Classes/Dragon Devourer

= Dragon Devourer = Hit Die: d10

Type: Martial

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the dragon devourer.

Weapon and Armor Proficiency
A dragon devourer is proficient with all simple weapons and armor. If this is the character’s first level in a class he gains proficiency in all martial weapons and armor.

Stamina (Ex)
At 1st level, a dragon devourer gains access to a pool of stamina points that allow him to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after 8 hours of rest.

Ki Pool (Su)
At 1st level, a dragon devourer gains access to a pool of internal energies called ki, which allow him to perform supernatural feats that go beyond the limits of his physical body. This pool contains a number of ki points equal 1 + his Charisma modifier (minimum 2) and refreshes once per day when the dragon devourer regains his stamina. A dragon devourer may spend 1 point of stamina as a free action on his turn to regain 2 points of his ki pool.

At 3rd level, as long as the dragon devourer has at least 1 point in his ki pool, he gains an enhancement bonus on acrobatics checks to jump equal to his class level, and his unarmed strikes and natural attacks are treated as magic weapons. At 8th level, his unarmed strikes and natural attacks are treated as silver for the purpose of overcoming damage reduction.

In addition, at 3rd level, a dragon devourer may spend his ki points in additional ways:


 * Spend a ki point in place of a reaction.
 * Spend a ki point as a swift action to cast a natural spell gained through the dragon devourer class which normally takes no longer than a standard action, targeting only himself or his equipment.
 * Spend a ki point as a swift action to gain a +4 class bonus to natural armor for 1 round.
 * Spend a ki point as a swift action to gain a +20 enhancement bonus to acrobatics checks made to jump for 1 round, and to be considered as having a running start when making such a check.

If a dragon devourer gains a ki pool from another source, he does not combine the pools for the purposes of determining capacity, nor does he gain an additional ki pool, but may spend points from his ki pool to pay for abilities from either source that require ki points. If each pool requires different ability scores (such as charisma and wisdom) the dragon devourer may use the higher of the two ability scores when determining the capacity of his ki pool. The dragon devourer may add together his levels in all classes that grant a ki pool to determine the abilities of his ki pool class feature.

Combat Stance (Ex)
If this is the character’s first level in a martial class, the dragon devourer gains either Defensive Stance, Power Stance, or Precision Stance as a bonus feat.

Inner Dragon (Su)
Dragon devourers attune themselves to the powerful magical and elemental energies of dragons by absorbing that energy into their bodies, which can have a profound effect upon them in both a physical and a metaphysical way. To obtain the power of a dragon, they must consume a dragon.

Many dragon devourers may begin their journey down this path by obtaining a scale, tooth, or claw and grinding it into powder used to brew a ceremonial drink; others might seek the thrill of a hunt and a fresh kill; and some cultists and devotees may be gifted such a part from a dragon itself as a rite of passage.

If this is the character’s first level in a class, the dragon devourer gains an Affinity talent of his choice (other than Entropic or Nature) as a natural spell, which he may use at-will with no cost, using his class level as his BCB and his MPB as his SPB. This affinity represents the elemental attunement of the first draconic essence which he has consumed. If this is not the character’s first level in a class, he does not gain this affinity until he acquires and consumes (if he had not done so already) a piece of the body of a dragon representing the desired elemental affinity (as described below).

The dragon devourer may attune himself to additional elements, and gain additional Affinity talents, by consuming the essence of dragons which embody those elements (usually identified by the dragon’s breath type and elemental Resist). The process grows more difficult with each new attunement, requiring a more powerful draconic essence each time.For each essence beyond the first, the body part consumed must come from a dragon with an additional 4 hit dice (a 2nd affinity requires at least 5 HD, a 3rd requires at least 9 HD, and so on). Once consumed, the essence is absorbed into the dragon devourer’s body after the next time that he rests for at least 8 hours, at which point the dragon devourer may gain a single appropriate Affinity talent that he does not already possess through this feature as a natural spell.

Draconic Body (Su)
At 1st level, the dragon devourer gains the Alter Self spell as a natural spell, and may apply traits from the Draconic Form talent when casting this spell (using any Affinity talents gained through the Inner Dragon class feature to determine the type of breath weapon gained). This natural spell can be cast, targeting self-only, by spending 1 ki point, using his class level as his BCB and his MPB as his SPB.

Wreathe (Su)
At 2nd level, the dragon devourer gains either the Elemental Shell or Elemental Weapon spell as a natural spell (using any Affinity talents gained through the Inner Dragon class feature to determine the type of elemental energy used). This natural spell can be cast by spending 1 ki point, using his class level as his BCB and his MPB as his SPB.

Draconic Prowess (Su)
At 2nd level, and every 2 levels thereafter, the dragon devourer gains a draconic prowess trait which he qualifies for. These traits can grant the dragon devourer new abilities, can modify the abilities he already possesses, or can grant him new natural spells or talents to use with the natural spells gained through class levels.

For a complete list of draconic prowesses, see List - Draconic Prowess.

Wyrmform (Su)
At 3rd level, the dragon devourer gains the Transformation spell as a natural spell, but it may only be used with the Draconic Form talent (using any Affinity talents gained through the Inner Dragon class feature to determine the type of breath weapon gained). This natural spell can be cast, targeting self-only, by spending 1 ki point, using his class level as his BCB and his MPB as his SPB. This natural spell may continue without concentration for up to 1 hour per class level.

Scaleform (Su)
At 3rd level, and every 3 levels thereafter, the dragon devourer gains scaleform natural magic talent which he qualifies for. These traits can broaden the options available to the dragon devourer through his Draconic Body and Wyrmform class features, or can enhance the options already available to him. The dragon devourer may also select a scaleform natural magic talent in place of a magic talent gained by taking levels in a casting class, or when taking the Extra Magic Talent (Magic) feat, and does not need the Casting class feature as a prerequisite for that feat when selecting a scaleform natural magic talent.

For a complete list of scaleform talents, see List - Scaleform Magic Talent.

Spitfire (Su)
Starting at 4th level, when using the breath weapon attack granted by the Draconic Form talent, he may spend an additional ki point to apply any shape talent to the breath as if it were a spell (he must meet the prerequisites for this shape talent, and uses the BCB of the effect which granted him the breath weapon to determine scaling and prerequisites).

Dragonsoul (Su)
At 5th level, the dragon devourer gains the draconic creature type in addition to any types he already possesses, and may choose to be treated as this type when it is beneficial for him to do so.

In addition, he gains Resist 1 to every element for which he possesses an Affinity talent through the Inner Dragon class feature (or improves his existing Resist by 1). This Resist (or increase) improves by 1 at 9th level and every 4 levels thereafter.

Bonus Feat (Ex)
At 5th level, and every 3 levels thereafter, the dragon devourer gains a bonus feat chosen from the (combat), (martial), or (stance) feat lists. He must meet the prerequisites of the chosen feat.

Wyrm Essence (Su)
At 7th level, the dragon devourer gains a +1 class bonus on save attack rolls based on an elemental type which the dragon devourer has gained the associated Affinity talent for through the Draconic Aspect class feature. This bonus increases by an additional +1 at 13th level and every 6 levels thereafter (to a maximum of +5).

Roar (Su)
At 10th level, the dragon devourer gains the ability to unleash a terrific roar that can affect enemies or allies within an area. Unless otherwise specified, allies and enemies must be able to hear the roar to be affected by it. Save attack rolls made by roars use 1d20 + ½ MPB + the higher of either the dragon devourer’s Strength or Charisma modifier, and may apply the enhancement bonus to save attacks granted by the Wyrm Essence class feature.

The dragon devourer may select two types of roar from the list below, and gains an additional type of roar at 11th level and every 2 levels thereafter.


 * Bolstering Roar: As a standard action you may spend 3 stamina to unleash a roar that empowers allies within a 20-foot radius. For 1 minute, you and any allies within the area gain an enhancement bonus to Strength, Dexterity, and Constitution equal to your Charisma modifier. Additionally, for the duration of the effect the shaken condition is suppressed on empowered allies, and the frightened, panicked, or cowering conditions are reduced to shaken (this condition is not suppressed). This roar uses the Mental keyword.
 * Commanding Roar: As a standard action you may spend 2 stamina to unleash a roar that demands any non-ally creature within a 30-foot radius to prostrate itself. A successful Will save attack requires affected creatures to immediately drop prone if they have a reaction available to do so, or to drop prone as a free action at the start of their next turn. Affected creatures may not stand up until after their next turn, but may otherwise act normally. An additional degree of success requires an affected creature to drop any held items as part of the same action as falling prone, and those items cannot be picked up by that creature until it is able to stand. This roar uses the Mental keyword.
 * Disorienting Roar: As a standard action, you may spend 1 stamina to unleash a roar that confuses the sense of direction of non-ally creatures within a 30-foot radius. On a successful Will save attack, affected creatures gain the disoriented condition for a number of rounds equal to your Charisma modifier. This roar uses the Mental keyword.
 * Invigorating Roar: As a standard action, you may spend 2 stamina to unleash a roar that inspires allies within a 50-foot radius to push on. You and any allies within the area gain temporary hit points equal to your BAB, may immediately make an additional saving throw against an ongoing condition that could have initially been avoided with a successful save, and for 1 minute allies that have line of sight to you at the start of their turn which have fewer temporary hit points than your BAB gain temporary hit points equal to your Charisma modifier (which stack with other temporary hit points gained from this roar, up to a maximum of your BAB). This roar uses the Mental keyword.
 * Rallying Roar: As a standard action, you may spend 1 stamina to unleash a roar that rallies allies within a 30-foot radius to battle. Allies within the area may spend a reaction to move up to their speed. This movement provokes attacks of opportunity as normal. You, and any ally that ends this movement adjacent to you, receive a morale bonus to attack rolls and a dodge bonus to AC rolls equal to ¼ of your BAB for a number of rounds equal to your Charisma modifier. This roar uses the Mental keyword.
 * Repelling Roar: As an immediate action, you may spend 1 stamina to unleash a roar that can freeze or push back any non-ally creature within a 10-foot radius. A successful Fortitude save attack immediately ends the movement of any creature within range (which may prevent a creature from finishing a charge); each additional degree of success pushes the creature 5 feet directly away from you. If Repelling Roar would push a creature into a barrier (such as a wall or another creature) it is knocked prone and its movement ends. If used in response to a melee attack, you may add the higher of your Strength or Charisma modifier as a deflection bonus to AC against that attack. This roar can be used in response to a ranged attack to knock the ammunition (or thrown weapon) out of the air and negate the attack as long as the projectile was fired by (or is) a weapon sized for a creature of your size or smaller.
 * Shattering Roar: As a standard action, you may spend 1 ki point to unleash a roar that impacts a line that is 50-feet long and 15-feet wide. You may make a single sunder attempt (using your normal CMB + your Charisma modifier, although you cannot use a weapon to perform this maneuver) against each creature or an object it is attending in the affected area; any unattended objects in the area are affected as if you had succeeded. On a success, the roar deals wind damage equal to your BAB + double your Strength modifier.
 * Terrifying Roar: As a standard action, you may spend 1 stamina point to unleash a roar that terrifies any non-ally within a 30-foot radius. A successful Will save attack causes an affected creature to gain the shaken condition, or the current level of the condition to the next stage (shaken to frightened, frightened to panicked, panicked to cowering). For each degree of success, advance the condition by an additional step. This effect lasts until the affected creature no longer has line of sight to you, and for 1d4 rounds thereafter. On a failed save attack, an affected creature still gains the shaken condition for 1 round but this cannot increase the level of an existing shaken condition. You may instead activate this roar as a swift action when you confirm a critical hit or reduce a non-ally below 0 hit points. This roar uses the Fear and Mental keywords.

Dragonlung (Su)
At 16th level, the effective range of the dragon devourer’s roars is doubled, and any creature that enters the roar’s area of effect before the start of his next turn is affected by the roar as if they had been present when it was used.

Hydraform (Su)
At level 20, the dragon devourer may spend a ki point as a move or a swift action to grow an additional head which remains for a number of rounds equal to his class level. This extra head grants all the benefits described under the Additional Limbs alter talent but also possesses Darkvision 60 ft., a bite attack (1d6 medium, reach) and the breath weapon of the Draconic Form talent as if he had gained it through his Alter Self or Transformation natural spells. These additional heads do not count against the dragon warrior’s trait limit for those natural spells and may be grown whether or not those natural spells are currently active. The additional head’s breath attack operates separately from any other breath attacks the dragon warrior possesses for determining the waiting period between uses.

The dragon warrior may summon a number of additional heads in this way up to the number of Affinity talents he possesses through the Inner Dragon class feature - 1. As a focused attack action, the dragon warrior may make a single attack with each of his bite attacks (using his full BAB - 2). If the dragon warrior is under the effect of the Elemental Body draconic prowess, the elemental damage on an additional head’s bite attack is the same type as its breath attack type. For each additional head, the dragon warrior receives a +1 circumstance bonus on save attack rolls with roars.