Draconic Affinity

An apex warrior with the draconic affinity exhibits the traits of true dragons or those races of the draconic blood. He tends to be lithe but strong in appearance, powerfully built, and prefers battle tactics that rely upon cunning. The following affinity traits, combat style feats, and apex powers emulates creatures of the draconic species.

Affinity Traits

Adept Maneuvers: The apex gains a +2 bonus on combat maneuver checks made to disarm, sunder, or trip an opponent. This bonus only applies while both the apex warrior and his opponent are standing on the ground.

Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.

Clawed: The apex warrior grows claws at the ends of his finger, granting 2 claw attacks. This is a primary natural attack that deals 1d4 points of slashing damage. The apex warrior must have the feline or draconic affinity to select this trait.

Darkvision (Ex): The apex warrior gains darkvision 60 feet. If the apex warrior already has darkvision, its range increases by 30 feet.

Draconic Empathy: The apex warrior gains a +2 bonus on Diplomacy and Intimidate checks against creatures of the dragon or reptilian types.

Draconic Immunities: The apex warrior is immune to magic sleep and paralysis effects.

Dragon Lore: The apex warrior gains a +2 bonus on Knowledge (arcana) checks related to dragons and draconic races.

Dragon Tongue: The apex warrior gains Draconic as a bonus language.

Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.

Keen Senses: The apex warrior gains a +2 bonus on Perception checks.

Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.

Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.

Scaleborn (Ex): The apex warrior grows small dragon scales all over his body. His natural armor bonus increases to +3. The apex warrior must have the tough hide traits to select this trait.

Scent (Ex): The apex warrior gains the Scent ability.

Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.

Combat Style Feats

An apex warrior with the draconic affinity may select the Natural Weapon style or one of the following Combat Styles.

Two-Handed Weapon Style: If the apex warrior selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault*, and Shield of Swings*. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Draconic Style: If the apex warrior selects draconic style, he can choose from following list whenever he gains a combat style feat: Dazzling Display, Draconic Defender*, Improved Critical (bite, claw), and Flyby Attack. At 6th level, he adds Shatter Defenses and Hover to the list. At 10th level, he adds Deadly Stroke and Wingover to the list. (*Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor)

Apex Powers

Arcane Resistance (Ex): The apex warrior gains a +2 bonus on saving throws against all spells and spell-like effects.

Bludgeon Specialist (Ex): The apex warrior emulates the effects of a dragons tail slap. He can use any weapon he wields to deal bludgeoning damage equal to the damage of his weapon plus 1-1/2 times the apex warrior’s Strength bonus (rounded down). If the weapon has the bludgeoning type, its damage die increases one category.

Burrow: The apex warrior gains a burrow speed of 5 ft., and gains a +4 bonus on Survival checks underground. The apex warrior must have the clawed trait, the draconic aspect (blue, brass, or white) power, and be at least 6th level to select this power.

Change Shape (Su): The apex warrior can assume any animal form three times per day as if using polymorph. At 12th level, the apex warrior can also use this ability to assume any humanoid form. The apex warrior must have the draconic aspect (gold or silver) power and be at least 9th level to select this power.

Climb Stone (Ex): The apex warrior can climb on stone surfaces as though using the spider climb spell a number of times per day equal to 3 + his Charisma modifier, and his bonus to Climb checks increases to +4. The apex warrior must have the agile moves trait, the draconic aspect (copper), and be at least 6th level to select this power.

Damage Reduction (Ex): The apex warrior gains damage reduction 2/magic. The apex warrior must have the draconic aspect power and be at least 6th level to select this power.

Desert Thirst (Su): The apex warrior can cast create water a number of times per day equal to 3 + his Charisma modifier, using his apex warrior level as his caster level. Alternatively, he can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 10 + the apex warrior’s level + the apex warrior’s Charisma modifier) or be destroyed. The apex warrior must have the draconic aspect (blue) power to select this power.

Desert Wind (Su): The apex warrior can call up the wind to serve him while within a desert terrain once per day. This functions as gust of wind, but any creature in its path must make a Fortitude save (DC 10 + the apex warrior’s level + the apex warrior’s Charisma modifier) or be blinded for 1d4 rounds by the sand. The apex warrior must have the draconic aspect (brass) power to select this power.

Draconic Aspect (Ex): The apex warrior must select one of the following dragon subtypes: black (acid), blue (electricity), brass (fire), bronze (electricity), copper (acid), gold (fire), green (acid), red (fire), silver (cold), or white (cold). His scales take on the color of that dragon, and gains resistance 2 to the dragon’s corresponding energy type. The apex warrior must have the draconic affinity and the scaleborn trait to select this trait.

Draconic Breath (Su): The apex warrior gains a draconic breath weapon. He gains a breath weapon that is determined by his scale coloration. Using a breath weapon is a standard action that does not provoke attacks of opportunity. Te apex warrior can use his breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + the apex warrior’s level + the apex warrior’s Constitution modifier) take only half damage. The apex warrior must have the dragon aspect trait and be at least 9th level to select this power.

The apex warrior gains one the following breath weapon as determined by his chosen dragon subtype.

Black: You breathe a 30-foot line of acid that deals 1d6 points of acid damage.

Blue: You breathe a 30-foot line of electricity that deals 1d6 points of electricity damage.

Brass: You breathe a 30-foot line of fire that deals 1d6 points of fire damage.

Bronze: You breathe a 30-foot line of electricity that deals 1d6 points of electricity damage.

Copper: You breathe a 30-foot line of acid that deals 1d6 points of acid damage.

Gold: You breathe a 15-foot cone of fire that deals 1d6 points of fire damage.

Green: You breathe a 15-foot cone of acid that deals 1d6 points of acid damage.

Red: You breathe a 15-foot cone of fire that deals 1d6 points of fire damage.

Silver: You breathe a 15-foot cone of cold that deals 1d6 points of cold damage.

White: You breathe a 15-foot cone of cold that deals 1d6 points of cold damage.

Energy Resistance (Ex): The apex warrior gains resistance 5 to his chosen dragon’s corresponding energy type. The apex warrior must have the draconic aspect power to select this power.

Fog Vision (Ex): The apex warrior can see perfectly well in fog and clouds. The apex warrior must have the draconic aspect (silver) power to select this power.

Glide (Ex): The apex warrior can sprout (or retract) a pair of dragon wings as a standard action. While too weak for actual flying, these wings do allow the apex warrior to fall at a very slow and safe pace and glide to the ground. He can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, the apex warrior may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. These wings last for 1 minute plus 1 round per apex warrior level. These rounds need not be consecutive. The apex warrior must have the draconic aspect power to select this power.

Grab (Ex): The apex warrior gains the Grab attack. The apex warrior must have the clawed or toothy trait to select this power.

Icewalking (Ex): The apex warrior can use an ability that works like the spider climb spell a number of times per day equal to 3 + the apex warrior’s Charisma modifier, but the surfaces that he climbs must be icy. The apex warrior can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. The apex warrior must have the draconic aspect (white) power to select this power.

Improved Arcane Resistance (Ex): The apex warrior’s draconic resistances improve. He gains a +4 bonus on saving throws against all spells and spell-like effects. The apex warrior must have the arcane resistance power to select his power.

Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.

Move Sand (Su): The apex warrior can move sand to excavate ruins or hide treasures once per day. This functions as move earth, but it only affects sand. The apex warrior uses his level as his caster level for this effect. This is equivalent to a 5th-level spell. The apex warrior must have the draconic aspect (brass) power to select this power.

Paralyzing Breath (Su): The apex warrior can breathe a cone of paralyzing gas instead of a cone of cold. Creatures within the cone must succeed on a Fortitude save or be paralyzed for a number of rounds equal to 1d4 + 1/2 the apex warrior’s level. This expends one use of apex warrior’s draconic breath ability. The apex warrior must have the draconic aspect (silver) and draconic breath powers, and be at least 9th level to select this power.

Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Handed Weapon style. The apex warrior must have the clawed or toothy trait to use this power with natural weapons.

Repulsion Breath (Su): The apex warrior can breathe a cone of repulsion gas instead of a line of electricity. Targets must make a Will save or be compelled to do nothing but move away from the apex warrior for a number of rounds equal to 1/2 his apex warrior level. This is a mind-affecting compulsion effect. This expends one use of apex warrior’s draconic breath ability. The apex warrior must have the draconic aspect (brass) and draconic breath powers, and be at least 9th level to select this power.

Sleep Breath (Su): The apex warrior can breathe a 60 ft. cone of sleep gas instead of a line of fire. Creatures within the cone must succeed on a Will save or fall asleep for a number of rounds equal to 1d4 + 1/2 the apex warrior’s level. This expends one use of apex warrior’s draconic breath ability. The apex warrior must have the draconic aspect (brass) and draconic breath powers, and be at least 9th level to select this power.

Slow Breath (Su): The apex warrior can breathe a cone of slowing gas instead of a cone of acid. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for a number of rounds equal to 1d4 + 1/2 the apex warrior’s level. This expends one use of apex warrior’s draconic breath ability. The apex warrior must have the draconic aspect (copper) and draconic breath powers, and be at least 9th level to select this power.

Smoke Vision (Ex): The apex warrior can see perfectly in smoky conditions (such as those created by pyrotechnics). The apex warrior must have the draconic aspect (red) power to select this power.

Snow Vision (Ex): The apex warrior can see perfectly well in snowy conditions. He does not suffer any penalties to Perception checks while in snow. The apex warrior must have the draconic aspect (white) power to select this power.

Sound Imitation (Ex): The apex warrior can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check. The apex warrior must have the draconic aspect (blue) power to select this power.

Speak with Reptiles (Sp): The apex warrior can use the spell-like ability to speak with reptiles a number of times per day equal to 3 + the apex warrior’s Charisma modifier. This functions as speak with animals, but only with reptilian animals. The apex warrior must have the draconic aspect (black) power to select this power.

Sundering Strike (Ex): The apex warrior gains a +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects with a claw attack or a two-handed melee weapon.

Swamp Stride (Ex): The apex warrior can move through bogs and quicksand without penalty at its normal speed. The apex warrior must have the draconic aspect (black) power to select this power.

Trackless Step (Ex): The apex warrior does not leave a trail in natural surroundings and cannot be tracked, but can choose to leave a trail, if he so desires. The apex warrior must have the draconic aspect (green) power to select this power.

Trap Master (Ex): The apex warrior gains a +1 bonus on Craft (traps) and Perception checks made to locate a trap for every three levels he possesses, up to a maximum of +6 at 18th level. At 6th level, the apex warrior can also use Disable Device to disarm magic traps as if he had the rogue's Trapfinding class feature. The apex warrior must have the draconic aspect (copper) power to select this power.

Water Breathing: The apex warrior can breathe underwater as the water breathing spell. The apex warrior must have the waterborn trait to select this trait.

Waterborn: The apex warrior gains a swim speed of 20 ft., and his bonus on Swim checks increases to +4. The apex warrior must have the natural swimmer trait and the draconic aspect (black, bronze, green, gold) power to select this power.

Wave Mastery (Su): The apex warrior, along with creatures or vessels within 30 feet, can move at twice their normal speed in water. This effect lasts for 1 minute per apex warrior level. The apex warrior must have the draconic aspect (bronze) and waterborn powers to select this power.

Weakening Breath (Su): The apex warrior can breathe a cone of weakening gas instead of a cone of fire. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage for every two apex warrior levels he possesses (Will save half). This effect lasts for a number of rounds equal to 1d4 + 1/2 the apex warrior’s level. This expends one use of apex warrior’s draconic breath ability. The apex warrior must have the draconic aspect (gold) and draconic breath powers, and be at least 9th level to select this power.

Weapon Sweep (Ex): This apex warrior emulates the effects of a dragon’s tail sweep. As a standard action, the apex warrior can make a weapon sweep attack with either a two-handed melee weapon or a weapon with reach. This sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the apex warrior’s space in any direction. Creatures within the swept area are affected if they are two or more size categories smaller than the apex warrior. This sweep automatically deals the indicated weapon damage plus 1-1/2 times the apex warrior’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC 10 + the apex warrior’s level + the apex warrior’s Strength modifier). The apex warrior must be at least 9th level to select this power.

Woodland Stride (Ex): The apex warrior can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally. The apex warrior must have the draconic aspect (green) power to select this power.

Advanced Powers

Camouflage (Ex): The apex warrior can use Stealth to hide in any sort of natural forest or jungle terrain, even if the terrain does not grant cover or concealment. The apex warrior must have the draconic aspect (green) power to select this power.

Crush (Ex): The apex warrior can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the apex warrior. A crush attack affects only one creature, and if affected must succeed on a Reflex save (DC 10 + the apex warrior’s level + the apex warrior’s Strength modifier) or be pinned, automatically taking 2d6 bludgeoning damage plus 1-1/2 times the apex warrior’s Strength bonus (rounded down). If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal with a +4 bonus, but takes no additional damage. The apex warrior must have the flight power and be at least 15th level to select this power.

Flight (Ex): The apex warrior gains a fly speed of 20 feet (average maneuverability). The apex warrior must have the glide power to select this power.

Frightful Presence (Ex): The apex warrior’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 10 feet, and the duration is 2d6 rounds. This ability affects only opponents with fewer Hit Dice than the apex warrior has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the apex warrior’s level + the apex warrior’s Charisma modifier). On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. An opponent that succeeds on the saving throw is immune to the apex warrior’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Greater Damage Reduction (Ex): The apex warrior gains damage reduction 10/magic. The apex warrior must have the improved draconic aspect power and be at least 18th level to select this power.

Improved Breath Weapon (Su): The apex warrior’s breath weapon deals 2d6 points of energy damage as determined by his scale coloration, and can be used twice per day. The apex warrior must have the draconic breath power and be at least 15th level to select this power.

Improved Damage Reduction (Ex): The apex warrior gains damage reduction 5/magic. The apex warrior must have the draconic aspect and damage reduction powers to select this power.

Improved Energy Resistance (Ex): The apex warrior’s energy resistance increases to 10. The apex warrior must have the energy resistance power to select this power.

Manipulate Flames (Su): The apex warrior can control any fire spell within 5 feet per apex warrior level once per day. This ability allows the apex warrior to move any fire effect in the area, as if he were the caster. This ability also allows him to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the apex warrior can control any new fire spell cast within its area of control, as if he were the caster. It can make all decisions allowed to the caster, including canceling the spell if he so desires. The apex warrior must have the draconic aspect (red) power to select this power.

Spell Resistance (Ex): The apex warrior gains spell resistance equal to his level. The apex warrior must have the improved arcane resistances power and be at least 15th level to select his power.

Wing Attack (Ex): The apex warrior 2 slam attacks with his wings, even when flying. These attacks deal 1d4 points of damage plus 1/2 the apex warrior’s Strength bonus (rounded down). The apex warrior must have the flight power to select this power.

*All MultiClass Archetypes (MCAs) and related material are products of MultiClass Productions.