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Class Skills:
Appraise, Climb, Craft, Fly, Handle Animal, Intimidate, Knowledge (Arcana), Linguistics,
Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim
Skill Ranks per Level: 6+Int
Lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
BaB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fort
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Ref
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Will
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Special
Heritage, Investment, +1 vs Paralysis, Sleep, Fear
Investment
Dragon Form I
Investment
+2 vs Paralysis, Sleep, Fear
Investment
Dragon Form II
Investment
+3 vs Paralysis, Sleep, Fear
Advanced Investment, Investment
Dragon Form III
Investment
+4 vs Paralysis, Sleep, Fear
Investment
Dragon Form IV
Investment
+5 vs Paralysis, Sleep, Fear
Investment
Dragon Form V
Investment, Dragon Mastery
Dragon Herritage: You are considered a Dragon for all spells and effects that affect dragons in
specific way. You gain resistance 5 to the element assosiated with the chosen type of dragon. At
level 8 the resistance becomes 10, at level 12 15 and at level 16 immunity.
Dragon Form: 2/day at level 4, one extra time every 3 levels after 4. Move action, 1 minute
duration. By spending additional uses can extend its duration without needing to change back again.
Every time the Draconir gains an extra Dragon Form, he gains a +1 enchantment on all natural
attacks while in dragon form. This bonus stacks with spells or items that provide an enchantment
bonus to natural attacks, but at a +5 maximum.
Dragon Form I: +4 Strength, +2 Constitution, +6 Natural Armor, 1 Bite, 2 Claw Attacks, Can Hover
but not fly, SR 5+level, low-light vision, plus breath weapon depending on Dragon. 30/60 ft.
Dragon Form II: +6 Strength, +4 Constitution, +8 Natural Armor, 1 Bite, 2 Claw, 2 Wing Attacks,
Flight Speed 30ft clumsy, Sr 5+ level, darkvision 30ft, plus breath weapon depending on dragon.
30/60 ft.
Dragon Form III: Can become Large, +8 Strength, +4 Constitution, +10 natural armor , fly 60 feet
(poor), SR 5+ level, darkvision 60 feet, DR 5/magic, 1 bite, 2 claws, 2 wing, 1 tail slap attack, plus
breath weapon depending on dragon. 45/90 ft.
Dragon Form IV: Can become Large, +10 Strength, +6 Constitution, a +12 natural armor, fly 90
feet (poor), SR 5+ level, blindsense 30 feet, darkvision 120 feet,DR 10/magic, frightful presence, 1
bite, 2 claws, 2 wing, 1 tail slap attack , multiattack, plus breath weapon depending on dragon.
60/120 ft.
Dragon Form V: Can become Huge, +12 Strength, +8 Constitution, +14 Natural Armor, fly 120
feet (poor), SR 5+ level, blindsense 60 feet, darkvision 120 feet,DR 10/magic, frightful presence, 1
bite, 2 claws, 2 wing, 1 tail slap attack , multiattack, plus breath weapon depending on dragon.
60/120 ft.
Investments:
1) +2 Inherent Bonus to an ability score. Can only be taken once for each score. At least lvl 4.
2) +1 Natural Armor. Can only be taken once.
3) Breath weapon: 1d6 / level. Con modifier /day (minimum 1). / Breath weapon becomes at
will, usable every 1d4 rounds.
4) Claws: Gain 2 claw attacks. / Increase Damage by one step.
5) Bite: Gain a bite attack. / 1 strength modifier.
6) Tail: +2 Balance / Gain a tail slap attack increase sice by one size.
7) Wings: Gain fly 30ft (clumsy). / Increase speed by 30ft. (must be level 6)
8) Dragon Sences: gain darkvision +30, low-light vision / +4 perception.
9) Skill Focus: Gain skill focus on any of your class skills. /bonus becomes +3 better.
10) SLA: Gain one 1st level spell from the wizard list that you can use 3/day as a spell-like
ability. Cha 11 required.
11) SLA: 2st lvl spell 1/day as a spell-like ability. This can be taken more than once, each time
choose a different spell. Cha 12 required. Level 6.
12) Dragon Power:
Black: Swamp Stride, Speak with reptiles or Acidic Bite (2d6).
Blue: Electricity Aura, Desert Thirst or Sound Imitation.
Green: Woodland Stride, Trackless Step or Camouflage.
Red: Fire Aura, Smoke vision or Manipulate Flames (60ft).
White: Snow Vision, Cold Aura or Icewalking.
Brass: Fire Aura, Move Sand or Desert Wind.
Bronze: Electricity Aura, Water Breathing or Wave Mastery.
Copper: Climb Stone, Trapfinding or Uncanny Dodge.
Gold: Fire Aura, Fast Flight or Detect Gems.
Silver: Cloudwalking, Cold Aura, Fog Vision or True Courage.
Advanced Investments:
1) +2 Inherent Bonus to an ability score. Can only be taken once for each score, requires inv..
2) +1 Natural Armor. Can only be taken once, requires inv.
3) Tail Slap: Gain a tail slap attack. / Tail slap becomes a primary attack.
4) Wing Buffet: Gain two wing attacks. / increase damage by one size.
5) Dragon Sences: Gain darkvision +60ft, low-light vision, blindsence 30. / +8 perception.
6) Damage Reduction: gain DR 10/magic / DR increases by 10.
7) Spell Resistance: gain 5+level SR / SR becomes 11+level.
8) Wings: Gain 60ft (Average) / Increase maneuverability to average.
9) Movement: Swim 20ft (Black, Green, White, Bronze, Gold), Burrow 20ft (Blue, White,
Brass), +10 on all modes of movement (Red, Copper, Silver) / Double those speeds.
10) SLA: 3rd level spell as a spell-like ability 1/day. Cha 13 required.
11) Greater Dragon power (lvl 14):
Black: Charm Reptiles or Acidic Bite (4d6, requires Acidic Bite Dragon Power.)
Warsmith
Hit Die: D10
Class Skills:Appraise, Climb, Craft, Intimidate, Knowledge (Arcana), Profession, Ride, Survival,
Swim
Skill Ranks per Level: 4+Int
Lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
BaB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fort
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Ref
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
Will
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Special
Live by the Blade (+1), Steel points
Weaponsmith
Extra feat
Expert Weapon Lore
Toughness
Live by the blade (+2)
Weapon Study
Extra Feat
Expert Weapon Lore
Will of the Forge, Alloy Expert
Live by the blade (+3)
Steel Heart
Extra Feat
Expert Weapon Lore
Fast smithing
Live by the blade (+4)
Wonder Maker
Extra Feat
Expert Weapon Lore
Alloy Master
Weaponsmith: At second level a ... receives half his level on craft (weaponsmith) and craft
(armorsmith). At 5 level he receives expert blacksmith and craft magic arms and armor without
needing to meet the requirements.
Steel points: At first level the ... receives a number of Steel points equal to his wisdom modifier
(minimum 1). For every two levels he has obtained he gains an additional point.
One Steel point can be recovered by dropping a valid opponent (minimum hit die equal to half
the ... level). By spending an hour in training (once per day), he can recover all spent Steel points.
Steel points can be spent to enhance a weapon or a piece of armor or shield. At first level this bonus
is +1. For every 4 levels he has obtained, the bonus becomes +1 better. He can enchant his weapon,
armor or shield with magical properties by using up points equal to the enchantment bonus it would
require. Enchanting a weapon, armor or shield is a swift action that does not provoke attacks of
opportunity. Each weapon or armor can be enhanched thusly once each time, but he may enchant
different weapons at the same time, or even weapons and armor or shield. He may divide those
points between different pieces of gear, but all must remain on his person, or they lose their magic.
He can spend a Steel point to cast Mending at a CL equal to his level. Alternatively, at 10th level he
Expert Weapon Lore: At 4th level and every 4 levels thereafter, the ... gains the Exotic weapon
proficiency for a weapon of his choise.
Weapon Study: The ... counts his levels -6 as fighter levels for the purposes of feats.
Will of the Forge: A ... adds his Wisdom modifier on his touch AC and flat footed AC (but not on
his normal AC).
Steel Heart: As evasion, but for fort and will saves.
Live by the blade: The ... receives a +1 bonus on CMD vs disarm and sunder attempts for weapons,
armors and shields he has created, or enhanced with Steel points. Note that he must have created the
weapon, not just enchanted it.
Fast Smithing: Weapons and armors created or enchanted by the ... require half the time (he does
twice the work in a single day.). If an item would take a single day of work, he can make two
instead.
Wonder Maker: The ... chooses craft ring, wand, rod, staff or wondrous item. He receives it as a
bonus feat without needing to meet the requirements. He can make such items even though he has
no spellcasting ability, and he can use items he has made as well.
Alloy Expert: The... can forge a weapon or armor out of two magical materials, keeping the
properties of both. The cost to do so is equal to 1 times the combined cost of the materials.
Alloy Master: As Alloy expert, but he can now combine 3 materials.