team plus editions
Feats drawing upon the power and abilities of arcane dragons.
Prerequisite expert in Crafting
It's said the greatest runesmiths learned from rune dragons who wished to spread their crafts. Learning from the runes upon their scales, you’ve learned to be resourceful and bind augmented rune stones to your armour. During daily preparations, you can choose to affix a series of runestones to any armour in your possession. While wearing the rune stone-affixed armour, you can etch one additional rune on yourself through your armour, which does not count above your maximum. You can only etch a single rune on the affixed armour at a time. This increases to two runes above your maximum if you are a master in crafting, or three runes if you are legendary in crafting.
You are immune to detrimental effects from runes that damage or otherwise harm the rune-bearer that you etch or trace on yourself. If a rune’s invocation deals damage to the rune-bearer, it instead damages each creature in a 5-foot emanation or centers it's area of effect on you, leaving you unharmed.
Trigger you Cast a Spell that teleports you
Its said that a famous spellcasting knight who hailed from the Impossible Lands was taught how to cut down foes as they teleported by a phase dragon, and now you’ve replicated it. You Strike a creature that is between your prior position and your destination in a straight line. If you hit, you deal 1d6 additional force damage. If you're at least 12th level, increase this to 2d6 force damage, and if you're 18th level, increase this to 3d6 force damage.
Alchemists who have studied the abilities of mirage dragons often discover how to synthesise a substance called "Shimmer sap," which comes from a plant that only grows around the lairs of mirage dragons. You can add this shimmering additive to a bomb with the splash trait or an inhaled poison. In addition to its normal effects, an illusion with the same effects of mirage lingers in the bomb's splash area or the poison's cloud until the end of your next turn. Creatures who enter or begin their turn in the mirage become off-guard for 1 round on a failed Will save; this is a mental effect. You decide what the mirage resembles when you add the additive.
Requirement You have an unarmed attack or are wielding a weapon that deals slashing damage.
The flight of a vorpal dragon is masterfully vicious, with each blade and scale causing heads to roll, and warriors have long studied to replicate their decapitating flight. If you aren’t holding any slashing weapons or have any slashing unarmed attacks available, you leave the stance.
While in the stance, you can Fly or Stride through an enemy's space, treating the squares in its space as difficult terrain, and slash through other foes within your reach. Enemies you move through or move past within your reach takes damage from your unarmed attack or weapon, excluding all modifiers, with a basic Reflex save. A creature can only take damage from being moved through or moved past from Vorpal Dragon's Flight once per round.
Special If you enter Vorpal Dragon's Flight while mounted, both you and your mount can Fly or Stride through an enemy's space. When damaging enemies you move past or move through, you can choose to deal damage with your mount's unarmed attack instead of using your unarmed attack or weapon.
Requirement You cast a non-cantrip spell since the beginning of your last turn
Barrage dragons are feared for the whirlwinds of pure magic they can muster, and you’ve learned how to wield that power. Gathering the energy of the previous spell, you create a whirlwind of force in a 15-foot emanation that can be Sustained for up to 1 minute. Air within the emanation is difficult terrain for other Flying creatures. Creatures that enter or begin their turn within the aura take 1d4 force damage, or 1d6 if you spent two actions, per spell rank of the last spell you cast (basic Reflex). You can change the damage of Whirlwind of Force to any one damage type dealt by the non-cantrip spell you cast since the beginning of your previous turn.
Prerequisite Vicious Swing
Frequency Once per round
The songs of a wailing dragon can be beautiful yet ear-rending, and you measure up to their example with the song created from your swinging blade. You use vicious swing, and on any result other than a critical failure, you unleash a deafening clang with your weapon. This affects only the target on a failure, each creature in a 5-foot emanation on a success, or a 10-foot emanation on a critical success. If the target is wearing or made out of metal, or would otherwise cause a weapon clanging against them to be louder, you double the emanation's size. Creatures in the area must attempt a fortitude save. Creatures who rely on echolocation too see instead of sight receive a -2 circumstance penalty to their save.
Critical Success The creature is unaffected
Success The creature is deafened for 1 round
Failure The creature is clumsy 1 and deafened for 1 minute and dazzled for 1 round.
Critical Failure As failure, and the creature is clumsy 2 and stunned 1.
Frequency once per 10 minutes
Just as a time dragon can stride in sync with their past and future selves, you Stride up to your speed and leave afterimages of yourself along the path. You can also Burrow, Climb, Fly or Swim if you have the appropriate speed. Each square you move across leaves a temporal afterimage behind until the end of your next turn. You can use any of these spaces as the origin of your Strikes, spells, and other abilities. Observers also perceive you as being in all of the afterimages' spaces, treating you as being hidden. Any creature that attempts to touch the afterimages or uses the Seek action to examine them can attempt to disbelieve your illusion. Creatures who disbelieve the afterimages cannot be targeted by strikes, spells or other abilities you use through them.
Frequency once per hour
On occasion, a wish dragon may witness the determination and drive of a truly admirable or impressive warrior, and empower them with their wishes of good luck. Whether a wish dragon bestowed you with this power, or if you are stubbornly determined enough to warp reality, you briefly do so. Choose a common arcane spell of 6th rank or lower that is cast with one or more actions, and lacks the mental trait. Using the number of actions required by the spell, you replicate its effects as if you cast the spell, heightened to 8th rank.
A spell replicated by Wishful Technique loses the concentrate trait, as you perform an impossible maneuver with a mysterious arcane power to replicate it. For example, you might replicate wall of stone by kicking the ground hard enough for massive stone chunks to fall into place as a wall. Any spells you replicate use your class DC as your spell DC, and your class DC - 10 for your spell attack modifier. Using these impossible maneuvers has a deleterious impact on your body, causing you to become doomed 1 or increase your doomed value by 1.
Wishful Technique still counts as casting the spell for the purposes of interacting with abilities or items that interact with it, such as a spellshape action or a spell catalyst.
(For the Rune-Scaled Armour feat) a hunched kholo runesmith etch a rune on a breastplate, which appears to have three runestones hanging off of it as if they were rope-bound talismans. They have a tiny hyena familiar that is attempting to help them etch a rune, using a quill it grabbing with its mouth. (For the Vorpal Dash Stance feat) a glaive-wielding sunflower leshy (resembling a lion) that appears to be charging towards our POV with a bloodthirsty, if not silly looking, grin. They appear to be wearing half-plate armour that is utterly covered in curving blades they've welded onto it, and have a metal plate strapped to their chin that also has a blade on it.
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