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Genius Guide To The Dragonrider (Revised)

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0% found this document useful (0 votes)
586 views13 pages

Genius Guide To The Dragonrider (Revised)

Uploaded by

Gui Machado
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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D ragonrider is a new core class, designed for

use with the Pathfinder Roleplaying Game.


It is a combat-oriented class with minor arcane
spellcasting ability, built around having a mystic
bond with a true dragon that serves as a steed.
Dragonriders are heroic figures with the power
to bond with dragons, gaining lifelong steeds,
companions and allies. This bond is more than
simply a close friendship, it is a mystic connection
between dragonrider and dragon, creating a
permanent link fueled by the arcane power inherent
to all true dragons.
In many societies, dragonriders are members
of the lesser nobility much like knights. They are
considered peers of the realm, and expected to act
with the same dignity and decorum as lords and
ladies. In such lands a dragonrider likely spent
much of his youth as squire to an older dragonrider
or stable hand at a dragon’s stronghold. He learns
the care and feeding of hatchlings from the steeds of
retired dragonriders, and is taught mounted combat
by young riders not yet trusted to be out on their
own. These dragonriders are part of a proud and
ancient heritage, and must maintain the honor of
their caste.
Equally organized are the dragonriders of
dark, warlike realms who are seen as the ultimate
cavalry. Rather than being treated with respect from
veneration, these soldiers are feared and envied.
With the might of dragons at their side, they have
no need to worry about the petty jealousies of lesser
beings, concentrating their efforts on keeping other

ised dragonriders from taking what is rightfully theirs.

Rev
Often these raider dragonriders form small clans or
brotherhoods, usually though not always divided
along the color of their steeds.
Some dragonriders are the result of freak
circumstance—youths who stumble onto hatching
1
eggs and happen to form a bond deeper than confident to the point of arrogance, or those who are convinced it is their duty
friendship with a newly-born dragon. More remarkably friendly and approachable. to save the world, act as a good example,
than one common farmer’s daughter has been Oddly, alignment has nothing to do with and force others to see the error of their
thrust into the role of hero by the sudden and these two attitudes. Evil dragonriders ways, and those who just wish to be
unexpected change of circumstances bonding are either megalomaniacs who see their among friends (which happens to include a
with a dragon wyrmling brings. These dragons as proof that they are superior to dragon).
dragonriders often must deal with mistrust everyone else and should rule the world, Role: Dragonriders are fair combatants,
and suspicion, for they live in lands where or are almost humble, affable foes who though they tend to stay away from heavy
dragonriders are rare, and most view them as cheerfully explain to ally and foe alike armors as it restricts their ability to cast
servant to a monster, rather than master of a that they must raid, loot and destroy to spells and maximize their skill riding
powerful ally. keep their dragons happy. Good aligned a dragon. Though they cannot match a
Dragonriders are almost always either dragonriders are similarly divided between dedicated fighter’s skill or a barbarian’s
fury in battle, a dragonrider often needs
TABLE 1: THE DRAGONRIDER only survive long enough for their steed’s
Base
Fort Ref Will Spells per Day fiery breath to end any opposition they
Level Attack Special
Bonus
Save Save Save 1st 2nd 3rd 4th face. Dragonriders often focus on ranged
combat, both to maximize the mobility they
1 +1 +2 +2 +2 Bonded dragon steed - - - - enjoy on dragonback, and to keep them
away from the heaviest front-line fighting.
2 +2 +3 +3 +3 Low-light vision - - - -
Alignment: Though a dragonrider may
3 +3 +3 +3 +3 Resist energy 5 - - - - be of any alignment, he may only bond to
4 +4 +4 +4 +4 Summon steed 1/day - - - - dragons within one step of his alignment
5 +5 +4 +4 +4 Draconic training 1 - - - (see Dragon Steeds, below, for more
6 +6/+1 +5 +5 +5 Darkvision 1 - - - information).
7 +7/+2 +5 +5 +5 Summon steed 2/day 1 - - - Hit Die: d10
8 +8/+3 +6 +6 +6 Resist energy 10 1 1 - -
Starting Wealth: At 1st level a dragonrider
9 +9/+4 +6 +6 +6 Draconic training 2 1 - - begins play with 5d6 x 10 gp.
10 +10/+5 +7 +7 +7 Scent 2 1 - -
11 +11/+6/+1 +7 +7 +7 Summon steed 3/day 2 1 1 - CLASS SKILLS
12 +12/+7/+2 +8 +8 +8 Draconic training 2 2 1 - The dragonrider’s class skills are Climb
13 +13/+8/+3 +8 +8 +8 Resist energy 15 3 2 1 - (Str), Craft (Int), Diplomacy (Cha), Fly
14 +14/+9/+4 +9 +9 +9 Blindsense 3 2 1 1 (Dex), Handle Animal (Cha), Intimidate
15 +15/+10/+5 +9 +9 +9 Summon Steed 4/day 3 2 1 1 (Cha), Knowledge (arcana) (Int),
16 +16/+11/+6/+1 +10 +10 +10 Spell resistance 3 3 2 1 Knowledge (geography) (Int), Knowledge
17 +17/+12/+7/+2 +10 +10 +10 Draconic training 4 3 2 1 (nobility) (Int), Perception (Wis), Profession
18 +18/+13/+8/+3 +11 +11 +11 Resist energy 20 4 3 2 2 (Wis), Ride (Dex), and Spellcraft (Int)
19 +19/+14/+9/+4 +11 +11 +11 Summon steed 5/day 4 3 3 2
Skill Ranks per Level: 2 + Int modifier.
20 +20/+15/+10/+5 +12 +12 +12 Dragonform 4 4 3 2

2
TABLE 2: DRAGONRIDER SPELLS KNOWN arcane spell failure chance. Like any other
Spells Known arcane spellcaster, a dragonrider wearing
Level 0 1st 2nd 3rd 4th medium or heavy armor incurs a chance of
1 0 0 0 0 0
arcane spell failure if the spell in question
2 0 0 0 0 0
has a somatic component. A multiclass
3 0 0 0 0 0
dragonrider still incurs the normal arcane
4 0 0 0 0 0
spell failure chance for arcane spells
5 4 2 0 0 0
received from other classes.
6 4 2 0 0 0
Bonded Dragon Steed (Ex): A
7 5 2 0 0 0
dragonrider has a mystic bond with
8 5 2 2 0 0
a youthful true dragon, a bond that
guarantees the dragons loyalty to the
9 5 3 2 0 0
rider (as long as it is treated with respect),
10 5 3 2 0 0
and allows the dragonrider to tap into
11 6 3 2 2 0
some of the bonded steed’s arcane power.
12 6 3 3 2 0
A character that starts as a dragonrider
13 6 4 3 2 0
at 1st level is assumed to have already
14 6 4 3 2 2
bonded with a dragon of his choice. A
15 7 4 3 3 2
character multiclassing into dragonrider is
16 7 4 4 3 2
approached by a dragon as a prospective
17 7 5 4 3 2
bonded mount within 30 days. The bond
18 7 5 4 3 3
causes the dragon to grow slightly in
19 8 5 4 4 3
size, and drives it to gain power as its
20 8 5 5 4 3
dragonrider gains experience, rather
than as it gains age categories. Many of
CLASS FEATURES a dragon’s normal powers (spell-like
All of the following are class features of abilities, spellcasting, unlimited breath
the dragonrider. weapon use) are either suspended or
Weapon and Armor Proficiency: A modified as the arcane power that drives
dragonrider is proficient with all simple them is used to fuel the bond between
weapons, plus any one martial melee dragonrider and dragon mount. This bond,
weapon and one martial ranged weapon. once forged, ends only if both rider and
Dragonriders are also proficient with light steed decide to end it, or if one is killed and
armor and shields (except tower shields). not resurrected in a timely fashion.
A dragonrider can cast dragonrider Most true dragons are unwilling to
spells while wearing light armor and use undergo this bond (though there is always
a shield without incurring the normal one that will do so able to find each

3
dragonrider without a bonded steed). For dragon within a few years, jumping its Low-Light Vision (Ex): As the
good dragons this is often done to aid good- (ubiquitous) plans for world domination bond between dragonrider and dragon
aligned dragonriders in facing the evils of the ahead 6 centuries. While most red dragons strengthens, it eventually grants the
world. In some cases it is part of ancient pacts feel the price is too high, there are always dragonrider some of his steeds amazing
dating back centuries that dictate service of a a few youngsters willing to serve now senses. At 2nd level, the dragonrider gains
set number of dragons of a given bloodline, (though somewhat grudgingly, see the low-light vision. If the dragonrider already
or it is forced upon dragons as punishment Focus score in the descriptions of dragon has natural low-light vision, the range of
for some sin (or as the price demanded by steeds, below) for hundreds of years worth his low-light is doubled (allowing him to
a conqueror). Even among neutral and evil of powers later. see four times as far as normal in dim or
dragons however, there are always a few who A bonded dragon can carry it’s rider shadowy conditions).
seek out such bonds willingly. as soon as it is the same size category as Resist Energy (Su): Beginning at
The reason for this is a desire for power, its rider, assuming it’s strength is great 3rd level, a dragonrider gains a natural
and an ability to take a long view. A dragon enough to bear the rider and his gear. resistance to damage of the same energy
bonded to a dragonrider grows in size and Dragons’ carrying capacity is modified type as the damage of his bonded dragon
power as the dragonrider gains experience. for their size as normal creatures, and as steed’s breath weapon. This begins at
The payoff comes when the dragonrider dies bonded dragon steeds they can fly (at full energy resistance 5, and increase by 5 every
which almost always occurs long before the speed) even if heavily encumbered. A 5 levels, to a maximum of energy resistance
dragon steed’s death – even the longest lived dragon can carry two creatures one size 20 at 18th level. The energy resistance is
dragonrider won’t see his steed reach the smaller than it, four creatures two sizes tied to the dragonrider’s current steed—
very old age category at 600 years, and most smaller, and sixteen creatures three or should he change bonded dragons steed
dragonriders die in battle long before this. At more sizes smaller (all assuming it has the to one with a new type of breath weapon
first the bonded dragon simply must survive Strength to do so). damage, his resistance also changes to the
as an underpowered dragon, but after a year The link between dragonrider new type.
and a day from its rider’s death if it has no and dragon grows in strength as the Summon Steed (Sp): Once per day,
new bonded dragonrider, the dragon begins to Dragonrider gains levels, allowing them to as a full round action, a dragonrider may
gain the full power of a normal dragon of its communicate more easily, feel each other’s magically call his steed to his side. This
size (or the oldest category in its size class, to a location, and even transfer life essence to ability is the equivalent of a spell of a level
maximum age category of very old). one another. The abilities the Dragonrider equal to one third the dragonrider’s level.
Consider a red dragon wyrmling. It is gains with his bonded dragon are listed on The steed immediately appears adjacent to
Small, and won’t reach Large size for roughly Table 1, above. the dragonrider. A dragonrider can use this
20 years. It won’t be Huge for 45 years, and Should a dragonrider’s bonded ability once per day at 4th level, twice per
Gargantuan size is at least 4 centuries off. But steed die and not be returned to life, the day at 7th level, and one additional time
if that red serves as a dragon steed, it becomes dragonrider cannot bond with a new per day for every 4 levels thereafter, for a
Large immediately, and stands a fair chance mount for 30 days or until he gains another total of five times per day at 19th level.
to become Gargantuan within a few years. dragonrider level, whichever comes first. Draconic Training: The unique
If it survives its dragonrider’s loss, the red During this 30-day period the dragonrider experience and training a dragonrider
dragon will gain the full power of a very old takes a -1 penalty on attack and weapon receives as part of his time with his bonded
damage rolls.
4
dragon steed grants him a bonus feat at 5th The dragonrider’s selection of spells is dragonrider already has natural darkvision,
level. The feat must be selected from the extremely limited. A dragonrider begins the range of that vision is increased by 60 feet.
list below, and the dragonrider must meet play knowing four 0 level spells and two Scent (Ex): At 10th level, the senses of the
all the feat’s prerequisites normally. The 1st level spells of the dragonrider’s choice. dragonrider are again enhanced by his link
dragonrider gains an additional feat at 9th, At each new dragonrider level, he gains to his dragon steed, granting him the scent
12th, and 17th level. one or more new spells, as indicated on ability. For more information on the scent
Table 2: Dragonrider Spells Known. (Unlike ability, see the Pathfinder Roleplaying Game
Alertness, Animal Affinity, Arcane
spells per day, the number of spells a Bestiary.
Armor Mastery, Arcane Armor Training,
dragonrider knows is not affected by his Blindsense (Ex): At 14th level, the senses of
Arcane Strike, Armor Proficiency
Charisma score. The numbers on Table 2: the dragonrider are again enhanced by his link
(Medium), Blind-Fight, Combat Casting,
Dragonrider Spells Known are fixed.) to his dragon steed, granting him blindsense
Combat Expertise, Dazzling Display,
Upon reaching 8th level, and at every to a range of 15 feet. If the dragonrider already
Diehard, Endurance, Eschew Materials,
third dragonrider level after that (11th, has natural blindsense, the range of this ability
Great Fortitude, Improved Great Fortitude,
14th, and so on), a dragonrider can choose is increased by 15 feet.
Improved Iron Will, Improved Lightning
to learn a new spell in place of one he Spell Resistance (Su): Beginning at 16th
Reflexes, Intimidating Prowess, Iron Will,
already knows. In effect, the dragonrider level a dragonrider gains spell resistance. The
Leadership, Lightning Reflexes, Mounted
“loses” the old spell in exchange for the SR is equal to 5 + the dragonrider’s level, and
Archery, Mounted Combat, Persuasive,
new one. The new spell’s level must be the is shared by the dragonrider’s bonded dragon
Ride-By Attack, Spirited Charge,
same as that of the spell being exchanged, steed.
Toughness, and Weapon Focus.
and it must be at least one level lower than Dragonform (Sp): At 20th level the bond
Spells: Beginning at 5th level, a
the highest level dragonrider spell the between a dragonrider and his dragon is so
dragonrider gains the ability to cast a
dragonrider can cast. A dragonrider may strong, the dragonrider can actually take the
small number of arcane spells drawn from
swap only a single spell at any given level form of a dragon. This ability can be used once
the sorcerer/wizard spell list. He can cast
and must choose whether or not to swap per day and acts as the spell form of the dragon
any spell he knows without preparing it
the spell at the same time that he gains new III, but the dragonrider may only take the form
ahead of time. To learn or cast a spell, a
spells known for the level. of the race of dragon that matches his bonded
dragonrider must have a Charisma score
A dragonrider need not prepare his dragon steed.
equal to at least 10 + the spell level. The
spells in advance. He can cast any spell he
Difficulty Class for a saving throw against
knows at any time, assuming he has not
a dragonrider’s spell is 10 + the spell level +
yet used up his allotment of spells per day
MULTICLASS DRAGONRIDERS
the dragonrider’s Charisma modifier. A dragonrider character that gains druid,
for the spell’s level. Through 4th level a
Like other spellcasters, a dragonrider cavalier, paladin, ranger or wizard levels
dragonrider has no caster level. At 5th level
can cast only a certain number of spells may opt to give up some of the bonds of
and higher, his caster level is equal to his
of each spell level per day. His base those classes to strengthen his bond with a
dragonrider level –4.
daily spell allotment is given on Table 1: dragon steed. By giving up the divine bond,
Darkvision (Ex): At 6th level, the senses
Dragonrider. In addition, he receives bonus hunter’s bond or arcane bond class abilities,
of the dragonrider are again enhanced
spells per day if he has a high Charisma the multiclass dragonrider can increase his the
by his link to his dragon steed, granting
score (see Chapter 1 of the Pathfinder level of his draconic steed as detailed below.
him darkvision to a range of 60 feet. If the
Roleplaying Game Core Rulebook).
5
• For a dragonrider multiclassing into DRAGON STEEDS
druid, sacrificing the druid’s animal A dragon steed’s abilities are
companion ability increases the determined by the dragonrider’s level and
draconic steed’s level by a number its dragonic racial traits. Table 3: Dragon
equal to the character’s druid level steed base Statics prescribes many of the
–2, with a minimum of +1 draconic base statistics of the dragon steed. They
steed level. remain creatures of the dragon type for
• For a dragonrider multiclassing into purposes of determining which spells can
cavalier, sacrificing the cavalier’s affect them.
mount ability increases the draconic Class Level: This is the character’s
steed’s level by a number equal to dragonrider level.
the character’s cavalier level –2, with
a minimum of +1 draconic steed HD: This is the total number of twelve-
level. sided (d12) Hit Dice the dragon steed
possesses, each of which gains a
• For a dragonrider multiclassing into Constitution modifier, as normal.
paladin, sacrificing the paladin’s
divine bond ability increases the BAB: This is the dragon steed’s base attack
draconic steed’s level by a number bonus. A dragon steed’s base attack bonus
equal to half the character’s paladin is the same as that of a dragonrider of a
level, with a minimum of +1 level equal to the dragon’s HD. Having
draconic steed level. a high base attack bonus does not grant
dragon steeds any additional attacks with
• For a dragonrider multiclassing their natural weapons.
into ranger, sacrificing the ranger’s
divine bond ability increases the Fort/Ref/Will: These are the dragon steed’s
draconic steed’s level by a number base saving throw bonuses. A dragon steed
equal to half the character’s ranger has good Fortitude, Reflex and Will saves.
level, with a minimum of +1 Skills: This is the number of skill ranks the
draconic steed level. dragon steed has. A dragon steed with an
• For a dragonrider multiclassing Intelligence bonus gains additional skill
into wizard (or arcane bloodline ranks per level equal to the bonus. It’s
sorcerers), sacrificing the arcane worth noting that dragon steeds have fewer
bond ability increases the draconic skill ranks than unbonded true dragons.
steed’s level by a number equal to This is because dragon steeds spend
the character’s wizard (or sorcerer) considerable effort learning how to work
level –2, with a minimum of +1 with their bonded riders, which takes up
draconic steed level.
6
the learning capacity they could otherwise may cast a spell with a target of “You” on once every four rounds, not to exceed a total
use for additional skills. A dragon steed his dragon steed (as a spell with a range of number of uses per day equal to 3 + the steed’s
cannot have more skill ranks than it has touch) instead of on himself. A dragonrider Constitution modifier.
Hit Dice. The class skills of each breed of may cast spells on his dragon steed even if As the dragon steed gains HD, it’s breath
dragon steed are listed below in each entry the spells normally do not affect creatures weapon deals more dice of damage and gains
under Dragon Steed Choices. of the steed’s type (dragon). Spells cast in additional range, as noted on Table 3 below.
this way must come from a class that grants Focus: Despite the fact they are
Feats: This is the total number of feats
a dragon steed. This ability does not allow dragonriders’ willing allies, not all dragon
possessed by a dragon steed. Dragon steeds
the steed to share abilities that are not steeds manage to seamlessly blend their own
are free to take any feats other than Armor
spells, even if they function like spells. actions with those of their riders. Dragons
Proficiency, Shield Proficiency and Weapon
Evasion (Ex): When subjected to an are, instinctively, majestic creatures certain
Proficiency. (A dragon is never comfortable
attack that normally allows a Reflex save of their own superiority and ability to make
wearing any armor beyond its own scaley
for half damage, a dragon steed takes no and execute their own battle plans. It goes
hide, and its hands are not designed to
damage if it makes a successful saving against a dragon’s instinctive nature to work
hold weapons.) Note that dragon steeds
throw. under the direction of a smaller creature sitting
must meet all the normal requirements for
Ability Score Increase (Ex): The dragon on its back. No matter how much a dragon
the feats they select.
steed adds +1 to one of its ability scores. steed wants to obey its rider, it often spends a
Natural Armor Bonus: The number noted Devotion (Ex): A dragon steed gains considerable amount of time making its own
here is an improvement to the dragon a +4 morale bonus on Will saves against plan, beginning to carry it out, realizing it
steed’s existing natural armor bonus. enchantment spells and effects. hasn’t checked that plan by its dragonrider,
Str/Con Bonus: Add this modifier to the Multiattack: A dragon steed gains then mentally backpedaling so it doesn’t take
appropriate dragon steed ability scores Multiattack as a bonus feat. a radical action that would surprise its rider.
as it gains levels. Dragon steeds also gain Improved Evasion (Ex): When subjected This can result in the dragon doing very little
increases to Strength and Constitution (and to an attack that allows a Reflex saving but fly around, even in a pitched battle. To
reductions to Dexterity)as they advance, as throw for half damage, a dragon steed avoid this, dragonrider and dragon must
listed under ability scores for each dragon takes no damage if it makes a successful establish a mental focus. The dragonrider must
steed. Do not also adjust dragon steed’s saving throw and only half damage if the initiate the focus, which may take as long as
ability scores for size. saving throw fails. a standard action, or may be as easy as a free
Breath Weapon (Su): The base breath action.
Special: This includes a number of abilities weapon is listed with each dragon steed, A dragon steed always goes on the same
gained by dragon steeds as they increase in below starting on page 9 below. Every initiative as its dragonrider—rider and steed
power. Each of these bonuses is described steed deals one kind of damage, and effectively move simultaneously. (If for some
below. has either a line or a cone. Each breath reason it’s crucial to know which acts first, the
Link (Ex): A dragonrider and his weapon allows a Reflex save for half dragonrider’s player decides on the order of
bonded dragon steed always know the damage, the save DC for a dragon steed’s each action taken.) Without the dragonrider
direction to each other, and are aware of breath weapon is 10 + one-half steed’s hit establishing focus, a dragon steed will only
any conditions the other is suffering. dice + steed’s Constitution modifier. A take a single move action (moving as the
Share Spells (Ex): The dragonrider dragon steed may use its breath weapon dragonrider wishes) each round and such
7
free actions (speaking, making attacks of itself if separated from its dragonrider, and an event, but dragon steeds seek to avoid
opportunity, and so on) that seem prudent. If can be convinced to stay behind to guard operating without their partners.)
a dragonrider is unconscious or incapacitated, a camp or the dragonrider’s stronghold, For the dragon to take any other action
his dragon steed moves to be adjacent to the but does not willingly go on missions or in a typical encounter, the dragonrider
dragonrider as quickly as possible, then attacks run errands separate from its rider. (A GM must establish a mystic focus. Each dragon
any foe that threatens either dragon steed or should run a dragon steed as efficiently steed lists the kind of action required each
dragonrider. A dragon steed acts to defend as possible if its rider is not present for round for a dragonrider to establish this
focus, and focus lasts
TABLE 3: DRAGON STEED BASE STATISTICS until the beginning of the
Base Natural dragonrider’s next turn.
Class Fort Ref Will Str/Con Int/Cha Breath For the most powerful
HD Attack Skills Feats Armor Special
Level Save Save Save Bonus Bonus Weapon
Bonus Bonus true dragons, it may take
1 2 2 3 3 3 8 1 0 0 0 Link a dragonrider a standard
2 3 3 3 3 3 12 2 1 0 0 x1 Dice, Share spells action to establish focus.
x2 range
3 3 3 3 3 3 12 2 2 1 1 x2 Dice, Evasion
As the dragonrider and
x2 range
Ability score
his dragon steed gain
4 4 4 4 4 4 16 2 2 1 1 increase levels, the amount of time
x3 Dice,
5 5 5 4 4 4 20 3 3 1 1 x2 range required to establish focus
6 6 6 5 5 5 24 3 4 2 2 Devotion is reduced, going from a
x3 Dice, standard action to a move
7 6 6 5 5 5 24 3 5 2 2 x3 range action, a move action to a
8 7 7 5 5 5 28 4 6 3 2 x4 Dice,
x3 range swift action, and a swift
9 8 8 6 6 6 32 4 6 3 3 Ability score action to a free action action.
increase
10 9 9 6 6 6 36 5 7 3 3 x5 Dice, A dragonrider must be
x3 range
within 30 feet of his steed to
11 9 9 6 6 6 36 5 8 4 3 Multiattack
establish focus.
x5 Dice,
12 10 10 7 7 7 40 5 8 4 4 x4 range Once focus is
13 11 11 7 7 7 44 6 9 5 4 x6 Dice, established, the dragon
x4 range
Ability score is free to act however the
14 12 12 8 8 8 48 6 10 5 4 increase dragonrider wishes. The
15 12 12 8 8 8 48 6 11 5 5 x7 Dice,
x4 range dragon steed can use its
16 13 13 8 8 8 52 7 12 6 5 Improved breath weapon, make
Evasion
17 14 14 9 9 9 56 7 12 6 5 x7 Dice, double moves, engage in
x5 range
x8 Dice,
melee attacks, and generally
18 15 15 9 9 9 60 8 13 7 6 x5 range take whatever actions the
19 15 15 9 9 9 60 8 14 7 6 dragonrider instructs.
20 16 16 10 10 10 64 8 15 7 6 x9 Dice, Ability score As the mystic focus
x5 range increase

8
establishes a mental bond between the STEED CHOICES BLACK DRAGON (CE)
dragonrider and his dragon steed, no vocal Any willing true dragon can be a STARTING STATISTICS
communication is required between the dragonrider’s bonded steed, but the Size: Medium; Speed 50 ft., fly 40 ft.
two while the mystic focus is in effect. bond has a heavy price for a dragon. All (clumsy); AC: +3 natural armor
spellcasting ability, most spell-like and Attack: bite (1d6), 2 claws (1d4)
DRAGON SKILLS supernatural abilities, and a considerable Ability Scores: Str 11, Dex 16, Con 13, Int 8,
Dragon steeds can have ranks in any amount of other power is stripped from the Wis 11, Cha 8
of the following skills: Acrobatics* (Dex), dragon to power the bond between it and Focus: move action
Climb* (Str), Escape Artist (Dex), Fly* its dragonrider. Special Attacks: breath weapon, 1d6 acid,
(Dex), Intimidate (Cha), Perception* (Wis), Each dragon steed has different starting 30 ft. line; Special Defenses: immunity to
Stealth* (Dex), Survival (Wis), and Swim* sizes, speed, attacks, ability scores, breath acid, paralysis, sleep; Special Qualities:
(Str). All of the skills marked with an (*) weapons, and special qualities. Dragon darkvision (60 ft.), low-light vision, scent.
are class skills for dragon steeds. Dragon steed attacks add the dragon’s Strength
steeds with an Intelligence of 3 or higher modifier to the damage roll. All dragons 8TH LEVEL ADVANCEMENT
can put ranks into any skill. have special abilities, such as scent. As you Size Large; Speed 60 ft., fly 50 ft. (clumsy),
gain levels your dragon steed improves as swim 40 ft.
DRAGON FEATS well, gaining special advancement at 8th Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
Dragon steeds can select from level and again at 16th level, in addition to Ability Scores: +8 Str, +4 Con, –2 Dex
the following feats: Acrobatic, Agile the standard bonuses noted on Table 3. Focus: swift action
Maneuvers, Armor Proficiency (light, A dragonrider’s alignment must Special Defenses: DR 5/magic; Special
medium, and heavy), Athletic, Blind- be within one step of his dragon steed Qualities: darkvision 120 ft., swamp stride,
Fight, Combat Reflexes, Diehard, Dodge, (see Chapter Seven in the Pathfinder water breathing
Endurance, Great Fortitude, Improved Roleplaying game for more information on
Bull Rush, Improved Initiative, Improved 16TH LEVEL ADVANCEMENT
alignment steps). Size Gargantuan; Speed 70 ft., fly 60 ft.
Natural Armor (see the Pathfinder RPG While it is unusual for a dragonrider
Bestiary), Improved Natural Attack (see (clumsy), swim 50 ft.
to take anything other than a metallic or Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
the Pathfinder RPG Bestiary), Improved chromatic dragon as a steed, it is not totally
Overrun, Intimidating Prowess, Iron Will, Ability Scores: +8 Str, +4 Con, –2 Dex
unknown. A GM wishing to allow such Focus: free action
Lightning Reflexes, Mobility, Power Attack, characters can use the draconic companions
Run, Skill Focus, Spring Attack, Stealthy, Special Defenses: DR 10/magic; Special
from The Genius Guide to the Dracomancer as Qualities: acidic bite (2d6)
Toughness, , and Weapon Focus. Dragon additional dragon steed choices. Note that
steeds with an Intelligence of 3 or higher a dragonrider who takes such a steed does
can select any feat they are physically not gain bonus spells from a cleric domain
capable of using. GMs might expand this or a sorcerer bloodline – that power is
list to include feats from other sources. exclusive to dracomancers, regardless of
what dragon a dragonrider may choose as
a mount.

9
BLUE DRAGON (LE) 16TH LEVEL ADVANCEMENT
STARTING STATISTICS Size: Gargantuan; Speed: 60 ft., fly 50 ft.
Size: Medium; Speed: 30 ft., fly 40 ft. (clumsy), swim 40 ft.
(clumsy); AC: +5 natural armor Attack: bite (2d8, 20 ft. reach), 2 claws
Attack: bite (1d6), 2 claws (1d4) (2d6)
Ability Scores: Str 13, Dex 14, Con 13, Int 10, Ability Scores: +8 Str, +4 Con, –2 Dex
Wis 11, Cha 8 Focus: swift action
Focus: move action Special Defenses: DR 10/magic; Special
Special Attacks: breath weapon, 1d4 Qualities: camouflage
electricity, 30 ft. line; Special Defenses: RED DRAGON (CE)
immunity to electricity, paralysis, sleep; STARTING STATISTICS
Special Qualities: darkvision (60 ft.), low- Size: Large; Speed: 40 ft., fly 30 ft.
light vision, scent. (clumsy); AC: +6 natural armor
Attack: bite (1d8, 10 ft reach), 2 claws (1d6)
8TH LEVEL ADVANCEMENT Ability Scores: Str 17, Dex 14, Con 15, Int
Size: Large; Speed: 40 ft., burrow 10 ft., fly 10, Wis 11, Cha 10
50 ft. (clumsy) Focus: standard action
Attack: bite (1d8, 10 ft. reach), 2 claws (1d6) Special Attacks: breath weapon, 1d8 fire,
Ability Scores: +8 Str, +4 Con, –2 Dex 30 ft. line; Special Defenses: immunity to
Focus: swift action fire, paralysis, sleep; Special Qualities:
Special Defenses: DR 5/magic; Special darkvision (60 ft.), low-light vision, scent.
Qualities: darkvision 120 ft., sound imitation
8TH LEVEL ADVANCEMENT
16TH LEVEL ADVANCEMENT Focus: standard action Size: Huge; Speed: 50 ft., fly 40 ft.
Size: Gargantuan; Speed: 40 ft., burrow 20 ft., Special Attacks: breath weapon, 1d8 acid, (clumsy)
fly 60 ft. (clumsy) 15 ft. cone; Special Defenses: immunity to Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) acid, paralysis, sleep; Special Qualities: Ability Scores: +8 Str, +4 Con, –2 Dex
Ability Scores: +8 Str, +4 Con, –2 Dex darkvision (60 ft.), low-light vision, scent. Focus: move action
Focus: free action Special Defenses: DR 5/magic; Special
Special Defenses: DR 10/magic; Special 8TH LEVEL ADVANCEMENT Qualities: darkvision (120 ft.), incinerate
Qualities: electricity aura (1d6) Size: Huge; Speed: 50 ft., fly 40 ft. (clumsy),
swim 30 ft. 16TH LEVEL ADVANCEMENT
GREEN DRAGON (LE) Attack: bite (2d6, 15 ft. reach), 2 claws (1d8) Size: Gargantuan; Speed: 60 ft., fly 50 ft.
STARTING STATISTICS
Size: Large; Speed: 40 ft., fly 30 ft. (clumsy), Ability Scores: +8 Str, +4 Con, –2 Dex (clumsy)
swim 20 ft.; AC: +4 natural armor Focus: move action Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
Attack: bite (1d8, 10 ft reach), 2 claws (1d6); Special Defenses: DR 5/magic; Special Ability Scores: +8 Str, +4 Con, –2 Dex
Ability Scores: Str 13, Dex 14, Con 13, Int 10, Qualities: darkvision (120 ft.), trackless Focus: swift action
Wis 11, Cha 10 step, water breathing, woodland stride Special Defenses: DR 10/magic; Special
10 Qualities: fire aura (1d6)
WHITE DRAGON (CE) BRASS DRAGON (CG) BRONZE DRAGON (LG)
STARTING STATISTICS STARTING STATISTICS STARTING STATISTICS
Size: Small; Speed: 50 ft., fly 50 ft. Size: Small; Speed: 50 ft., fly 50 ft. Size: Medium; Speed: 50 ft., fly 40 ft. (clumsy);
(clumsy); AC: +2 natural armor (clumsy); AC: +2 natural armor AC: +5 natural armor
Attack: bite (1d4), 2 claws (1d3) Attack: bite (1d4), 2 claws (1d3) Attack: bite (1d6), 2 claws (1d4)
Ability Scores: Str 11, Dex 16, Con 13, Int 6, Ability Scores: Str 11, Dex 16, Con 13, Int Ability Scores: Str 13, Dex 14, Con 13, Int 14,
Wis 9, Cha 6 10, Wis 11, Cha 10 Wis 15, Cha 14
Focus: swift action Focus: swift action Focus: move action
Special Attacks: breath weapon, 1d4 cold, Special Attacks; breath weapon, 1d4 fire, Special Attacks: breath weapon, 1d4
15 ft. cone; Special Defenses: immunity to 30 ft. line; Special Defenses: immunity to electricity, 30 ft. line; Special Defenses:
cold, paralysis, sleep; Special Qualities: fire, paralysis, sleep; Special Qualities: immunity to electricity, paralysis, sleep;
darkvision (60 ft.), low-light vision, scent. darkvision (60 ft.), low-light vision, scent. Special Qualities: darkvision (60 ft.), low-light
vision, scent.
8TH LEVEL ADVANCEMENT 8TH LEVEL ADVANCEMENT
Size: Medium; Speed: 60 ft., burrow 10 ft. Size: Medium; Speed: 60 ft., burrow 10 ft. 8TH LEVEL ADVANCEMENT
fly 60 ft. (clumsy) fly 60 ft. (clumsy) Size: Large; Speed: 60 ft., fly 50 ft. (clumsy),
Attack: bite (1d6, 10 ft. reach), 2 claws (1d4) Attack: bite (1d6, 10 ft. reach), 2 claws (1d4) swim 40 ft.
Ability Scores: +4 Str, +2 Con, –2 Dex Ability Scores: +4 Str, +2 Con, –2 Dex Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
Focus: free action Focus: free action Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 5/magic; Special Special Defenses: DR 5/magic; Special Focus: swift action
Qualities: darkvision (120 ft.), icewalking, Qualities: darkvision (120 ft.), gust of wind Special Defenses: DR 5/magic; Special
snowy vision 3/day Qualities: darkvision 120 ft., water breathing,
wave mastery
16TH LEVEL ADVANCEMENT 16TH LEVEL ADVANCEMENT
Size: Gargantuan; Speed: 70 ft., burrow 20 Size: Gargantuan; Speed: 70 ft., burrow 20 16TH LEVEL ADVANCEMENT
ft., fly 70 ft. (clumsy) ft., fly 70 ft. (clumsy) Size: Gargantuan; Speed: 70 ft., fly 60 ft.
Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) (clumsy), swim 50 ft.
Ability Scores: +8 Str, +4 Con, –2 Dex Ability Scores: +8 Str, +4 Con, –2 Dex Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
Focus: free action Focus: free action Ability Scores: +8 Str, +4 Con, –2 Dex
Special Defenses: DR 10/magic; Special Special Defenses: DR 10/magic; Special Focus: free action
Qualities: cold aura (1d6) Qualities: sleep breath (counts as two uses Special Defenses: DR 10/magic; Special
of breath weapon and uses same area, Qualities: electricity aura (1d6)
targets failing a Fortitude save are asleep
for 1d6 rounds, and may be awoken using
the same methods as targets of the sleep
spell)

11
COPPER DRAGON (CG) GOLD DRAGON (LG) SILVER DRAGON (LG)
STARTING STATISTICS STARTING STATISTICS STARTING STATISTICS
Size: Medium; Speed: 30 ft., fly 40 ft. (clumsy); Size: Large; Speed: 40 ft., fly 30 ft. Size: Large; Speed: 30 ft., fly 30 ft.
AC:+5 natural armor (clumsy); AC: +7 natural armor (clumsy); AC: +6 natural armor
Attack: bite (1d6), 2 claws (1d4) Attack: bite (1d8, 10 ft reach), 2 claws (1d6) Attack: bite (1d8, 10 ft reach), 2 claws (1d6)
Ability Scores: Str 11, Dex 16, Con 13, Int 12, Ability Scores: Str 17, Dex 14, Con 15, Int Ability Scores: Str 13, Dex 14, Con 13, Int
Wis 13, Cha 12 14, Wis 15, Cha 14 14, Wis 15, Cha 14
Focus: move action Focus: standard action Focus: standard action
Special Attacks: breath weapon, 1d6 acid, 30 Special Attacks: breath weapon, 1d8 fire, Special Attacks: breath weapon, 1d8 cold,
ft. line; Special Defenses: immunity to acid, 15 ft. cone; Special Defenses: immunity 15 ft. cone; Special Defenses: immunity to
paralysis, sleep; Special Qualities: darkvision to fire, paralysis, sleep; Special Qualities: cold, paralysis, sleep; Special Qualities:
(60 ft.), low-light vision, scent. darkvision (60 ft.), low-light vision, scent. darkvision (60 ft.), low-light vision, scent.
8TH LEVEL ADVANCEMENT 8TH LEVEL ADVANCEMENT 8TH LEVEL ADVANCEMENT
Size: Large; Speed: 40 ft., fly 50 ft. (clumsy), Size: Huge; Speed: 50 ft., fly 60 ft. (clumsy) Size: Huge; Speed: 40 ft., fly 40 ft. (poor)
swim 40 ft. Attack: bite (2d6, 15 ft. reach), 2 claws (1d8) Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
Attack: bite (1d8, 10 ft. reach), 2 claws (1d6) Ability Scores: +8 Str, +4 Con, –2 Dex Ability Scores: +8 Str, +4 Con, –2 Dex
Ability Scores: +8 Str, +4 Con, –2 Dex Focus: move action Focus: move action
Focus: swift action Special Defenses: DR 5/magic; Special Special Defenses: DR 5/magic; Special
Special Defenses: DR 5/magic; Special Qualities: darkvision (120 ft.), uncanny Qualities: darkvision (120 ft.), incinerate
Qualities: darkvision 120 ft., water breathing, dodge
wave mastery 16TH LEVEL ADVANCEMENT
16TH LEVEL ADVANCEMENT Size: Gargantuan; Speed: 40 ft., fly 50 ft.
16TH LEVEL ADVANCEMENT Size: Gargantuan; Speed: 60 ft., fly 100 ft. (average)
Size: Gargantuan; Speed: 40 ft., fly 60 ft. (clumsy) Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
(clumsy), swim 50 ft. Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) Ability Scores: +8 Str, +4 Con, –2 Dex
Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) Ability Scores: +8 Str, +4 Con, –2 Dex Focus: swift action
Ability Scores: +8 Str, +4 Con, –2 Dex Focus: swift action Special Defenses: DR 10/magic; Special
Focus: free action Special Defenses: DR 10/magic; Special Qualities: paralyzing breath (counts as two
Special Defenses: DR 10/magic; Special Qualities: weakening breath (counts as two uses of breath weapon and uses same area,
Qualities: slow breath (counts as two uses of uses of breath weapon and uses same area, targets failing a Fortitude save are affected
breath weapon and uses same area, targets targets failing a Fortitude save take 1d4+1 as by a hold person spell)
failing a Fortitude save is slowed, as per the Strength damage)
spell slow, for 1 round)

12
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13

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