As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. These draconic warriors run with the power of their blood.
The draconic warrior is an archetype of the warrior class.
Archetype Main Ability Scores:
The draconic warrior mainly focuses on STR/DEX for martial combat and CON for his class features.
Archetype Feature Replacements:
1st – Chosen Weapon, Combat Defences. 2nd – Combat Offenses. 3rd – Warrior Techniques. 4th – Physical Resilience. 5th – Additional Techs II. 7th – Additional Techs III. 8th – Secure Weaponry. 9th – Additional Techs IV. 11th – Autonomic Grasp. 13th – Weapon Unity. 14th – Critical Aim. 16th – Assured Crits. 20th – Weapon Mastery.
A draconic warrior chooses a specific element: Dark, Earth, Fire, Ice, Light, Lightning, Water, or Wind.
Natural Weapons (Ex)
At 1st level, a draconic warrior gains a +1 bonus on attack and damage rolls with all natural weapons. The bonus improves by +1 for every four warrior levels beyond 1st. This ability counts as chosen weapon for talent purposes.
This ability alters chosen weapon.
At 1st level, the draconic warrior grow claws.
These claws are treated as natural weapons, allowing him to make two claw attacks as a full attack, using his full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if he is Small) plus his Strength modifier.
At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d6 points (1d4 if he is Small). At 12th level, these claws deal an additional 1d6 points of damage of his element type on a hit.
This ability replaces combat defences.
At 2nd level, whenever the draconic warrior grows claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if he is Small), plus 1–1/2 times his Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of damage of his element type on a hit.
This ability replaces combat offenses.
Ability Boost (Ex)
At 3rd level, as a draconic warrior gains levels, his ability scores increase. He gains a +2 bonus to one ability score of his choice plus an additional score (to a maximum of +6 to any one stat) for every four warrior levels attained after 3rd. These increases stack and are gained as if through level advancement.
This ability replaces warrior techniques.
Dragon Resistances (Ex)
At 4th level, the draconic warrior gains resist 5 against his element type and a +1 natural armor bonus. At 9th level, his elemental resistance increases to 10 and natural armor bonus increases to +2. At 14th level, his elemental resistance increases to 15 and natural armor bonus increases to +3. At 19th level, his elemental resistance increases to 20 and natural armor bonus increases to +4.
This ability replaces physical resilience.
Dragon Senses (Ex)
The draconic warrior’s senses take on a keen draconic edge. At 5th level, he can select darkvision with a range of 60 feet or low-light vision if he does not yet have both, or he can add 60 feet to the range of his darkvision. At 11th level, he gains blindsense with a range of 30 feet. If he already has blindsense, he instead increases its range by 30 feet. At 15th level, he gains either the scent ability or a +4 bonus on Perception checks.
This ability replaces additional techs II and a warrior talent gained at 6th, 10th, and 14th level.
Scaled Toughness (Su)
At 7th level, the draconic warrior can manifest the scaly toughness of dragonkind. Once per day as a swift action, he can harden his skin, giving it a scaly appearance and granting him DR 10/magic. During this time, he is also immune to paralysis and sleep effects. This effect lasts for a number of rounds equal to his warrior level. At 13th level, he can use this ability twice per day. At 19th level, he can use this ability three times per day.
This ability replaces additional techs III.
Tail Swipe (Ex)
At 8th level, the draconic warrior expresses his wrath through sweeps of a wicked tail. He can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows him to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d6 (1d4 if he is Small, 2d6 if he is Large, or 3d6 if he is Huge) + half his Strength modifier. At 10th level, he can attempt a free trip combat maneuver check against any creature damaged by his tail attack. This does not provoke an attack of opportunity.
This ability replaces secure weaponry.
Breath Weapon (Su)
The primal power of dragonkind seethes within the draconic warrior. He gains a breath weapon. This breath weapon deals 1d6 points of damage of his element type per two warrior levels he has, a Reflex save (DC 10 + half of the warrior’s level + his Constitution modifier) for half damage. The shape of the breath weapon is either a 30-foot cone or a 60-foot line, selected when he gets this ability. He can use this ability once per day at 9th level, plus one additional time at 14th level and 19th level.
At 10th level, a dragonkind can use War Cry a number of times per day equal to 3 + his Constitution modifier, instead of spending stamina.
This ability replaces additional techs IV and weapon unity, and changes war cry.
At 11th level, the draconic warrior can choose to have leathery wings grow from his back, giving him a fly speed of 60 feet with average maneuverability.
This ability replaces autonomic grasp.
Critical Aim (Ex)
A draconic warrior gains the bonus to his critical hit range with his natural weapons instead.
This ability modifies critical aim.
Assured Crits (Ex)
A draconic warrior gains the bonus to his critical hit confirmations with his natural weapons instead.
This ability modifies assured crits.
Power of Wyrms (Su)
At 20th level, the draconic warrior gains immunity to paralysis, sleep, and damage from his element type. He has these benefits constantly.
This ability replaces weapon mastery.