TEXT: 1
  D
  ragonrider is a new core class, designed for 
  use with the Pathfinder Roleplaying Game. 
  It is a combat-oriented class with minor arcane 
  spellcasting ability, built around having a mystic 
  bond with a true dragon that serves as a steed.
  Dragonriders are heroic figures with the power 
  to bond with dragons, gaining lifelong steeds, 
  companions and allies. This bond is more than 
  simply a close friendship, it is a mystic connection 
  between dragonrider and dragon, creating a 
  permanent link fueled by the arcane power inherent 
  to all true dragons.
  In many societies, dragonriders are members 
  of the lesser nobility much like knights. They are 
  considered peers of the realm, and expected to act 
  with the same dignity and decorum as lords and 
  ladies. In such lands a dragonrider likely spent 
  much of his youth as squire to an older dragonrider 
  or stable hand at a dragon’s stronghold. He learns 
  the care and feeding of hatchlings from the steeds of 
  retired dragonriders, and is taught mounted combat 
  by young riders not yet trusted to be out on their 
  own. These dragonriders are part of a proud and 
  ancient heritage, and must maintain the honor of 
  their caste.
  Equally organized are the dragonriders of 
  dark, warlike realms who are seen as the ultimate 
  cavalry. Rather than being treated with respect from 
  veneration, these soldiers are feared and envied. 
  With the might of dragons at their side, they have 
  no need to worry about the petty jealousies of lesser 
  beings, concentrating their efforts on keeping other 
  dragonriders from taking what is rightfully theirs. 
  Often these raider dragonriders form small clans or 
  brotherhoods, usually though not always divided 
  along the color of their steeds.
  Some dragonriders are the result of freak 
  circumstance—youths who stumble onto hatching 
  
  2
  eggs and happen to form a bond deeper than 
  friendship with a newly-born dragon. More 
  than one common farmer’s daughter has been 
  thrust into the role of hero by the sudden and 
  unexpected change of circumstances bonding 
  with a dragon wyrmling brings. These 
  dragonriders often must deal with mistrust 
  and suspicion, for they live in lands where 
  dragonriders are rare, and most view them as 
  servant to a monster, rather than master of a 
  powerful ally.
  Dragonriders are almost always either 
  confident to the point of arrogance, or 
  remarkably friendly and approachable. 
  Oddly, alignment has nothing to do with 
  these two attitudes. Evil dragonriders 
  are either megalomaniacs who see their 
  dragons as proof that they are superior to 
  everyone else and should rule the world, 
  or are almost humble, affable foes who 
  cheerfully explain to ally and foe alike 
  that they must raid, loot and destroy to 
  keep their dragons happy. Good aligned 
  dragonriders are similarly divided between 
  those who are convinced it is their duty 
  to save the world, act as a good example, 
  and force others to see the error of their 
  ways, and those who just wish to be 
  among friends (which happens to include a 
  dragon).
  Role: Dragonriders are fair combatants, 
  though they tend to stay away from heavy 
  armors as it restricts their ability to cast 
  spells and maximize their skill riding 
  a dragon. Though they cannot match a 
  dedicated fighter’s skill or a barbarian’s 
  fury in battle, a dragonrider often needs 
  only survive long enough for their steed’s 
  fiery breath to end any opposition they 
  face. Dragonriders often focus on ranged 
  combat, both to maximize the mobility they 
  enjoy on dragon back, and to keep them 
  away from the heaviest front-line fighting.
  Alignment: Though a dragonrider may 
  be of any alignment, he may only bond to 
  dragons within one step of his alignment 
  (see Dragon Steeds, below, for more 
  information).
  Hit Die: d10
  Starting Wealth: At 1st level a dragonrider 
  begins play with 5d6 x 10 gp.
  Class skills
  The dragonrider’s class skills are Climb 
  (Str), Craft (Int), Diplomacy (Cha), Fly 
  (Dex), Handle Animal (Cha), Intimidate 
  (Cha),  Knowledge (arcana) (Int), 
  Knowledge (geography) (Int), Knowledge 
  (nobility) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), and Spellcraft (Int)
  Skill Ranks per Level: 2 + Int modifier.
  Table 1: The DRaGONRiDeR
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1
  +1
  +2
  +2
  +2
  Bonded dragon steed
  -
  -
  -
  -
  2
  +2
  +3
  +3
  +3
  Low-light vision
  -
  -
  -
  -
  3
  +3
  +3
  +3
  +3
  Resist energy 5
  -
  -
  -
  -
  4
  +4
  +4
  +4
  +4
  Summon steed 1/day
  -
  -
  -
  -
  5
  +5
  +4
  +4
  +4
  Draconic training
  1
  -
  -
  -
  6
  +6
  +5
  +5
  +5
  Darkvision
  1
  -
  -
  -
  7
  +7
  +5
  +5
  +5
  Summon steed 1/day
  1
  -
  -
  -
  8
  +8
  +6
  +6
  +6
  Resist energy 10
  1
  1
  -
  -
  9
  +9
  +6
  +6
  +6
  Draconic training
  2
  1
  -
  -
  10
  +10
  +7
  +7
  +7
  Scent
  2
  1
  -
  -
  11
  +11
  +7
  +7
  +7
  Summon steed 2/day
  2
  1
  1
  -
  12
  +12
  +8
  +8
  +8
  Draconic training
  2
  2
  1
  -
  13
  +13
  +8
  +8
  +8
  Resist energy 15
  3
  2
  1
  -
  14
  +14
  +9
  +9
  +9
  Blindsense
  3
  2
  1
  1
  15
  +15
  +9
  +9
  +9
  Summon Steed 3/day
  3
  2
  1
  1
  16
  +16
  +10
  +10
  +10
  Spell resistance
  3
  3
  2
  1
  17
  +17
  +10
  +10
  +10
  Draconic training
  4
  3
  2
  1
  18
  +18
  +11
  +11
  +11
  Resist energy 20
  4
  3
  2
  2
  19
  +19
  +11
  +11
  +11
  Summon steed 4/day
  4
  3
  3
  2
  20
  +20
  +12
  +12
  +12
  Dragonform
  4
  4
  3
  2
  
  3
  arcane spell failure chance. Like any other 
  arcane spellcaster, a dragonrider wearing 
  medium or heavy armor incurs a chance of 
  arcane spell failure if the spell in question 
  has a somatic component. A multiclass 
  dragonrider still incurs the normal arcane 
  spell failure chance for arcane spells 
  received from other classes.
  Bonded Dragon Steed (Ex): A 
  dragonrider has a mystic bond with 
  a youthful true dragon, a bond that 
  guarantees the dragons loyalty to the 
  rider (as long as it is treated with respect), 
  and allows the dragonrider to tap into 
  some of the bonded steed’s arcane power. 
  A character that starts as a dragonrider 
  at 1st level is assumed to have already 
  bonded with a dragon of his choice. A 
  character multiclassing into dragonrider is 
  approached by a dragon as a prospective 
  bonded mount within 30 days. The bond 
  causes the dragon to grow slightly in 
  size, and drives it to gain power as its 
  dragonrider gains experience, rather 
  than as it gains age categories. Many of 
  a dragon’s normal powers (spell-like 
  abilities, spellcasting, unlimited breath 
  weapon use) are either suspended or 
  modified as the arcane power that drives 
  them is used to fuel the bond between 
  dragonrider and dragon mount. This bond, 
  once forged, ends only if both rider and 
  steed decide to end it, or if one is killed and 
  not resurrected in a timely fashion.
  Most true dragons are unwilling to 
  undergo this bond (though there is always 
  one that will do so able to find each 
  Class FeaTuRes
  All of the following are class features of 
  the dragonrider.
  Weapon and Armor Proficiency: A 
  dragonrider is proficient with all simple 
  weapons, plus any one martial melee 
  weapon and one martial ranged weapon. 
  Dragonriders are also proficient with light 
  armor and shields (except tower shields). 
  A dragonrider can cast dragonrider 
  spells while wearing light armor and use 
  a shield without incurring the normal 
  Table 2: DRaGONRiDeR spells kNOwN
  Spells Known
  Level
  1st
  2nd
  3rd
  4th
  1
  0
  0
  0
  0
  2
  0
  0
  0
  0
  3
  0
  0
  0
  0
  4
  0
  0
  0
  0
  5
  2
  0
  0
  0
  6
  2
  0
  0
  0
  7
  2
  0
  0
  0
  8
  2
  2
  0
  0
  9
  3
  2
  0
  0
  10
  3
  2
  0
  0
  11
  3
  2
  2
  0
  12
  3
  3
  2
  0
  13
  4
  3
  2
  0
  14
  4
  3
  2
  2
  15
  4
  3
  3
  2
  16
  4
  4
  3
  2
  17
  5
  4
  3
  2
  18
  5
  4
  3
  3
  19
  5
  4
  4
  3
  20
  5
  5
  4
  3
  
  4
  dragonrider without a bonded steed). For 
  good dragons this is often done to aid good-
  aligned dragonriders in facing the evils of the 
  world. In some cases it is part of ancient pacts 
  dating back centuries that dictate service of a 
  set number of dragons of a given bloodline, 
  or it is forced upon dragons as punishment 
  for some sin (or as the price demanded by 
  a conqueror). Even among neutral and evil 
  dragons however, there are always a few who 
  seek out such bonds willingly.
  The reason for this is a desire for power, 
  and an ability to take a long view. A dragon 
  bonded to a dragonrider grows in size and 
  power as the dragonrider gains experience. 
  The payoff comes when the dragonrider dies 
  which almost always occurs long before the 
  dragon steed’s death – even the longest lived 
  dragonrider won’t see his steed reach the 
  very old age category at 600 years, and most 
  dragonriders die in battle long before this. At 
  first the bonded dragon simply must survive 
  as an underpowered dragon, but after a year 
  and a day from its rider’s death if it has no 
  new bonded dragonrider, the dragon begins to 
  gain the full power of a normal dragon of its 
  size (or the oldest category in its size class, to a 
  maximum age category of very old).
  Consider a red dragon wyrmling. It is 
  Small, and won’t reach Large size for roughly 
  20 years. It won’t be Huge for 45 years, and 
  Gargantuan size is at least 4 centuries off. But 
  if that red serves as a dragon steed, it becomes 
  Large immediately, and stands a fair chance 
  to become Gargantuan within a few years. 
  If it survives its dragonrider’s loss, the red 
  dragon will gain the full power of a very old 
  dragon within a few years, jumping its 
  (ubiquitous) plans for world domination 
  ahead 6 centuries. While most red dragons 
  feel the price is too high, there are always 
  a few youngsters willing to serve now 
  (though somewhat grudgingly, see the 
  Focus score in the descriptions of dragon 
  steeds, below) for hundreds of years worth 
  of powers later.
  A bonded dragon can carry it’s rider 
  as soon as it is the same size category as 
  its rider, assuming it’s strength is great 
  enough to bear the rider and his gear. 
  Dragons’ carrying capacity is modified 
  for their size as normal creatures, and 
  as bonded dragon steeds they can fly (at 
  full speed) even if heavily encumbered. 
  A dragon can carry two creatures on size 
  smaller than it, four creatures two sizes 
  smaller, and sixteen creatures three or 
  more sizes smaller (all assuming it has the 
  Strength to do so).
  The link between dragonrider 
  and dragon grows in strength as the 
  Dragonrider gains levels, allowing them to 
  communicate more easily, feel each other’s 
  location, and even transfer life essence to 
  one another. The abilities the Dragonrider 
  gains with his bonded dragon are listed on 
  Table 1, above.
  Should a dragonrider’s bonded 
  steed die and not be returned to life, the 
  dragonrider cannot bond with a new 
  mount for 30 days or until he gains another 
  dragonrider level, whichever comes first. 
  During this 30-day period the dragonrider 
  takes a -1 penalty on attack and weapon 
  damage rolls.
  Low-Light Vision (Ex): As the 
  bond between dragonrider and dragon 
  strengthens, it eventually grants the 
  dragonrider some of his steeds amazing 
  senses. At 2nd level, the dragonrider gains 
  low-light vision. If the dragonrider already 
  has natural low-light vision, the range of 
  his low-light is doubled (allowing him to 
  see four times as far as normal in dim or 
  shadowy conditions).
  Resist Energy (Su): Beginning at 
  3rd level, a dragonrider gains a natural 
  resistance to damage of the same energy 
  type as the damage of his bonded dragon 
  steed’s breath weapon. This begins at 
  energy resistance 5, and increase by 5 every 
  5 levels, to a maximum of energy resistance 
  20 at 18th level. The energy resistance is 
  tied to the dragonrider’s current steed—
  should he change bonded dragons steed 
  to one with a new type of breath weapon 
  damage, his resistance also changes to the 
  new type.
  Draconic Training: The unique 
  experience and training a dragonrider 
  receives as part of his time with his bonded 
  dragon steed grants him a bonus feat at 5th 
  level. The feat must be selected from the 
  list below, and the dragonrider must meet 
  all the feat’s prerequisites normally. The 
  dragonrider gains an additional feat at 9th, 
  12th, and 17th level.
  Alertness, Animal Affinity, Arcane 
  Armor Mastery, Arcane Armor Training, 
  Arcane Strike, Armor Proficiency 
  (Medium), Blind-Fight, Combat Casting, 
  Combat Expertise, Dazzling Display, 
  
  5
  Diehard, Endurance, Eschew Materials, 
  Great Fortitude, Improved Great Fortitude, 
  Improved Iron Will, Improved Lightning 
  Reflexes, Intimidating Prowess, Iron Will, 
  Leadership, Lightning Reflexes, Mounted 
  Archery, Mounted Combat, Persuasive, 
  Ride-By Attack, Spirited Charge, 
  Toughness, and Weapon Focus.
  Spells: Beginning at 5th level, a 
  dragonrider gains the ability to cast a 
  small number of arcane spells drawn from 
  the sorcerer/wizard spell list. He can cast 
  any spell he knows without preparing it 
  ahead of time. To learn or cast a spell, a 
  dragonrider must have a Charisma score 
  equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against 
  a dragonrider’s spell is 10 + the spell level + 
  the dragonrider’s Charisma modifier.
  Like other spellcasters, a dragonrider 
  can cast only a certain number of spells 
  of each spell level per day. His base 
  daily spell allotment is given on Table 1: 
  Dragonrider. In addition, he receives bonus 
  spells per day if he has a high Charisma 
  score (see Chapter 1 of the Pathfinder 
  Roleplaying Game Core Rulebook).
  The dragonrider’s selection of spells is 
  extremely limited. A dragonrider begins 
  play knowing four 0 level spells and two 
  1st level spells of the dragonrider’s choice. 
  At each new dragonrider level, he gains 
  one or more new spells, as indicated on 
  Table 2: Dragonrider Spells Known. (Unlike 
  spells per day, the number of spells a 
  dragonrider knows is not affected by his 
  Charisma score. The numbers on Table 2: 
  Dragonrider Spells Known are fixed.)
  one additional time per day for every 4 levels 
  thereafter, for a total of four times per day at 
  19th level.
  Scent (Ex): At 10th level, the senses of the 
  dragonrider are again enhanced by his link 
  to his dragon steed, granting him the scent 
  ability. For more information on the scent 
  ability, see the Pathfinder Roleplaying Game 
  Bestiary.
  Blindsense (Ex): At 14th level, the senses of 
  the dragonrider are again enhanced by his link 
  to his dragon steed, granting him blindsense 
  to a range of 15 feet. If the dragonrider already 
  has natural blindsense, the range of this ability 
  is increased by 15 feet.
  Spell Resistance (Su): Beginning at 16th 
  level a dragonrider gains spell resistance. The 
  SR is equal to 5 + the dragonrider’s level, and 
  is shared by the dragonrider’s bonded dragon 
  steed.
  Dragonform (Sp): At 20th level the bond 
  between a dragonrider and his dragon is so 
  strong, the dragonrider can actually take the 
  form of a dragon. This ability can be used once 
  per day and acts as the spell form of the dragon 
  III, but the dragonrider may only take the form 
  of the race of dragon that matches his bonded 
  dragon steed.
  MulTiClass DRaGONRiDeRs
  A dragonrider character that gains druid, 
  paladin, ranger or wizard levels may opt to 
  give up some of the bonds of those classes 
  to strengthen his bond with a dragon steed. 
  By giving up the divine bond, hunter’s bond 
  or arcane bond class abilities, the multiclass 
  dragonrider can increase his the level of his 
  draconic steed as detailed below.
  Upon reaching 8th level, and at every 
  third dragonrider level after that (11th, 
  14th, and so on), a dragonrider can choose 
  to learn a new spell in place of one he 
  already knows. In effect, the dragonrider 
  “loses” the old spell in exchange for the 
  new one. The new spell’s level must be the 
  same as that of the spell being exchanged, 
  and it must be at least one level lower than 
  the highest level dragonrider spell the 
  dragonrider can cast. A dragonrider may 
  swap only a single spell at any given level 
  and must choose whether or not to swap 
  the spell at the same time that he gains new 
  spells known for the level.
  A dragonrider need not prepare his 
  spells in advance. He can cast any spell he 
  knows at any time, assuming he has not 
  yet used up his allotment of spells per day 
  for the spell’s level.  Through 4th level a 
  dragonrider has no caster level. At 5th level 
  and higher, his caster level is equal to his 
  dragonrider level –4.
  Darkvision (Ex): At 6th level, the senses 
  of the dragonrider are again enhanced 
  by his link to his dragon steed, granting 
  him darkvision to a range of 60 feet. 
  If the dragonrider already has natural 
  darkvision, the range of that vision is 
  increased by 60 feet.
  Summon Steed (Sp): Once per day, 
  as a full round action, a dragonrider may 
  magically call his steed to his side. This 
  ability is the equivalent of a spell of a level 
  equal to one third the dragonrider’s level. 
  The steed immediately appears adjacent 
  to the dragonrider. A dragonrider can use 
  this ability once per day at 7th level, and 
  
  6
  •	 For a dragonrider multiclassing into 
  druid, sacrificing the druid’s animal 
  companion ability increases the 
  draconic steed’s level by a number 
  equal to the character’s druid level 
  –2, with a minimum of +1 draconic 
  steed level.
  •	 For a dragonrider multiclassing into 
  paladin, sacrificing the paladin’s 
  divine bond ability increases the 
  draconic steed’s level by a number 
  equal to half the character’s paladin 
  level, with a minimum of +1 
  draconic steed level.
  •	 For a dragonrider multiclassing 
  into ranger, sacrificing the ranger’s 
  divine bond ability increases the 
  draconic steed’s level by a number 
  equal to half the character’s ranger 
  level, with a minimum of +1 
  draconic steed level.
  •	 For a dragonrider multiclassing 
  into wizard (or arcane bloodline 
  sorcerers), sacrificing the arcane 
  bond ability increases the draconic 
  steed’s level by a number equal to 
  the character’s wizard (or sorcerer) 
  level –2, with a minimum of +1 
  draconic steed level.
  DRaGON sTeeDs
  A dragon steed’s abilities are 
  determined by the dragonrider’s level and 
  its dragonic racial traits.  Table 3: Dragon 
  steed base Statics prescribes many of the 
  base statistics of the dragon steed. They 
  remain creatures of the dragon type for 
  purposes of determining which spells can 
  affect them.
  Class Level: This is the character’s 
  dragonrider level.
  HD: This is the total number of twelve-
  sided (d12) Hit Dice the dragon steed 
  possesses, each of which gains a 
  Constitution modifier, as normal.
  BAB: This is the dragon steed’s base attack 
  bonus. A dragon steed’s base attack bonus 
  is the same as that of a dragonrider of a 
  level equal to the animal’s HD. Having 
  a high base attack bonus does not grant 
  dragon steeds any additional attacks with 
  their natural weapons.
  Fort/Ref/Will: These are the dragon steed’s 
  base saving throw bonuses. A dragon steed 
  has good Fortitude, Reflex and Will saves.
  Skills: This is the number of skill ranks the 
  dragon steed has. A dragon steed with an 
  Intelligence bonus gains additional skill 
  ranks per level equal to the bonus. It’s 
  worth noting that dragon steeds have fewer 
  skill ranks than unbonded true dragons. 
  This is because dragon steeds spend 
  considerable effort learning how to work 
  
  7
  with their bonded riders, which takes up 
  the learning capacity they could otherwise 
  use for additional skills. A dragon steed 
  cannot have more skill ranks than it has 
  Hit Dice. The class skills of each breed of 
  dragon steed are listed below in each entry 
  under Dragon Steed Choices.
  Feats: This is the total number of feats 
  possessed by a dragon steed. Dragon 
  steeds are free to take any feats other than 
  Armor Proficiency, Shield Proficiency 
  and Weapon Proficiency feats. (A dragon 
  is never comfortable wearing any armor 
  beyond its own scaley hide, and its hands 
  are not designed to hold weapons.) Note 
  that dragon steeds must meet all the 
  normal requirements for the feats they 
  select.
  Natural Armor Bonus: The number noted 
  here is an improvement to the dragon 
  steed’s existing natural armor bonus.
  Str/Con Bonus: Add this modifier to the 
  dragon steed’s Strength and Constitution 
  scores.
  Special: This includes a number of abilities 
  gained by dragon steeds as they increase in 
  power. Each of these bonuses is described 
  below.
  Link (Ex): A dragonrider and his 
  bonded dragon steed always know the 
  direction to each other, and are aware of 
  any conditions the other is suffering.
  Share Spells (Ex): The dragonrider 
  may cast a spell with a target of “You” on 
  his dragon steed (as a spell with a range of 
  touch) instead of on himself. A dragonrider 
  may cast spells on his dragon steed even if 
  the spells normally do not affect creatures 
  of the steed’s type (dragon). Spells cast in 
  this way must come from a class that grants 
  a dragon steed. This ability does not allow 
  the steed to share abilities that are not 
  spells, even if they function like spells.
  Evasion (Ex):  When subjected to an 
  attack that normally allows a Reflex save 
  for half damage, a dragon steed takes no 
  damage if it makes a successful saving 
  throw.
  Ability Score Increase (Ex): The dragon 
  steed adds +1 to one of its ability scores.
  Devotion (Ex): A dragon steed gains 
  a +4 morale bonus on Will saves against 
  enchantment spells and effects.
  Multiattack: A dragon steed gains 
  Multiattack as a bonus feat.
  Improved Evasion (Ex): When subjected 
  to an attack that allows a Reflex saving 
  throw for half damage, a dragon steed 
  takes no damage if it makes a successful 
  saving throw and only half damage if the 
  saving throw fails.
  Breath Weapon (Su): The base breath 
  weapon is listed with each dragon steed, 
  below starting on page 9 below. Every 
  steed deals one kind of damage, and has 
  either a line or a cone. Each breath weapon 
  allows a Reflex save for half damage, 
  the save DC for a dragon steed’s breath 
  weapon is 10 + one-half steed’s hit dice + 
  steed’s Constitution modifier. A dragon 
  steed may use its breath weapon once 
  every four rounds, not to exceed a total 
  number of uses per day equal to 3 + the 
  steed’s Constitution modifier.
  As the dragon steed gains HD, it’s breath 
  weapon deals more dice of damage and gains 
  additional range, as noted on Table 3 below.
  Focus: Despite the fact they are 
  dragonriders’ willing allies, not all dragon 
  steeds manage to seamlessly blend their own 
  actions with those of their riders. Dragons 
  are, instinctively, majestic creatures certain 
  of their own superiority and able to plan 
  and execute their own battle plans. It goes 
  against their instinctive nature to work under 
  the direction of a smaller creature sitting on 
  their back. No matter how much a dragon 
  steed wants to obey its rider, it often spends a 
  considerable amount of time making its own 
  plan, beginning to carry it out, realizing it 
  hasn’t checked that plan by its dragonrider, 
  then mentally backpedaling so it doesn’t take 
  a radical action that would surprise its rider, 
  thus resulting in the dragon doing very little 
  but fly around. To avoid this, dragonrider and 
  dragon must establish a mental focus. The 
  dragonrider must initiate the focus, which may 
  take as long as a full-round action, or may be 
  as easy as a free action.
  A dragon steed always goes on the same 
  initiative as its dragonrider—rider and steed 
  effectively move simultaneously. (If for 
  some reason it’s crucial to know which acts 
  first, the dragonrider’s player decides on 
  the order of each action taken.) Without the 
  dragonrider establishing focus, a dragon steed 
  will only take a single move action (moving 
  as the dragonrider wishes) each round. If a 
  dragonrider is unconscious or incapacitated, 
  his dragon steed moves to be adjacent to 
  the dragonrider as quickly as possible, then 
  
  8
  attacks any foe that threatens either dragon 
  steed or dragonrider. A dragon steed acts to 
  defend itself if separated from its dragonrider, 
  and can be convinced to stay behind to guard 
  a camp or the dragonrider’s stronghold, but 
  does not willingly go on missions or run 
  errands separate from its rider.
  For the dragon to take any other 
  action, the dragonrider must establish 
  a mystic focus. Each dragon steed lists 
  the kind of action required each round 
  for a dragonrider to establish this focus, 
  and focus lasts until the beginning of the 
  dragonrider’s next turn. For the most 
  powerful true dragons, it may take a 
  dragonrider a full round to establish focus. 
  As the dragonrider and his dragon steed 
  gain levels, the amount of time required 
  to establish focus is reduced, going from 
  a full-round action to a standard action, 
  standard action to a move action, and a 
  move action to a free action. A dragonrider 
  must be adjacent to (or riding) his steed to 
  establish focus.
  Once focus is 
  established, the dragon 
  is free to act however the 
  dragonrider wishes. The 
  dragon steed can use its 
  breath weapon, make 
  double moves, engage in 
  melee attacks, and generally 
  take whatever actions the 
  dragonrider instructs. As 
  the mystic focus establishes 
  a mental bond between 
  the dragonrider and his 
  dragon steed, no vocal 
  communication is required 
  between the two while the 
  mystic focus is in effect.
  Table 3: DRaGON sTeeD base sTaTisTiCs
  Class
  Level
  HD
  Base 
  Attack
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Skills
  Feats
   Natural 
  Armor 
  Bonus
  Str/Con 
  Bonus
  Int/Cha 
  Bonus
  Breath 
  Weapon
  Special
  1
  2
  2
  3
  3
  3
  8
  1
  0
  0
  0
  2
  3
  3
  3
  3
  3
  12
  2
  1
  0
  0
  Share spells
  3
  3
  3
  3
  3
  3
  12
  2
  2
  1
  1
  Evasion
  4
  4
  4
  4
  4
  4
  16
  2
  2
  1
  1
  Ability score 
  increase
  5
  5
  5
  4
  4
  4
  20
  3
  3
  1
  1
  x3 Dice, 
  x2 range
  6
  6
  6
  5
  5
  5
  24
  3
  4
  2
  2
  7
  6
  6
  5
  5
  5
  24
  3
  5
  2
  2
  8
  7
  7
  5
  5
  5
  28
  4
  6
  3
  2
  9
  8
  8
  6
  6
  6
  32
  4
  6
  3
  3
  Ability score 
  increase
  10
  9
  9
  6
  6
  6
  36
  5
  7
  3
  3
  x5 Dice, 
  x3 range
  11
  9
  9
  6
  6
  6
  36
  5
  8
  4
  3
  12
  10
  10
  7
  7
  7
  40
  5
  8
  4
  4
  13
  11
  11
  7
  7
  7
  44
  6
  9
  5
  4
  14
  12
  12
  8
  8
  8
  48
  6
  10
  5
  4
  15
  12
  12
  8
  8
  8
  48
  6
  11
  5
  5
  x7 Dice, 
  x4 range
  16
  13
  13
  8
  8
  8
  52
  7
  12
  6
  5
  Ability score 
  increase
  17
  14
  14
  9
  9
  9
  56
  7
  12
  6
  5
  18
  15
  15
  9
  9
  9
  60
  8
  13
  7
  6
  19
  15
  15
  9
  9
  9
  60
  8
  14
  7
  6
  20
  16
  16
  10
  10
  10
  64
  8
  15
  7
  6
  x9 Dice, 
  x5 range
  Ability score 
  increase
  
  9
  DRaGON skills
  Dragon steeds can have ranks in any 
  of the following skills: Acrobatics* (Dex), 
  Climb* (Str), Escape Artist (Dex), Fly* 
  (Dex), Intimidate (Cha), Perception* (Wis), 
  Stealth* (Dex), Survival (Wis), and Swim* 
  (Str). All of the skills marked with an (*) 
  are class skills for dragon steeds. Dragon 
  steeds with an Intelligence of 3 or higher 
  can put ranks into any skill.
  DRaGON FeaTs
  Dragon steeds can select from 
  the following feats: Acrobatic, Agile 
  Maneuvers, Armor Proficiency (light, 
  medium, and heavy), Athletic, Blind-
  Fight, Combat Reflexes, Diehard, Dodge, 
  Endurance, Great Fortitude, Improved 
  Bull Rush, Improved Initiative, Improved 
  Natural Armor (see the Pathfinder RPG 
  Bestiary), Improved Natural Attack (see 
  the Pathfinder RPG Bestiary), Improved 
  Overrun, Intimidating Prowess, Iron Will, 
  Lightning Reflexes, Mobility, Power Attack, 
  Run, Skill Focus, Spring Attack, Stealthy, 
  Toughness, , and Weapon Focus. Dragon 
  steeds with an Intelligence of 3 or higher 
  can select any feat they are physically 
  capable of using. GMs might expand this 
  list to include feats from other sources.
  sTeeD ChOiCes
  Any willing true dragon can be a 
  dragonrider’s bonded steed, but the 
  bond has a heavy price for a dragon. All 
  spellcasting ability, most spell-like and 
  supernatural abilities, and a considerable 
  amount of other power is stripped from the 
  dragon to power the bond between it and 
  its dragonrider.
  Each dragon steed has different starting 
  sizes, speed, attacks, ability scores, breath 
  weapons, and special qualities. All dragon 
  attacks are made using the creature’s full 
  base attack bonus unless otherwise noted. 
  Dragon steed attacks add the dragon’s 
  Strength modifier to the damage roll. All 
  dragons have special abilities, such as 
  scent. As you gain levels, your dragon 
  steed improves as well, 8th level and again 
  at 16th level, in addition to the standard 
  bonuses noted on Table 3.
  A dragonrider’s alignment must 
  be within one step of his dragon steed 
  (see Chapter Seven in the Pathfinder 
  Roleplaying game for more information on 
  alignment steps).
  blaCk DRaGON (Ce)
  sTaRTiNG sTaTisTiCs
  Size: Medium; Speed 50 ft., fly 40 ft. 
  (clumsy); AC: +3 natural armor
  Attack: bite (1d6), 2 claws (1d4)
  Ability Scores: Str 11, Dex 16, Con 13, Int 8, 
  Wis 11, Cha 8
  Focus: standard action
  Special Attacks: breath weapon, 1d6 acid, 
  30 ft. line; Special Defenses: immunity to 
  acid, paralysis, sleep;  Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size Large; Speed 60 ft., fly 50 ft. (clumsy), 
  swim 40 ft.
  Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision 120 ft., swamp stride, 
  water breathing
  16Th level aDvaNCeMeNT
  Size Gargantuan; Speed 70 ft., fly 60 ft. 
  (clumsy), swim 50 ft.
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: acidic bite (2d6)
  
  10
  blue DRaGON (le)
  sTaRTiNG sTaTisTiCs
  Size: Medium; Speed: 30 ft., fly 40 ft. 
  (clumsy); AC: +5 natural armor
  Attack: bite (1d6), 2 claws (1d4)
  Ability Scores: Str 13, Dex 14, Con 13, Int 10, 
  Wis 11, Cha 8
  Focus: standard action
  Special Attacks: breath weapon, 1d4 
  electricity, 30 ft. line; Special Defenses: 
  immunity to electricity, paralysis, sleep;  
  Special Qualities: darkvision (60 ft.), low-
  light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Large; Speed: 40 ft., burrow 10 ft., fly 
  50 ft. (clumsy)
  Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision 120 ft., sound imitation
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 40 ft., burrow 20 ft., 
  fly 60 ft. (clumsy)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: electricity aura (1d6)
  GReeN DRaGON (le)
  sTaRTiNG sTaTisTiCs
  Size: Large; Speed: 40 ft., fly 30 ft. (clumsy), 
  swim 20 ft.; AC: +4 natural armor
  Attack: bite (1d8, 10 ft reach), 2 claws (1d6); 
  Ability Scores: Str 13, Dex 14, Con 13, Int 10, 
  Wis 11, Cha 10
  Focus: full-round
  Special Attacks: breath weapon, 1d8 acid, 
  15 ft. cone; Special Defenses: immunity to 
  acid, paralysis, sleep;  Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Huge; Speed: 50 ft., fly 40 ft. (clumsy), 
  swim 30 ft.
  Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
  Ability Scores: –2 Dexterity
  Focus: standard action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), trackless 
  step, water breathing, woodland stride
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 60 ft., fly 50 ft. 
  (clumsy), swim 40 ft.
  Attack: bite (2d8, 20 ft. reach), 2 claws 
  (2d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 10/magic; Special 
  Qualities: camouflage
  ReD DRaGON (Ce)
  sTaRTiNG sTaTisTiCs
  Size: Large; Speed: 40 ft., fly 30 ft. 
  (clumsy); AC: +6 natural armor
  Attack: bite (1d8, 10 ft reach), 2 claws (1d6)
  Ability Scores: Str 17, Dex 14, Con 15, Int 
  10, Wis 11, Cha 10
  Focus: full-round
  Special Attacks: breath weapon, 1d8 fire, 
  30 ft. line; Special Defenses: immunity to 
  fire, paralysis, sleep;  Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Huge; Speed: 50 ft., fly 40 ft. 
  (clumsy)
  Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
  Ability Scores: –2 Dexterity
  Focus: standard action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), incinerate
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 60 ft., fly 50 ft. 
  (clumsy)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 10/magic; Special 
  Qualities: fire aura (1d6)
  
  11
  whiTe DRaGON (Ce)
  sTaRTiNG sTaTisTiCs
  Size: Small; Speed: 50 ft., fly 50 ft. 
  (clumsy); AC: +2 natural armor
  Attack: bite (1d4), 2 claws (1d3)
  Ability Scores: Str 11, Dex 16, Con 13, Int 6, 
  Wis 9, Cha 6
  Focus: move action
  Special Attacks: breath weapon, 1d4 cold, 
  15 ft. cone; Special Defenses: immunity to 
  cold, paralysis, sleep; Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Medium; Speed: 60 ft., burrow 10 ft. 
  fly 60 ft. (clumsy)
  Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), icewalking, 
  snowy vision
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 70 ft., burrow 20 
  ft., fly 70 ft. (clumsy)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: cold aura (1d6)
  bRass DRaGON (CG)
  sTaRTiNG sTaTisTiCs
  Size: Small; Speed: 50 ft., fly 50 ft. 
  (clumsy); AC: +2 natural armor
  Attack: bite (1d4), 2 claws (1d3)
  Ability Scores: Str 11, Dex 16, Con 13, Int 
  10, Wis 11, Cha 10
  Focus: move action
  Special Attacks; breath weapon, 1d4 fire, 
  30 ft. line; Special Defenses: immunity to 
  fire, paralysis, sleep; Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Medium; Speed: 60 ft., burrow 10 ft. 
  fly 60 ft. (clumsy)
  Attack: bite (1d6, 10 ft. reach), 2 claws (1d4)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), gust of wind 
  3/day
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 70 ft., burrow 20 
  ft., fly 70 ft. (clumsy)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: sleep breath (counts as two uses 
  of breath weapon and uses same area, 
  targets failing a Fortitude save are asleep 
  for 1d6 rounds, and may be awoken using 
  the same methods as targets of the sleep 
  spell)
  bRONze DRaGON (lG)
  sTaRTiNG sTaTisTiCs
  Size: Medium; Speed: 50 ft., fly 40 ft. (clumsy); 
  AC: +5 natural armor
  Attack: bite (1d6), 2 claws (1d4)
  Ability Scores: Str 13, Dex 14, Con 13, Int 14, 
  Wis 15, Cha 14
  Focus: standard action
  Special Attacks: breath weapon, 1d4 
  electricity, 30 ft. line; Special Defenses: 
  immunity to electricity, paralysis, sleep;  
  Special Qualities: darkvision (60 ft.), low-light 
  vision, scent.
  8Th level aDvaNCeMeNT
  Size: Large; Speed: 60 ft., fly 50 ft. (clumsy), 
  swim 40 ft.
  Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision 120 ft., water breathing, 
  wave mastery
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 70 ft., fly 60 ft. 
  (clumsy), swim 50 ft.
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: electricity aura (1d6)
  
  12
  COppeR DRaGON (CG)
  sTaRTiNG sTaTisTiCs
  Size: Medium; Speed: 30 ft., fly 40 ft. (clumsy); 
  AC:+5 natural armor
  Attack: bite (1d6), 2 claws (1d4)
  Ability Scores: Str 11, Dex 16, Con 13, Int 12, 
  Wis 13, Cha 12
  Focus: standard action
  Special Attacks: breath weapon, 1d6 acid, 30 
  ft. line; Special Defenses: immunity to acid, 
  paralysis, sleep; Special Qualities: darkvision 
  (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Large; Speed: 40 ft., fly 50 ft. (clumsy), 
  swim 40 ft.
  Attack: bite (1d8, 10 ft. reach), 2 claws (1d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision 120 ft., water breathing, 
  wave mastery
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 40 ft., fly 60 ft. 
  (clumsy), swim 50 ft.
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: free action
  Special Defenses: DR 10/magic; Special 
  Qualities: slow breath (counts as two uses of 
  breath weapon and uses same area, targets 
  failing a Fortitude save is slowed, as per the 
  spell slow, for 1 round)
  GOlD DRaGON (lG)
  sTaRTiNG sTaTisTiCs
  Size: Large; Speed: 40 ft., fly 30 ft. 
  (clumsy); AC: +7 natural armor
  Attack: bite (1d8, 10 ft reach), 2 claws (1d6)
  Ability Scores: Str 17, Dex 14, Con 15, Int 
  14, Wis 15, Cha 14
  Focus: full-round
  Special Attacks: breath weapon, 1d8 fire, 
  15 ft. cone; Special Defenses: immunity 
  to fire, paralysis, sleep;  Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Huge; Speed: 50 ft., fly 60 ft. (clumsy)
  Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
  Ability Scores: –2 Dexterity
  Focus: standard action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), uncanny 
  dodge
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 60 ft., fly 100 ft. 
  (clumsy)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6)
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 10/magic; Special 
  Qualities: weakening breath (counts as two 
  uses of breath weapon and uses same area, 
  targets failing a Fortitude save take 1d4+1 
  Strength damage)
  silveR DRaGON (lG)
  sTaRTiNG sTaTisTiCs
  Size: Large; Speed: 30 ft., fly 30 ft. 
  (clumsy); AC: +6 natural armor
  Attack: bite (1d8, 10 ft reach), 2 claws (1d6)
  Ability Scores: Str 13, Dex 14, Con 13, Int 
  14, Wis 15, Cha 14
  Focus: full-round
  Special Attacks: breath weapon, 1d8 cone, 
  15 ft. cone; Special Defenses: immunity to 
  cold, paralysis, sleep;  Special Qualities: 
  darkvision (60 ft.), low-light vision, scent.
  8Th level aDvaNCeMeNT
  Size: Huge; Speed: 40 ft., fly 40 ft. (poor)
  Attack: bite (2d6, 15 ft. reach), 2 claws (1d8)
  Ability Scores: –2 Dexterity
  Focus: standard action
  Special Defenses: DR 5/magic; Special 
  Qualities: darkvision (120 ft.), incinerate
  16Th level aDvaNCeMeNT
  Size: Gargantuan; Speed: 40 ft., fly 50 ft. 
  (average)
  Attack: bite (2d8, 20 ft. reach), 2 claws (2d6) 
  Ability Scores: –2 Dexterity
  Focus: move action
  Special Defenses: DR 10/magic; Special 
  Qualities: paralyzing breath (counts as two 
  uses of breath weapon and uses same area, 
  targets failing a Fortitude save are affected 
  as by a hold person spell)
  
  13
  CReDiTs
  Designer:
  Owen K.C. Stephens
  Art:
  Joseph J. Calkins and Cerebus Illustrations
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2009 Owen K.C. Stephens
  Used with permission.
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not 
  endorse this product.
  All mechanics are Open Content, all specific names, 
  races, art, and trade dress are Product Identity
  Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Permission to copy, modify and distribute the files collectively known as the System Reference 
  Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. 
  This material is being released using the Open Gaming License Version 1.0a and you should read and 
  understand the terms of that license before using this material. 
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License 
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  The following items are hereby designated as Product Identity
  in accordance with Section 1(e) of the Open Game License, version 1.0: All OtherWorld Creations (OWC) 
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  All of the rest of The Shaman is Open Game Content as described in Section 1(d) of the License. 
  More information on the Open Game License can be found at www.wizards.com/d20.
  The terms of the Open Gaming License Version 1.0a are as follows: 
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  The Genius Guide to the Dragonrider. Copyright 2009, Super Genius Games. Author: Owen K.C. 
  Stephens
  END OF LICENSE 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Dragonrider.pdf