Blue Dragon
Desert mirage, Earth
Energy Type: Electricity
Discipline: Shocking Sky
Skills: Bluff, Spellcraft
Exotic Weapons:
1 - Sound Imitation. DC 10 + 1/2 level + Cha (or standardized ideal save DC if it exists).
2 - 10' burrow speed.
3 - Spend Ideal Power to destroy all liquids within 30'. Unattended liquids are turned to dust. Magic potions, elixirs, and other magical liquids are allowed a Will save to avoid being rendered inert. Living creatures take 2d6 damage and are dehydrated (essentially just fatigued but harder to heal), Will halves damage and negates dehydration. Creatures with the Water subtype instead take 1d6 damage/idealist level, Will half. You can choose to affect or not affect creatures or objects of your choice.
Can also use this ability to undo the destruction of liquids caused by this ability within the last 1 minute, restoring destroyed items and healing damage done.
4 - Spend Ideal Power to use Hallucinatory Terrain or Major Image.
5 - A mirage constantly shrouds your position. You have 8 mirror images, as the spell. Destroyed images reappear at a rate of 1 per round.
Green Dragon
Marsh and bog theme but forest environment, Air
Energy Type: Acid
Discipline: Caustic Tempest
Skills: Bluff, Move Silently
Exotic Weapons:
1 - Immune to inhaled poisons.
2 - Water breathing (see Black dragon ideal).
3 - Spend an ideal power to use Suggestion.
4 -
5 - Spend an ideal power to surround yourself with a Acid Fog that moves with you (treat as an emanation centered on you). You are immune to its damaging and slowing effects, although it obscures your sight as normal. Can dismiss as a free action.
Red Dragon
Avarice and greed, warm mountains, Fire
Energy Type: Fire
Discipline: Desert Wind
Skills: Appraise, Jump
Exotic Weapons:
1 - Take no damage from catching on fire. You can ignite yourself as a free action.
2 - Automatically aware of the most valuable magic item you do not already own within 120'. You can pinpoint its location (as blindsense) and you know its abilities as Identify.
3 -
4 - Automatically aware of all unattended objects worth at least 20000g within 1 mile. You can sense the approximate direction, distance, and value of any such object you focus on as a standard action. By spending an ideal power, you can use Find the Path as the spell to find the path to the object you concentrate on. Multiple objects within 60' of each other count as a single object for the purpose of this ability.
5 -
White Dragon
Blizzard, cold mountains, Cold
Energy Type: Cold
Discipline: Frozen Zephyr
Skills: Move Silently, Swim
Exotic Weapons:
1 - No longer need to make balance checks for walking on ice. Take no penalties for climbing icy surfaces.
2 - Leave a layer of rime in your path. Every surface you walk or climb on (in the spaces you pass) is covered by a layer of ice for 1 minute, which functions as the Grease spell. This also allows you to walk on liquids, freezing the surface of the liquid up to 1 inch thick per two idealist levels. Acid, lava, and other dangerous liquids deal contact damage (not immersion) each round to the ice. You can suppress or resume this ability as a free action, even in the middle of movement.
3 - Spend an ideal power to conjure a blizzard that follows you. This functions as Sleet Storm, except that it is an emanation centered on you.
4 - Spend an ideal power to use Wall of Ice.
5 -
Template
Energy Type:
Discipline:
Skills:
Exotic Weapons:
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