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You have shaped the hollow bones of a fallen dragon into a sacred weapon: the wyrmbore. Through disciplined breath, you turn the lingering draconic essence against its kind, bringing down dragons from impossible distances with fatal precision.
You must select Wyrmfell Dedication as your 2nd-level class feat.
Prerequisites: You must be a monk.
You become trained in the wyrmbore. When your proficiency in unarmed attacks increases, so does your proficiency with the wyrmbore.
You can use monk abilities that normally require unarmed attacks with your wyrmbore.
You don't gain Powerful Fist. You can only use Flurry of Blows once every ten minutes.
You gain the Wyrmperch Stance action.
Choose what dragon's bones your wyrmbore is made from using this list. Any unspecified damage type from Wyrmfell abilities is determined by that dragon and bypasses the resistances and immunities of that dragon.
Kindled: You can gain the kindled condition, a unique condition with a value that affects only Wyrmfells. At the end of your turn, your kindled value resets to 0.
When your Strikes exceed the target's AC by 10 minus your kindled value, you get a Minor Critical.
Minor Critical: A Minor Critical applies any effects that would happen on a critical hit, but doesn't deal double damage.
Tempered: When you make a tempered Strike, your kindled value is doubled for the purpose of determining Minor Criticals, but Minor Criticals don't trigger your fatal or deadly traits.
Damage 1d8 P; Range 180 ft; Reload 1; Hands 2; Bulk 2
Type Ranged; Category Advanced; Group Firearm*
The wyrmbore is a gun made from hollow dragon bones, often nearly six feet in length. The sturdy bone allows the wielder to parry attacks while firing skewers of bone with incredible force.
*Group Instead of applying the typical critical specialization, the target takes 1d8 persistent damage. You gain an item bonus to this damage equal to the weapon's item bonus to attack rolls.
Requirements You are wielding your wyrmbore.
You plant yourself and take careful aim, channeling your breath through your wyrmbore.
Your kindled value increases by 1 when you enter Wyrmperch Stance and at the beginning of each of your turns, and does not reset at the end of your turn. If you end your turn kindled 3 or higher, you exit the stance.
You are Immobilized and suffer a -1 circumstance penalty to AC and Reflex saves. Forced movement ends this stance.
When you exit Wyrmperch Stance, you reset your kindled value, reset the frequency of your Flurry of Blows, and cannot enter Wyrmperch Stance until the end of your next turn.
Prerequisites Wyrmfell
Your bond with the wyrmbore deepens as you stoke it into its burning potential. You gain access to your wyrmbore's critical specialization effect and gain the Stoke the Chamber action.
Stoke the Chamber (concentrate) Effect You channel your breath into the wyrmbore. Increase your kindled value by 1, then Interact to Reload your wyrmbore or use its Parry trait.
Prerequisites Wyrmfell
You channel your qi to ignite the latent power of the wyrm. Increase your kindled value by 2 and your next wyrmbore Strike deals additional damage equal to your kindled value.
Prerequisites Wyrmfell
You wield your wyrmbore with swift lunges and twirls when your foes get close. You can wield your wyrmbore as a melee weapon with the following statistics:
Damage 1d6 P; Hands 2; Category Advanced; Group Spear*; Traits Finesse, Parry, Reach, Trip, Versatile B
*Group See Wyrmbore.
Special You can use this feat as a prerequisite for Waterfowl Stance, Peafowl Stance, and Haft Striker Stance, and they are Wyrmfell feats for you. You can use your melee wyrmbore Strikes with these stances.
Prerequisites Wyrmfell Dedication
Duration Until the end of your next turn.
You plant the barrel of the wyrmbore into the ground and vault atop it. You Leap 15 feet. You remain perched atop the weapon until you move. While perched, you have cover from non-reach melee attacks from the ground, but you can't make wyrmbore Strikes.
You can end the spell as a free action. Forced movement or being knocked prone also ends the spell. When the spell ends, you kick the wyrmbore into your hands as you swing down. Make a wyrmbore Strike, then Leap 15 feet.
Special You can cast Bone Roost while in Wyrmperch Stance.
Prerequisites Wyrmfell Dedication
Your precise shots rip off natural armor, leaving vulnerable wounds. Make a Tempered wyrmbore Strike with the following additional Success and Critical Success effects.
Success The target gains a weakness to your dragon's damage type equal to one-third of your level, and loses any resistance to that damage type. These effects last for two rounds.
Critical Success As Success but the weakness is doubled.
Prerequisites Wyrmfell Dedication
You have studied dragons' arsenals extensively. You gain the Additional Lore skill feat for Dragon Lore and learn Draconic. You also gain the Hunt Prey action, though you can only use it on dragons. When you critically hit a dragon, you can Hunt Prey against it as a free action.
Prerequisites Wyrmfell Dedication
You fire a barbed bone infused with draconic qi that erupts into a devastating breath weapon. Make a wyrmbore Strike. If it hits, the projectile detonates at the start of your next turn in a 40-foot line or 20-foot cone originating from the target's space and pointing in a direction of your choice. All creatures in the area, including the target, take 2d6 damage with a basic saving throw against your Class DC. This damage is increased by a number of d6s equal to half of what your kindled value was when you made the Strike.
The area shape, damage type, and saving throw depend on your wyrmbore's dragon.
Heightened (+1) The damage increases by 2d6.
Prerequisites Wyrmfell Dedication
You time your shot to catch a wing-joint or a vital tendon. Make a Tempered wyrmbore Strike with the following additional Success and Critical Success effects.
Success The target takes a -10-foot status penalty to its speeds for one round. If the target was flying, it falls 30 feet but takes no damage from the fall.
Critical Success As Success but the target is also knocked prone and can't Fly until the end of your next turn. The DC to Arrest a Fall is your Class DC.
Prerequisites Wyrmfell Dedication
Trigger You would be forced to exit Wyrmperch Stance because you are kindled 3 or higher.
You persevere with burning focus. You don't exit Wyrmperch Stance.
Prerequisites Wyrmfell Dedication
You have trained to neutralize the most threatening aspect of a dragon's arsenal. Make a Tempered wyrmbore Strike with the following additional Success and Critical Success effects.
Success For one round, the target must make a DC 11 flat check whenever it tries to speak or use an ability that requires it to breathe, such as casting most spells or using a breath weapon, or the action is lost.
Critical Success As Success but the effect lasts an additional round and the target automatically fails all flat checks on the first round.
Prerequisites Wyrmfell Dedication
Trigger A creature within half your first range increment uses a manipulate or move action, leaves a square during a move action, or targets you while you are benefiting from your wyrmbore's parry trait.
Like a coiled dragon, you lash out at any opportunity. Make a wyrmbore Strike against the target. You can Stoke the Chamber before or after you make the Strike, but you become Slowed 1 next turn if you do.
Prerequisites Wyrmfell Dedication
Requirements You are in Wyrmperch Stance.
Duration Until the end of your next turn.
Your qi awakens the wyrmbore's draconic soul for a finishing blow. Stoke the Chamber, then choose a target within your maximum range. They are affected by the Fear spell. Being kindled 3 or higher does not end Wyrmperch Stance this turn.
During your next turn, you can spend two actions to make a wyrmbore Strike against the target, ignoring range and line of effect, with the following additional effects.
Critical Success The target takes additional damage equal to half its missing Hit Points.
Success The target takes additional damage equal to one-fourth of its missing Hit Points.
Failure The target takes damage equal to one-eighth of its missing Hit Points.
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