, which functions as per the Shocking Burst magic weapon quality, except that the burst of energy damage belongs to the same type as the Elemental Blade feature of this class. This replaces Elemental Blade. Explosive Blade is a supernatural ability of the Dragon Bound; it only functions when the Dragon Bound wields his Rider's Blade in melee. </p><p></p><p></p><p><strong>Greater Fresh Breath:</strong> By 17th level, the Dragon Bound has become so used to his own dragon's breath weapon; he is now immune to it (but not other dragons' breath weapons). Greater Fresh Breath is a supernatural ability.</p><p></p><p></p><p><strong>Greater Armored Casting: </strong>A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use heavy armor. At 19th-level onward, the Dragon Bound is proficient in all heavy armors and heavy shields. Additionally, he may henceforth cast spells from this class while using such armor and shield, without requiring somatic, material, or focus components.</p><p></p><p></p><p><strong>Blood Oath:</strong> 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 removed, all ability score damage is healed, and all ability drain is cured. He also become stronger, quicker and wiser, gaining a +1 natural increase to Strength, Dexterity and Wisdom.</p><p></p><p></p><p>1ST-LEVEL DRAGON BOUND SPELLS </p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p>Jump: Subject gets bonus on Jump checks.</p><p>Longstrider: Your speed increases by 10 ft.</p><p>Mending: Makes minor repairs on an object.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resistance: Subject gains +1 on saving throws.</p><p>Shield: Invisible disc gives +4 to AC, blocks magic missiles.</p><p>Sleep: Puts 4 HD of creatures into magical slumber.</p><p></p><p>2ND-LEVEL DRAGON BOUND SPELLS </p><p>Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Continual Flame M: Makes a permanent, heatless torch.</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.</p><p>Protection from Arrows: Subject immune to most ranged attacks.</p><p>Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.</p><p></p><p>3RD-LEVEL DRAGON BOUND SPELLS </p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Flame Arrow: Arrows deal +1d6 fire damage.</p><p>Gaseous Form: Subject becomes insubstantial and can fly slowly.</p><p>Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.</p><p>Heroism: Gives +2 bonus on attack rolls, saves, skill checks.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Keen Edge: Doubles normal weapon’s threat range.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p>Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.</p><p>Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.</p><p></p><p>4TH-LEVEL DRAGON BOUND SPELLS </p><p>Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.</p><p>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).</p><p>Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.</p><p>Fire Trap M: Opened object deals 1d4 damage +1/level.</p><p>Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.</p><p>Remove Curse: Frees object or person from curse.</p><p>Shout: Deafens all within cone and deals 5d6 sonic damage.</p><p></p><p></p><p>EDITED: cleared up the Mental shield ability and added a ride check bonus to ride as one.</p></blockquote><p></p>
[QUOTE="monboesen, post: 3474198, member: 4647"] This may not be what you are looking for. But these are my tweaks, IMO they may make the class playable and possibly balanced. But I'm not even sure about the balance with this major nerf. I have tried to replace any homemade mechanics with tried and tested ones. Disclaimer: I have not in any shape or form read/seen or been introduced to the Eragon saga and may have removed stuff that is critical to retain flavor. [B]Hit Die:[/B] d8 [B]BAB:[/B] medium [B]Fort:[/B] low [B]Reflex:[/B] low [B]Will:[/B] high [B]Class Skills[/B] The dragon bound’s class skills are Balance (Dex), Concentration (Con), Diplomacy (Int), Handle Animal (Cha), Jump (Str), Knowledge Arcana (Int), Ride (Dex), Spellcraft (Int) Skills points at 1st Level : (2 + Int modifier) x4 Skills points at Each Additional Level : 2 + Int modifier Fort Ref Will Lvl BAB Save Save Save Special 1 +0 +0 +0 +2 Spells, Dragon, Rider’s Blade, Armored Casting 2 +1 +0 +0 +3 3 +2 +1 +1 +3 Hardy +1 4 +3 +1 +1 +4 Riders Blade +1,Elemental blade 5 +3 +1 +1 +4 6 +4 +2 +2 +5 Fresh Breath 7 +5 +2 +2 +5 8 +6/+1 +2 +2 +6 Riders Blade +2 9 +6/+1 +3 +3 +6 10 +7/+2 +3 +3 +7 Improved Armored Casting 11 +8/+3 +3 +3 +7 Hardy +2 12 +9/+4 +4 +4 +8 Riders blade +3 13 +9/+4 +4 +4 +8 14 +10/+5 +4 +4 +9 15 +11/+6/+1 +5 +5 +9 Explosive Blade 16 +12/+7/+2 +5 +5 +10 Riders Blade +4 17 +12/+7/+2 +5 +5 +10 Greater Fresh Breath 18 +13/+8/3 +6 +6 +11 Hardy +3 19 +14/+9/+4 +6 +6 +11 Greater Armored Casting 20 +15/+10/+5 +6 +6 +12 Blood Oath, Riders Blade +5 [B] Weapon and Armour Proficiency:[/B] A dragon bound has proficiency in all simple and martial weapons, as well as proficiency in light armor (although only can cast spells in the armor with Armored Casting). [B]Spells:[/B] Beginning at 4th level, a dragon bound gains the ability to cast a small number of arcane spells, which are drawn from the dragon bound spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a dragon bound must have a 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 dragon bound’s Charisma modifier. Like other spellcasters, a dragon bound can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. If the table indicates that the dragon bound gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on her Charisma score for that spell level A dragon bound casts spells the way a sorcerer does. He has the same number of spells per day and spells known as a hexblade of the same level. Through 3rd level, a dragon bound has no caster level. At 4th level and higher, her caster level is one-half her dragon bound level. When his dragon hatches, the Dragon Bound uses either his Charisma or his Dragon's, whichever is higher, to determine bonus spells per day and saving throw DC. A Dragon Bound and his dragon share their spell casting ability; the Dragon may cast spells available to the Dragon Bound, and casts from the same set of spell slots. They don’t gain any additional bonus spell slots from temporary changes. Both the dragon bound and the dragon can cast a spell in the same round. [B]Dragon:[/B] The main point of the Dragon Bound is of course his dragon. 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. These dragons all have the statistics of brass dragons, regardless of their actual color. They do not have any of the brass dragons supernatural abilities except the breath weapon. The breath weapon is of an energy type appropriate to the color of the dragon. Lvl Dragon Age Special 1 Juvenile (1 HD) 2 Juvenile (2 HD) Empathic link 3 Juvenile (3 HD) 4-5 Juvenile (4 HD) 6-7 Very Young Share Spells 8-9 Young Telepathic link 10-11 Juvenile 12-13 Young adult Mental shield 14-15 Adult Fight as one 16-17 Mature adult 18+ Old Telepathy [I]Empathic Link: [/I] The Dragon Bound has an empathic link with his dragon for up to one mile. This link communicates emotions. [I]Spells: [/I] A Dragon Bound and dragon can share spells. They can each cast spells. See spells. [I]Age: [/I] Because of the strong magic that infuses both Dragon and Dragon Bound, the Dragon grows much, much quicker than a normal dragon. [I]Share Spells: [/I] 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. [I]Telepathic Link: [/I] The Dragon Bound and his Dragon hold such a strong connection that they can communicate telepathically. [I]Mental Shield: [/I] The bond between dragon and dragon bound transcends the physical body and allows them to transfer life energy to one another. This ability allows the dragon and the dragon bound to transfer HP to each other as a free action once per round. They can transfer up to 10 + their HD or level in one round. The recipient can try not to accept the transfer by making a Fort save vs. DC 10 + ½ level or HD + Charisma modifier. [I]Fight As One: [/I] The dragon bound and his dragon have been together for so long that they now act as one entity, one being. When mounted the dragon bound gets a +2 competence bonus to attacks and Ride checks (only while riding the dragon). [I]Telepathy: [/I] 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. [B]Rider’s Blade (Su): [/B]Beginning at 1st level, the Dragon Bound chooses his ‘Rider’s Blade’. This weapon is made of his dragon's magic; the Dragon Bound must choose a specific type of weapon (melee or ranged) for it to be, such as a longsword or a long bow. The weapon 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 wilfully sacrificed, it requires 3 levels (you must state which weapon is to be the new weapon before this time starts). The Rider's Blade receives a magical enhancement bonus to attack and damage rolls, but only while the Dragon Bound holds it. At 4th level it gains a +1 and every 4 levels after it improves by +1, to +2 at 8th, +4 at 16th and +5 at 20th. The bonus doesn’t stack with any other enhancement bonus the weapon may have. If the Dragon Bound chooses two light weapons as his Rider's Blades, then he must choose only one of them to receive the enhancement bonus from this class feature. However, only the other weapon receives the Elemental Blade and Explosive Blade abilities, when normally granted by this class. [B]Armored Casting:[/B] A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use light armor. At 1st-level he gains proficiency in all light armors and the buckler shield, as well as gaining the ability to cast Dragon Bound spells while using these armors and shields without requiring somatic, material, or focus components. [B]Hardy:[/B] The dragon bound gets a +1 competence bonus to fortitude saves. This bonus increases to +2 at 11th level and +3 at 18th level. [B]Elemental Blade:[/B] At fourth level, the Dragons magic rubs off on the "Rider’s Blade", making it the same hue as the Dragon. The Rider's Blade now gains an energy aura when desired, which functions as per the Shock magic weapon quality, except that the energy type used is the same energy as his dragon's breath weapon. For instance, if the Dragon Bound's dragon deals acid damage with its breath weapon, then the Rider's Blade would have a greenish aura and thus deal bonus acid damage. This is considered a supernatural ability of the Dragon Bound, and only functions while he wields his Rider's Blade in melee. [B]Fresh Breath:[/B] 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. Fresh Breath is a supernatural ability. [B]Improved Armored Casting:[/B] A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use medium armor. A 10th-level Dragon Bound gains proficiency in all medium armors as well as light shields, and may cast his spells from this class while using such armor and shield, without requiring somatic, material, or focus components. [B]Explosive Blade:[/B] At 15th level, the Rider’s blade becomes even more powerful and glows brightly with the color of his dragon. This time the Rider's Blade gains an energy burst, which functions as per the Shocking Burst magic weapon quality, except that the burst of energy damage belongs to the same type as the Elemental Blade feature of this class. This replaces Elemental Blade. Explosive Blade is a supernatural ability of the Dragon Bound; it only functions when the Dragon Bound wields his Rider's Blade in melee. [B]Greater Fresh Breath:[/B] By 17th level, the Dragon Bound has become so used to his own dragon's breath weapon; he is now immune to it (but not other dragons' breath weapons). Greater Fresh Breath is a supernatural ability. [B]Greater Armored Casting: [/B]A Dragon bound is trained in armored combat as well as spell casting, and has found an exercise to use heavy armor. At 19th-level onward, the Dragon Bound is proficient in all heavy armors and heavy shields. Additionally, he may henceforth cast spells from this class while using such armor and shield, without requiring somatic, material, or focus components. [B]Blood Oath:[/B] 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 removed, all ability score damage is healed, and all ability drain is cured. He also become stronger, quicker and wiser, gaining a +1 natural increase to Strength, Dexterity and Wisdom. 1ST-LEVEL DRAGON BOUND SPELLS Detect Magic: Detects spells and magic items within 60 ft. Endure Elements: Exist comfortably in hot or cold environments. Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 ft. Mending: Makes minor repairs on an object. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Sleep: Puts 4 HD of creatures into magical slumber. 2ND-LEVEL DRAGON BOUND SPELLS Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Continual Flame M: Makes a permanent, heatless torch. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. 3RD-LEVEL DRAGON BOUND SPELLS Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). 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. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Keen Edge: Doubles normal weapon’s threat range. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. 4TH-LEVEL DRAGON BOUND SPELLS Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. Fire Trap M: Opened object deals 1d4 damage +1/level. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Remove Curse: Frees object or person from curse. Shout: Deafens all within cone and deals 5d6 sonic damage. EDITED: cleared up the Mental shield ability and added a ride check bonus to ride as one. [/QUOTE]
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Dragon Bound (Disclaimer: 40 pages long, with subtle balance)
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