Rifts Earth 4e Saga
Hatched from an egg left alone in a cave or ruin somewhere, these creatures start life knowing only the knowledge and abilities passed onto them by their sires. Their first 500-600 years are spent in learning and engaging in a wide variety of activities, after which they reach adulthood, and become truly dangerous. Hatchlings can take many forms and live dozens of lives before they realize their full potential. Dragon Hatchling have class and racial features, as such they cannot ever become an Operator, or Juicer, etc. They are simply Dragons.
GAME RULE INFORMATION
Role: Striker, Controller, Defender
Abilities: Depends on the build. Melee dragons will want Strength, Psionic characters will want Wisdom, those who plan on casting spells need Intelligence, and Constitution will always be beneficial.
Armor and Weapon Proficiencies: Starts with none.
Starting P.P.E. Base: 3d6. Dragons who cast spells gain their Intelligence Mod in P.P.E. each level.
Starting Skills: Starts with Arcana, Insight, Perception & Psi-Craft. Choose 3 more from: Acrobatics, Athletics, Bluff, Endurance, Intimidate, Medicine, Pilot and Thievery.
Hit Points and Healing Surges: 24+Con starting, 6+Con each level, and 8+Con surges.
Starting Feats: Literacy in Dragonese and the local vernacular, as well as Psionic Ability, Psionic Study, Magical Ability and Magical Study.
Choose Str, Dex, or Con as your primary stat for attacks and damage rolls with your breath weapon, once chosen, this cannot be changed later on. Also choose fire, cold, acid or lightning as the type of damage your breath weapon inflicts, which also can never be changed. Use as a standard action once per encounter, you can use it as a close blast 3, or fire it to an area burst 1 within 10 squares. Attack is Stat vs. Reflex defense.
|Level||Breath Weapon Damage|
Dragons even as hatchlings are creatures of incredible power and grace. Their parents leave them in an egg, to hatch alone and learn about the world for about 500 years before they reach full maturity. Dragons are creatures of magic, and as such, they gain sustenance from the innate magic that permeates all things on Rifts Earth. They have no need to eat or drink, although they can, and require very little sleep, only a couple of hours per week. They are very strong, magical, majestic creatures, and have incredible endurance, add +2 Strength +2 Dexterity, +2 Constitution and +2 Charisma. From the start, they also have an innate understanding and knowledge of magic and psionics, +2 to Arcana and +2 to Psi-Craft. In their natural form, they are 15 to 30 feet long, and have wings. Because of this size they suffer a -2 to reflex defense, but due to their magical nature, have a +2 to Fortitude and Will defenses. They can move 6 squares by ground, or 10 by air using their powerful wings.
- Metamorphosis. Dragons are innate shape changers and can switch forms to any creatures as large as their natural size, to about as small as a cat as a standard action at will.
- Teleportation. Dragons have the ability to teleport themselves without error mentally to a place they know, or within sight as a move action, once per encounter.
- See the Invisible. Dragons can naturally see those magically invisible at all times. You also gain a +5 to defend against someone targeting Psionic Invisibility at you.
- Innate Magical & Psionic Ability. Dragons begin life knowing how to cast a few spells, and with psionic powers passed on to them from their parents. You have the feats Magical Ability, Magical Study, Psionic Ability, and Psionic Study at first level, as long as they meet the prerequisites.
Dragon’s hides provide better protection than most armor; add your entire level as your AC bonus. You have a natural DR of ½ your level + your Constitution modifier to a maximum of 18 total DR.
When in natural form you are a very dangerous individual. Due to your large size, you have a reach of 2 in natural form. Regardless of shape, your claws inflict 2D6+Strength damage and your bite inflicts 2D8+Strength damage.
Bonus Feats: Advantageous Attack, Alertness, Anti-magic Psionics, Antipsionic Magic, Athletics, Brink Of Death, Cellular Aptitude, Cleave, Combat Expertise, Combat Medic, Combat Reflexes, Conditioning, Coordinated Attack, Coordinated Barrage, Cornered, Critical Strike, Defensive Mobility, Desperate Gambit, Die Hard, Distant Advantage, Dodge, Dragon Fu, Durable, Enhanced Dragon Breath, Enlarged Dragon Breath, Fool Me Once…, Great Cleave, Hercules Type Shit, Impetuous Move, Improved Charge, Improved Defenses, Improved Initiative, Improved Rapid Strike, Jack Of All Trades, Juggling, Linguist, Literacy, Long Jumper, Magical Specialization, Marathon Running, Natural Salesman, Opportunistic Retreat, Power Attack, Psionic mastery, Quick Metamorphing, Rapid Strike, Reaping Blade, Reckless Offense, Resurgence, Ritual Caster, Savage Attack, Sidekick, Skill Focus, Skill Training, Spell Focus, Spell Specialization, Staggering Attack, Tactical Advantage, Toughness, Traumatic Life Experience, Triple Crit, Walk It Off, Wary Defender, Weapon Proficiency, Wicked Strike, and Zen Combatant.
Starting Equipment: Dragon belt pouch, (falls off when shape changing, tends to rely on natural abilities instead of items).
Rifts Dragon Hatchling Talent Trees
Naturally Powerful Tree
|Big Dragon Ass (Natural Form)||Dragon Hatchling||You cannot be flanked by less than large creatures or vehicles.|
|Enormous, Really (Natural Form)||Big Dragon Ass||You automatically gain combat advantage against any medium sized creatures you engage in melee combat.|
|Threatening Reach (Natural Form)||Big Dragon Ass, Enormous Really||You now threaten to 2 squares away, so movement within 2 squares will provoke opportunity attacks from you.|
|Bloodied Breath||Dragon Hatchling||Dragon Breath becomes available as soon as you are bloodied, you may use it as an immediate reaction.|
|Double Attack||Dragon Hatchling||Make two claw attacks as a standard action, both attacks suffer a -5 penalty. This talent satisfies the requirements for the Double Attack feat.|
|Draconic Fury||Dragon Hatchling, Double Attack||As a standard action, make a two claw attacks, if they both hit against the same target, you then may make a bite attack against the same target as a free action. All attacks suffer a -5 penalty.|
|Dragon Powered Strike||Dragon Hatchling||When you hit a target with an opportunity attack you knock the target prone.|
|No Remorse||Dragon Powered Strike||You now deal an extra 2D10 damage to prone targets.|
|Dragon Super Psionics||Dragon Hatchling||Dragons have the rare ability to learn Super Psionic Disciplines. Choose one Super Psionic Power or suite of powers. This talent may only be taken once per tier.|
|Fly-By Attack||Dragon Hatchling||As a full round action, you may move up to 10 Squares and perform a bite attack, or claw if metamorphed, at any point during your move. The movement only provokes attacks of opportunity in the two squares you leave from and the one you end in.|
|Frightful Presence||Dragon Hatchling||You roar menacingly once per encounter as a Close Burst 10, Charisma vs. Will attack. Those hit are stunned, save ends, and suffer a -2 to attacks against you and your allies afterwards, save ends.|
|Tail Swipe (Natural Form)||Dragon Hatchling||Use as an immediate reaction once per round when a melee attack misses you. Reach 2, 1D8+Str damage, and the target is pushed one square. Die size is increased by Dragon-Fu.|
|Tough As Nails||none||You gain an additional use of Second Wind per encounter.|
|Wing Clap (Natural Form)||Dragon Hatchling||Once per encounter, as a full round action, you may move up to 14 squares, at the end of your movement, you attack with your wings against a close blast 3, Str vs. Fortitude, 2D12+Str damage, those hit are knocked prone.|
|Devastating Wing Clap||Wing Clap||Damage increases to 4D12+Str to a close blast 5 area.|