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Dragon Spearman

Male Dragon Monk 2/ Fighter 2


LG Medium humanoid (human)
Init +3 Senses low-light vision; Perception +11
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
hp 18 (2d8+2d10-4)
Fort +6, Ref +3, Will +3 (+4 vs. fear)
Defensive Abilities; Immune
Spd 30 ft.
Melee masterwork longspear +6 (1d10+2 plus reach and dazzle) or
Melee masterwork longspear +5/+5 (1d10+2 plus reach and dazzle) with flurry of blows or
Melee unarmed strike +5 (1d6+1) or
Ranged masterwork dagger +6 (1d4+1) or
Special Attacks stunning fist (2/day)
Str 12, Dex 13, Con 9, Int 13, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 15
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Serpent Strike, Spear Dancer, Stunning Fist, Weapon Focus
(longspear)
Skills Perform (dance) +6
Languages Common
SQ bravery +1, evasion, flurry of blows
Combat Gear masterwork longspear, masterwork dagger, masterwork studded leather
Other Gear

Spear Dancer feat

Dragon Archer

Male Dragon Zen Archer Monk 4


LG Medium humanoid (human)
Init +3 Senses low-light vision; Perception +11
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wisdom)
hp 16 (4d8-4)
Fort +3, Ref +4, Will +0
Defensive Abilities; Immune
Spd 40 ft.
Melee unarmed strike +3 (1d8) or
Ranged masterwork longbow +7 (1d8) or
Ranged masterwork longbow +6/+6 (1d8) with flurry of blows
Special Attacks
Str 10, Dex 14, Con 9, Int 11, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 15
Feats Far Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point Blank Shot, Precise Shot, Weapon
Focus (longbow)
Skills Bluff +6, Climb +7, Diplomacy +11, Disable Device +5, Disguise +5, Handle Animal +6, Intimidate +10, Knowledge
(dungeoneering) +4, Knowledge (engineering) +4, Knowledge (religion) +3, Perception +11, Ride +5, Sense Motive +5,
Sleight of Hand +5, Stealth +11, Survival +5, Swim +7
Languages Common
SQ fast movement +10, flurry of blows (bows only), ki pool, zen archery
Combat Gear masterwork longbow, masterwork dagger, masterwork studded leather
Other Gear
Dragon Chemist

Male Dragon Chemist 4


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 14 (4d8-4)
Fort +3, Ref +4, Will +2
Defensive Abilities +2 on saving throws vs smoke; Immune dazzled
Spd 30 ft.
Melee masterwork club +4 (1d6) or
Melee flame fountain firework +6 vs. touch (1d8+3 fire)
Ranged bombs +4 vs. touch (2d6+3 fire) or
Ranged by firework +6
Special Attacks
Str 11, Dex 10, Con 9, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 15
Feats Throw Anything
Skills Craft (alchemy) +17, Disable Device +10, Heal +9, Knowledge (engineering) +10, Knowledge (nature) +11,
Perception +8, Sense Motive +8, Sleight of Hand +7, Survival +8
Languages Common
SQ alchemy, apothecary +1, bombs (2d6+3, 7/day, DC 15), discovery (Skill Focus Alchemy), discovery (snapdragon
fireworks spell), fireworks expertise, fireworks resistance +2 (smoke), lab leftovers (400 gp), swift alchemy
Combat Gear masterwork club, masterwork studded leather
Other Gear
Dragon Chemist

Hit Die: d8.

Class Skills
The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Disguise (Cha), Heal (Wis),
Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),
Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Base Attack Fort Ref Will


Level Special
Bonus Save Save Save

1st +0 +2 +2 +0 Alchemy, Apothecary +1, Bomb 1d6, Fireworks Expertise, Lab


Leftovers, Throw Anything

2nd +1 +3 +3 +0 Discovery, Fireworks Resistance +2 (smoke),

3rd +2 +3 +3 +1 Bomb 2d6, Swift alchemy

4th +3 +4 +4 +1 Discovery

5th +3 +4 +4 +1 Apothecary +2, Bomb 3d6, Fireworks Resistance +4


(deafness)

6th +4 +5 +5 +2 Discovery

7th +5 +5 +5 +2 Bomb 4d6

8th +6/+1 +6 +6 +2 Discovery, Fireworks Resistance +6 (blindness)

9th +6/+1 +6 +6 +3 Apothecary +3, Bomb 5d6

10th +7/+2 +7 +7 +3 Discovery, Fireworks immunity

11th +8/+3 +7 +7 +3 Bomb 6d6, Starburst rockets

12th +9/+4 +8 +8 +4 Discovery

13th +9/+4 +8 +8 +4 Apothecary +4, Bomb 7d6

14th +10/+5 +9 +9 +4 Discovery

15th +11/+6/+1 +9 +9 +5 Bomb 8d6

16th +12/+7/+2 +10 +10 +5 Discovery

17th +12/+7/+2 +10 +10 +5 Apothecary +5, Bomb 9d6

18th +13/+8/+3 +11 +11 +6 Discovery

19th +14/+9/+4 +11 +11 +6 Bomb 10d6, Instant alchemy

20th +15/+10/+5 +12 +12 +6 Grand Discovery


Dragons chemists are a strange combination of alchemists and druids. They are skilled pyromanics, but they also
have knowledge of healing herbs.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also
proficient with light armor, but not with shields.

Alchemy (Su): Dragon Chemists are masters of creating mundane alchemical substances such as alchemist’s fire
and smokesticks, When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence
bonus equal to his class level on the Craft (alchemy) check. In addition, a Dragon Chemist can use Craft (alchemy)
to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Apothecary (Ex): Starting at 1st level, a Dragon Chemist gains a +1 competence bonus to all Heal skill checks, and
Knowledge (nature) skill checks to identify plants and animals, illnesses, diseases, or any other checks related to
curatives and healing. This bonus increases by +1 at 5th level, and every four levels thereafter to a maximum of +5
at 17th level.

Bombs (Ex): Dragon Chemists are adept at swiftly mixing various volatile chemicals to create powerful bombs that
they can hurl at their enemies. A Dragon Chemist can use a number of bombs each day equal to his class level + his
Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become
inert—their method of creation prevents large volumes of explosive material from being created and stored.
Creating and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs
have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core
Rulebook). Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon
Focus. On a direct hit, a Dragon Chemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the
Dragon Chemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every other
Dragon Chemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).
Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught
in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the
Dragon Chemist’s level + the Dragon Chemist’s Intelligence modifier. As a side note, all of a Dragon Chemist’s
bombs have the appearance of fireworks rockets, even if he does not have the rocket bomb or fireworks bomb
discoveries.

Fireworks Expertise (Ex): A Dragon Chemist never suffers nonproficiency penalties when wielding a firework as a
weapon. He may use his Intelligence in place of Strength or Dexterity when making an attack roll with a firework.
Fireworks also gain a damage bonus equal to the Dragon Chemist’s Intelligence bonus and have their save DCs and
rounds affected increased by the Dragon Chemist’s Intelligence modifier.

Lab Leftovers (Ex): Dragon Chemists are extremely bright, but quite a few of them are absent-mined and lack
common sense. In many ways, this can be a detriment, but for a Dragon Chemist, forgetting what he put in his
pockets before he left the alchemist’s hut or fireworks factory can be the difference between life and death. As a
result, he may carry unspecified alchemical equipment worth up to 100 gp per class level. This can be any kind of
alchemical gear that can be found in a alchemist’s hut or fireworks factory and could reasonably fit into a
backpack. As a full-round action, the Dragon Chemist may dig through his pockets and bag to retrieve an item he
specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10
pounds. When the total remaining cost reaches 0, the Dragon Chemist can retrieve no more items until he refills
his lab leftovers by spending a few hours in an alchemist’s hut or fireworks factory and paying out an amount of
gold to bring her total up to 100 gp per class level.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an
incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more
than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as
uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack.
Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery
is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Discoveries: The following discoveries complement the Dragon Chemist: blinding bomb*, explosive bomb*,
explosive personality, fireworks bomb, rocket bomb, smoke bomb*, stink bomb*, snapdragon bomb,

Bonus Feats: A Dragon Chemist may select Ricochet Splash Weapon, Master Alchemist, Master Craftsman, Skill
Focus, or Splash Weapon Mastery in place of a discovery, but they must meet the prerequisites upon selecting the
feat.

Spell-like Fireworks (Ex): A Dragon Chemist may gain one of the following spells in place of a discovery:
snapdragon fireworks, pyrotechnics. Snapdragon Fireworks must be selected before Pyrotechnics can be selected.
These spells may not be dispelled by magic (since they represent physical fireworks and not magical energy). Each
casting of these spells take one use of the bombs class feature (in effect, the bomb is used in the casting of the
spell). You treat your Dragon Chemist level as your caster level when casting these spells.

Fireworks Resistance (Ex): A Dragon Chemist’s dealings with fireworks have taught him how to defend himself
against the potential hazards of black powder. At 2nd level, a Dragon Chemist becomes immune to the dazzled
condition and gains a +2 bonus on all saving throws against the smoke hazard (magical or otherwise). This bonus
increases to +4 at 5th level and now also applies against the deafened condition (magical or otherwise). This
bonus increases again to +6 at 8th level, and now also applies against the blinded condition (magical or otherwise).
At 10th level, a Dragon Chemist becomes completely immune to smoke, deafness, and blindness (magical or
otherwise).

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an
alchemist half the normal amount of time to create alchemical items.

Starburst Rockets (Ex): At 11th level, a Dragon Chemist can use his bombs to destroy buildings and structures.
Whenever a Dragon Chemist uses a bomb against a building or structure, he rolls his bomb damage twice. If this
attack results in a critical hit, both damage rolls are multiplied. Should the bomb deal more than 75% of the
structure’s total hit points, the structure collapses in 1d4 rounds.

Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed.
He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the
appropriate resources at hand to fund the creation.

http://www.pathfindercommunity.net/classes/multiclass-archetypes/fighter/demolitionist-fighter-alchemist

https://www.d20pfsrd.com/equipment/weapons/alchemical-weapons/

https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/fire-bomber-alchemist-goblin/rocket-
bomb-su/

https://www.d20pfsrd.com/feats/general-feats/master-alchemist/

https://www.d20pfsrd.com/feats/general-feats/master-craftsman-final/

https://www.d20pfsrd.com/feats/general-feats/splash-weapon-mastery/

http://www.pathfindercommunity.net/classes/multiclass-archetypes/alchemist/master-apothecary-alchemist-
cleric
Dragon Warrior

Male Dragon Flamewarden Ranger 6


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 41 (6d10+6)
Fort +5, Ref +7, Will +3
Defensive Abilities +2 on saving throws vs smoke; Immune dazzled
Spd 30 ft.
Melee masterwork greatsword +9/+4 (2d6+4) or
Special Attacks
Str 14, Dex 14, Con 10, Int 9, Wis 12, Cha 8
Base Atk +6; CMB +4; CMD 15
Feats Battle Cry, Dodge, Endurance, Iron Will, Power Attack, Shield of Swings, Toughness, Weapon Focus (greatsword)
Skills +8
Languages Common
SQ combat style (two-handed), touch of flame 4/day, track, wild empathy +5
Combat Gear masterwork greatsword
Other Gear

Dragon Warrior

Male Dragon Barbarian 4/Monk 2


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 15, touch 14, flat-footed 14 (+1 armor, +2 Dex, +1 dodge, +1 Wis)
hp 44 (4d12+2d8+6)
Fort +7, Ref +4, Will +7
Defensive Abilities ; Immune
Spd 30 ft.
Melee masterwork greatsword +8 (2d6+4) or
Melee masterwork greatsword +8 (2d6+4 slashing and 1d6 fire) with Elemental or Infernal Blood
Special Attacks
Str 14, Dex 14, Con 10, Int 9, Wis 12, Cha 8
Base Atk +5; CMB +4; CMD 15
Feats Ascetic Form (greatsword), Ascetic Style (greatsword), Battle Cry, Dodge, Improved Unarmed Strike, Iron Will,
Stunning Strike, Toughness, Weapon Focus (greatsword)
Skills +8
Languages Common
SQ evasion, fast movement, flurry of blows, rage 10 rounds/day, rage power (lesser elemental blood, lesser infernal blood),
stunning fist 6/day (DC 14), trap sense +1, unarmed strike, uncanny dodge
Combat Gear masterwork greatsword, dastana
Other Gear
DRAGON WARRIOR (alternative of the class found in Dragon 298)
Class Requirements
To qualify to become a dragon warrior, a character must fulfill all the following criteria:
Alignment; Any nonchaot'C, nonlawful. Dragon warriors who become lawful or chaotic, lose all dragon warrior class abilities.
Base Attack Bonus: +6 or better.
Concentration: 3 ranks.
Knowledge (Religion): 3 ranks.
Feats; Iron Will, Toughness, Weapon Focus (greatsword).

DRAGON WARRIOR
Class Skills
The dragon warrior's class skills (and the
key abilities For each) are: Str: Climb, Jump, Swim. Dex: Ride. Con: Concentration. Int; Knowledge (religion). Wis:- Cha:
Intimidate.
Skill Points at Each Level; 2 +- Int modifier,

Class Features
All of the following are class features of the dragon warrior prestige class.

Weapons and Armor: Dragon warriors gain no new proficiency with weapons, armors, or shields. Wearing armor inhibits
the dragon warrior's connection with the spirit of the Dragon, and a dragon warrior who dons armor loses access to all her
dragon warrior class abilities. All such abilities return to the dragon warrior as soon as the armor is removed.

Monk Abilities: A Dragon Warrior’s class levels stack with his monk levels for determining AC bonus and bonus feat
selection.

Dragon Rage: A Dragon Warrior’s class levels stack with his barbarian levels for determining his number of rounds of rage
per day and damage reduction.

Rage Power: At 2nd, 5th, and 8th level, the Dragon Warrior gains a new rage power from the barbarian rage power list.

Dragon's Fire (Su): At 3rd level, the dragon warrior learns the first outward means of expressing the Dragon's rage. Using
her sword as a focus for the power, the warrior learns to make the giant blade more than a metaphorical representation of
the Dragon's fiery breath. While raging, the dragon warrior can imbue a greatsword she wields with the flaming magic
weapon enhancement (see the DUNGEON MASTER'S Guide) as a free action. This consumes 1 round of rage for each
round you maintain Dragon’s Fire. At 6th level, this ability functions as flaming burst. At 9th level, this ability can be used at
will while raging and no longer consumes a round of rage to maintain.

Bonus Feat: At 4th, 7th, and 10th level, the Dragon Warrior gains a bonus feat from the monk’s bonus feat list.

1 – Monk Abilities, Dragon Rage


2 – Rage Power
3 – Dragon Fire (flaming)
4 – Bonus Feat
5 – Rage Power
6 – Dragon Fire (flaming burst)
7 – Bonus Feat
8 – Rage Power
9 – Dragon Fire (no rage)
10 – Bonus Feat
Kabuki Warrior

Male Dragon Bard 5/Fighter 1


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 29 (5d8+1d10)
Fort +7, Ref +4, Will +7
Defensive Abilities ; Immune
Spd 30 ft.
Melee masterwork longsword +6 (1d8+1) or
Melee masterwork longsword +6 (1d8+3) with Arcane Strike or
Ranged masterwork dagger +7 (1d4+1) or
Ranged masterwork dagger +7 (1d4+3) with Arcane Strike
Special Attacks
Spells Prepared (CL 4th)–
0 – ghost sounds
1st – disguise self, silent image, ventriliquism
2nd– blur, minor image, silence
Str 12, Dex 14, Con 10, Int 8, Wis 9, Cha 14
Base Atk +4; CMB +6; CMD 16
Feats Arcane Strike, Dodge, Mobility, Spring Attack
Skills +8
Languages Common
SQ bardic knowledge, bardic performance, lore master 1/day, versatile performance, well-versed
Combat Gear masterwork longsword, masterwork studded leather
Other Gear

Powder Keg Cannoneer

Male Dragon Trench Fighter 4/Monk 2


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 16, touch 13, flat-footed 13 (+1 armor, +1 Dex, +1 dodge)
hp 39 (4d10+2d8+6)
Fort +8, Ref +6, Will +4
Defensive Abilities ; Immune
Spd 30 ft.
Melee unarmed strike +7 (1d6+2) or
Ranged masterwork bombard +8 (2d8+3) or
Special Attacks
Str 14, Dex 12, Con 13, Int 9, Wis 10, Cha 8
Base Atk +5; CMB +7; CMD 17
Feats Dodge, Far Shot, Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Prone Shooter, Rapid Reload
(bombard), Weapon Focus (bombard), Weapon Specialization (bombard)
Skills +8
Languages Common
SQ bravery +1, evasion, fast movement, flurry of blows, stunning fist 3/day (DC 13), unarmed strike
Combat Gear masterwork bombard, dastana
Other Gear
Samurai

Male Dragon Samurai 8


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 61 (8d10+16)
Fort +8, Ref +3, Will +2
Defensive Abilities ; Immune
Spd 30 ft.
Melee masterwork katana +13/+8 (1d8+6/15-20) or
Ranged masterwork composite longbow +10 (1d8+2/x3) or
Special Attacks
Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 8
Base Atk +8; CMB +10; CMD 20
Feats Furious Focus, Improved Critical (katana), Power Attack, Weapon Focus (katana), Weapon Specialization (katana)
Skills +8
Languages Common
SQ banner, challenge 3/day, honor in all things 2/day, mount, mounted archer, order of the warrior, resolve 4/day, way of the
samurai, weapon expertise (katana)
Combat Gear masterwork katana, masterwork wakizashi, masterwork composite longbow, masterwork o-yoroi (great
armor)
Other Gear

13 12 11 10 9 8

Dragon Geisha

Female Dragon Bard 3/Monk 1


LG Medium humanoid (human)
Init +1 Senses Perception +8
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 Wis)
hp 18 (4d8-4)
Fort +6, Ref +3, Will +3 (+4 vs. fear)
Defensive Abilities; Immune
Spd 30 ft.
Melee unarmed strike +2 (1d6-1) or
Special Attacks stunning fist (2/day)
Spells Prepared (CL 4th)–
0 – (6/day) mending, read magic, resistance,
1st – (4/day) cure light wounds, remove fear, restful sleep, tap inner beauty
Str 8, Dex 12, Con 9, Int 10, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 15
Feats Improved Unarmed Strike, Lingering Performance, Scribe Scroll, Song of the Heart, Stunning Fist
Skills Acrobatics +9, Craft (calligraphy) +8, Diplomacy +10, Heal +7, Knowledge (nobility) +8, Knowledge (history) +7,
Perception +8, Perform (sing) +11 (may use for Bluff or Sense Motive), Profession (geisha) +8
Languages Common
SQ bardic performance (10 rounds/day), flurry of blows, geisha knowledge, tea ceremony, unarmed strike, versatile
performance, well versed
Combat Gear spider silk bodysuit
Other Gear
Dragon Guardian

Male Dragon Invulnerable Rager Barbarian 2/Unbreakable Fighter 2


LG Medium humanoid (human)
Init +0 Senses Perception +11
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 36 (2d12+2d10+8)
Fort +8, Ref +0, Will +0
Defensive Abilities DR 1; Immune
Spd 30 ft.
Melee masterwork tetsubo +7 (1d10+4) or
Ranged masterwork dagger +6 (1d4+1) or
Str 14, Dex 11, Con 14, Int 9, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 16
Feats Bodyguard, Combat Reflexes, Diehard, Endurance,
Skills Bluff +6, Climb +7, Diplomacy +11, Disable Device +5, Disguise +5, Handle Animal +6, Intimidate +10, Knowledge
(dungeoneering) +4, Knowledge (engineering) +4, Knowledge (religion) +3, Perception +11, Ride +5, Sense Motive +5,
Sleight of Hand +5, Stealth +11, Survival +5, Swim +7
Languages Common
SQ fast movement, invulnerability (DR 1), rage (8 rounds/day), unflinching +1,
Combat Gear masterwork tetsubo, masterwork dagger, masterwork studded leather, masterwork dastana
Other Gear

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