Sky Dragon

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Old and powerful beasts live in the sky, dwelling in the distant wilds between islands, forgotten and uncharted rocks, or even among civilization.

Dragons have the dragon creature type and can be medium or small. They do not gain any special abilities from the dragon type alone, only the abilities listed below.

Extra Legs

You possess two additional legs, granting you a +4 bonus to CMB against trip attempts and a +10 bonus to your land and climb speed (this does not grant a climb speed, but increases any existing speed you have). In addition, your carrying capacity increases as a result of being a quadruped.

Your limbs are still dexterous enough to wield weapons and hold items normally.

Darkvision

You either gain darkvision with a range of 60 feet or you increase the range of your darkvision by 30 feet (to maximum of 120 feet), chosen when you gain this talent.

Glider

You can attempt a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may attempt an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall, plus an additional 5 feet laterally for every 5 by which you exceed the DC.

Keen Senses

You gain a +2 origin bonus to Perception checks and gain lowlight vision, allowing you to see twice as far in dim light.

Elemental Vulnerability

You may choose to gain vulnerability to either acid, cold, electricity, or fire damage, taking 50% additional damage from sources of that type. You cannot gain energy resistance or immunity to a type you are vulnerable to from any source.

You may choose not to have an elemental vulnerability at all, but if you do, you don't gain an Elemental Power.

Elemental Power

If you have an Elemental Vulnerability, choose one of the following options.

Elemental Augmentation

Choose acid, cold, electricity, or fire. All of your melee weapon attacks (including natural attacks and unarmed strikes) deal an additional 2 points of damage of the chosen energy type. You may deactivate or reactivate this ability as a swift action.

This does not stack with other effects that add the same type of elemental damage to weapons, such as the flaming weapon special ability.

Energy Renewal

Choose one of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resist 5 against the chosen type. You gain fast healing 2 for 1 round anytime you take damage of that type (whether or not this damage gets through your energy resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Energy Resistance

Choose two of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resist 5 against the chosen types.

Breath Weapon

Choose acid, cold, electricity, or fire damage; and a 30 foot cone or 50 foot line. As a standard action you may exhale a burst of damaging energy, doing 1d6 damage of the chosen type in the chosen area, plus your highest physical ability modifier. Creatures in the area can negate this damage by making a Reflex saving throw with a DC of 10 + 1/2 your character level + 1/2 your highest physical ability modifier. After using your breath weapon, you may not use it again until 1d4+1 rounds have passed.

Natural Attack

Gain one of the following natural attacks. You must meet any prerequisites required by the natural attack (such as having legs to gain talon attacks) and can’t choose the same appendage twice. The damage dice listed are for Medium-sized creatures and should be adjusted appropriately for creatures of other sizes.

Bite

You gain a bite attack as a primary natural attack with your head which deals 1d6 points of piercing damage.

Claws

You gain a pair of claws on 2 of your hands which can be used as primary natural weapons and deal 1d4 points of slashing damage. These claws do not stop you from holding or using things in your hands but cannot be used to make attacks while the hands hold something.

Gore

You gain a gore attack as a primary natural attack with your head which deals 1d6 points of piercing damage.

Tail Slap

You gain a tail slap attack as a secondary natural attack with your tail which deals 1d6 points of bludgeoning damage.

Wing Buffets

You gain two wing buffet attacks as secondary natural attacks which deal 1d4 points of bludgeoning and slashing damage.



Additional Options

This species is a rather weak dragon, on par with all the other species options. Later you can choose and gain additional features; these options are particularly relevant for dragons:

Developed Wings (Potent Talent)

You automatically succeed at the Fly check made to glide with Glider. At 5th level, you gain a fly speed of 30 feet (average maneuverability) as a result of a pair of wings you have grown. You may take this talent multiple times. If you take this talent and already possess wings and an extraordinary fly speed, you may either increase your fly speed by 15 feet or increase your maneuverability by 1 step.

Tremendous (Potent Talent)

You occupy space as if you were a creature one size larger than your typical size. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you. This does not increase your reach or the size of weapons you may wield.

You may select this talent a second time. If you do, your size increases by one step in place of the normal benefits of this talent. This does not alter your ability scores or natural armor.

Damage Reduction (Auxiliary Talent)

You gain DR 1/cold iron or DR 1/silver. This damage reduction increases by 1 for every 5 Hit Dice you have.

Additional Natural Attacks (Auxiliary Talent)

Every option for an attack given in Natural Attack may be gained as an auxiliary talent.

Developed Tolerance - Paralysis and Sleep (Auxiliary Talent)

You gain a +2 origin bonus to saving throws against these types of effects.