PDA

View Full Version : Contest Base Class Contest XXIV - Will Breed for Class



Temotei
2014-08-16, 01:34 AM
Will Breed for Class

Welcome to Base Class Challenge number twenty-four! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of dragons; anything is possible, from a hero who lives to fight dragons to one who becomes one, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on September 27th October 7th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

EDIT: The old chat thread link is above. The new thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Post here!

Dungeons? Next time, on Base Class Challenge XXV.

No, Dragons!

Temotei
2014-08-16, 01:35 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Carl
2014-08-16, 04:21 AM
Dragon Priest

http://img2.wikia.nocookie.net/__cb20120216132924/elderscrolls/images/1/1e/Dragonpriestconcept.jpg
Image courtesy of the Elder Scrolls Wiki

Adventures: Dragon Priests do not adventure, at least in the traditional sense. However as recently reawakened beings who are foremost amongst the servants of their god, they are responsible for performing many of the roles a more traditional god would assign to Daemons, Devil’s, Angel’s, e.t.c.

Characteristics: Primarily a raw blaster damage dealer, but possesses a wide range of lesser utility capabilities as well.

Alignment: Any which matches on one or both axes the alignment of their god. Though usually chaotic and good are rare and chaotic good is virtually unheard off, though not impossible.

Religion: See Background.

Background: Though many Dragon Priests are simply the reawakened, yet weakened Priests of the ancient days who have slumbered away the intervening ages of the world. Some are newly added to the ranks as the Dragon Cults once more attempt to build their power base. Though no one, save perhaps the dragons themselves, understand why all new priests become draconic liche’s as their ancient predecessors now are.

But those ancient predecessors are amongst the oldest of the truly old of all the creatures that walk and fly and slither upon the many planes of creation. They predate most forms of written record, dating to a time shortly after the dawn of creation, though it is said the Dragon Priests themselves had their own forms of written record. Each ruled as a king over a small fiefdom, and collectively the priests of a single god would rule area’s as vast as entire kingdom’s of today’s era for their lordly masters. Indeed it is said small cities the likes of which would not be seen for another age of the world grew in these times, though littlie evidence remains of them now, so it is hard to say with an certainty how truthful this may be.

But long ago some great rebellion happened, though the details of why and how have been lost from memory or written record for the most part. This rebellion tore down the ancient order and those Dragon Priests who where not destroyed fled into their already prepared burial crypts and their sealed from the outside world they conducted the ritual draining of their own blood necessary to transform them into Draconic Liche’s so that they could wait out the span of ages till the prophesised return of their masters. From within their crypt’s, now long buried and forgotten they have waited and they have watched as creation itself has grown old around them until their masters returned. And though weakened by the ritual that preserved them they remain ever loyal and ready for that day.

DM Noe: The Dragon “Gods” described herein are technically rather different from traditional dragons with littlie or no tendency towards chaotic alignments and some rather different physiology, however if you have need of one in your campaign treat them as a prismatic dragon with a divine Rank of 0 or 1, (high divine rank dragons do exist but are far rarer then the several hundred plus examples of the lesser kind).

Races: Any appropriate to the campaign.

Other Classes: Dragon Priests are fundamentally the heads of great cults and occupy a station of import but one step removed from their god. As such they largely consider all others beneath them on a social importance and power scale. Nonetheless they recognize the usefulness of ally’s, and as such whilst always arrogant to the point of insufferable with other’s they are generally willing to work alongside such individuals if it is to their benefit, though they generally prefer to lead parties rather than be subordinate to someone, though rare example’s have shown the cunning needed to manipulate from behind.

Role: Whilst equipped to be useful in a variety of capacities the core of their power is their masteries of ancient atronach’s and their equally powerful elemental magic’s with which they can lay down entire armies.

GAME RULE INFORMATION
Dragon Priest's have the following game statistics.
Abilities: Wisdom and Charsima are the main class specific elements.
Alignment: Any which matches at least one axis of the alignment of their Dragon God. Though Good and Chaotic are rare.
Hit Die: d8
Starting Age: As Cleric or several ages of the world.
Starting Gold: ?

Class Skills
The Dragon Priest's class skills (and the key ability for each skill) are:

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

Dragon Priest Basics


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells
0
1st
2nd
3rd
4th
5th
6th
SLA’s


1st

+0

+2

+0

+2
Draconic Liche, Hover

2
0
-
-
-
-
-
-


2nd

+1

+3

+0

+3


2
1
-
-
-
-
-
-


3rd

+1

+3

+1

+3


2
2
-
-
-
-
-
-


4th

+2

+4

+1

+4


2
2
0
-
-
-
-
-


5th

+2

+4

+1

+4


3
2
1
-
-
-
-
-


6th

+3

+5

+2

+5


3
2
2
-
-
-
-
-


7th

+3

+5

+2

+5


3
2
2
0
-
-
-
-


8th

+4

+6

+2

+6


3
3
2
1
-
-
-
-


9th

+4

+6

+3

+6


3
3
2
2
0
-
-
-


10th

+5

+7

+3

+7
Atronach Companion

4
3
2
2
1
-
-
-


11th

+5

+7

+3

+7


4
3
3
2
2
0
-
-


12th

+6/+1

+8

+4

+8


4
3
3
2
2
1
-
-


13th

+ 6/+1

+8

+4

+8


4
4
3
2
2
2
0
-


14th

+7/+2

+9

+4

+9


4
4
3
3
2
2
1
-


15th

+7/+2

+9

+5

+9


4
4
3
3
2
2
2
1


16th

+8/+3

+10

+5

+10


4
4
4
3
3
2
2
2


17th

+8/+3

+10

+5

+10


4
4
4
3
3
2
2
3


18th

+9/+4

+11

+6

+11


4
4
4
3
3
3
2
4


19th

+9/+4

+11

+6

+11


4
4
4
4
3
3
2
5


20th

+10/+5

+12

+6

+12


4
4
4
4
3
3
3
6



Dragon Priest Items and Other Level Dependent Attributes


Level
Staff Capacity
Staff Spells Per Round
Affinities
Kahvozein's Fang Capacity
Mask Capacity
Atronach HD


1st
2
1
0
5gp
1
-


2nd
4
1
0
9gp
1
-


3rd
4
1
0
27gp
2
-


4th
6
1
0
54gp
2
-


5th
6
1
0
90gp
3
-


6th
8
2
1
130gp
3
-


7th
8
2
1
190gp
4
-


8th
10
2
1
270gp
4
-


9th
10
2
1
360gp
5
-


10th
12
2
1
490gp
5
5


11th
12
3
1
660gp
6
6


12th
12
3
2
880gp
7
7


13th
12
3
2
1100gp
8
8


14th
12
3
2
1500gp
9
9


15th
12
3
2
2000gp
10
10


16th
12
4
2
2600gp
11
11


17th
12
4
2
3400gp
12
12


18th
12
4
2
4400gp
13
13


19th
12
4
2
5800gp
14
14


20th
12
4
2
7600gp
15
15




Dragon Priests Artifact’s

All Dragon Priests start with 3 Minor Artifacts, their Staff of Power, their Ritual Dagger, (commonly known as a Kahvozein's Fang), and their Mask of Office. Each is of fairly simple construction, (see below for details on creating them from scratch if they are destroyed), and each improves as shown on the table above as they level. The specifics of the individual items are described below. However some general rules apply to all 3.

The First Rule Is The Rule of Ancient Power. Due to the relatively ancient divine magic’s that forms the basis of their functionality they do not respond well to close contact with the active magical fields of modern enchanting techniques, (regardless of magic type). As a result if the Dragon Priest equips any other magic item his Mask, Staff, and Dagger all cease to function. In addition the dragon Priest cannot benefit from any Enhancement Modifiers with a magical or supernatural source other than his items.

The Second Rule Is The Rule of Self Sufficiency. By the nature of the first rule Dragon Priests have few uses for worldly possessions, most of their equipment needs are provided by their lord and master. As a result a Dragon Priests expected WBL value is one-tenth that of a normal character, reduce treasure rewards per encounter appropriately.

The Third Rule Is The Rule of Function. All the items are magical in nature and of Masterwork quality for any relevant purpose’s, (e.g. attacks). However they can never gain a magical enhancement modifier, nor can they have magical effects placed upon them except as noted below.

The Fourth Rule Is The Rule of Divine. Any of the three items may count as a divine focus for the purposes of spellcasting.

Kahvozein's Fang: The Dragon Cult Ritual Dagger, (formally known as a Kahvozein's Fang), is a key part of most Draconic Ritual’s and acts as a potent aid to a Dragon Priest’s spellcasting. In addition to counting as a masterwork dagger, it reduces the required value of material components by an amount as shown in the table above. If this would reduce the material component cost to zero or less then no material component is actually required.

Mask of Office: Each Dragon Priest possesses a Mask of Office. This Mask is imbued with power by the Dragon Priest’s deity Dragon. The more valuable he is to his Deity, the more power is imbued and the more potent it’s effects become. The Mask of Office may have a number of enchantment effects equal to the amount listed in the table above. At 1st level he starts with one of his choice already imbued. Each time thereafter that he gains an increase in capacity he must spend 8 uninterrupted hours meditating to add a new effect, though there is no requirement for him to do so if he does not wish to. Each time he adds a new effect he may also exchange one existing effect for a different effect and change the magnitude of any number of variable effects.

The Table further down lists the effects and the minimum Dragon Priest Level for each effect. Some effects have several possible magnitude’s in a single entry, with separate requirements for each possible magnitude. These are known as variable effects. Regardless of magnitude they occupy a single slot on the mask.

Staff of Power: Each Dragon Priest Posses a potent channelling tool in the form of a staff. In addition to counting as a masterwork greatclub which may be wielded in one hand it is able to store spell slots. A Spell Slot that is stored in the staff is removed from the spells per day they normally posses.

E.g. a 2nd Level character with no bonus spells chooses to store one first level and one nought level spell in his staff, his available spells per day not counting his staff are thus reduced to 1 nought level spell and 0 first level spells.

You may store any spell slot up to your maximum spell level in the staff but this cannot leave you with fewer than 0 spells per day remaining in any spell level. You also cannot store spell slots granted by a separate class in the staff.

Storing or Removing a Spell requires 1 hour of uninterrupted work per slot. If the spell slot was expended when placed in the staff it remains expended until the appropriate normal conditions are met to regain it. This can either be via resting, or via recharging (see spellcasting below).

Spellcasting

Basics: Whilst the basics of Dragon Priest spellcasting are broadly similar to standard spellcasting, their use of an ancient form of magic and assorted techniques from the dawn of creation does also create several differences. Except as noted below however treat them as spontaneous divine spellcasters. Treat any spellcasting gained from a separate class as distinct and separate. That is it’s spells per day are tracked separately and it uses the normal spellcasting rules of it’s class with none of the modifications noted below.

Because their magic techniques pre-date the development of such tricks and the differing base techniques of the magic it is applied to Dragon Priests cannot apply metamagic to their spells, neither can they use feats granted by Dragon Priest levels to select metamagic feats.

Whilst their magic manipulation techniques are crude, and perhaps even limited in some respects by today’s more refined standards, they do have the crucial advantage of allowing the Dragon Priest to more directly apply his mind to the magic. This produces several effects.

For the purposes of spell DC replace the spell level of the spell with the base attack bonus modifier. The governing attribute for spell DC is charisma.

Caster Level is not based upon Class Level. Instead it is equal to the base attack bonus plus the charisma modifier, to a maximum of one and a half times the class level, rounding all fractions up. This is not modified by items or feats that would modify a normal casters caster level.

The number of bonus spells of any level the Dragon Priest receives is equal to their wisdom modifier minus the relevant spell level. This can produce a modifier of +0, but it cannot produce a negative modifier, it caps at a minimum of +0.

Their number of spells known of each level is equal to: (5 + wisdom modifier) – spell level. This cannot produce a value of less than 0. A Dragon Priest may expend a Feat to gain a number of bonus spells known of a specific level he has access to equal to his wisdom modifier minus the appropriate spell level.

Any spell who’s effects scale based upon caster level may now scale without limit, that is there is no cap on how much caster level can cause the spell to scale.

Casting any spell with a casting time of one full round action or less is one full round action instead, except as noted below. Immediate action casting time spells are exempt from this.

Staff Casting: Casting Spells from the staff uses slightly different rules to the ones above. But unless an exception is stated use those listed above.

When casting via the staff you may only expend spell slots within the staff to cast through it.

Casting Spells with a casting time of 1 full round or less from the staff is a standard action. Immediate action casting time spells are not exempt from this.

Within the limits defined in the table above you may cast more than one spell per round from the staff. Regardless of how many spells you cast the total casting time for all spells is still one standard action. However this also means you must cast however many spells you wish all in one go. Each spell may be a different spell, a different spell level, and have separate targets if you wish.

Any spell cast from the staff which has a range of short, medium, or long has it’s range reduced to close.

Staff cast spells do not require concentration check’s, (assume they are automatically passed), nor do they require verbal or somatic components and the staff acts as it’s own divine focus.

Recharging Staff Spells: In addition to regenerating after 8 hours of rest in the same fashion as normal spell slots a Dragon Priest may take a full round action to expend one non-staff unexpended spell slot to regenerate one staf spell slot of equal or lower level.

Affinities: At certain levels, (see table above), a Dragon Priest gains access to affinities. These allow him to attune his staff magic and his own magic in a way that creates a resonant effect greatly improving the efficiency of recharging.

At the start of each day he selects a number of different spell levels equal to the number of affinities he possesses. Any spell slot of the selected spell level/s that he expends to recharge his staff recharges all spell slots of an equal or lower spell level in the staff.

Spell Like Abilities

Starting at level 15 a Dragon Priest begins to gain SLA’s as defined on the table above. Each time he gains an SLA he may choose a spell from the SLA lists.

All SLA’s require a full round action to cast and retain any Material, Verbal, and Somatic components they would normally posses, and require a Divine Focus if they would normally do so. They use all of the spellcasting aspects of the Dragon Priest outlined above. However they cannot be stored in the staff, nor may they be used to recharge it.

How often you may use them depends on the list the spell comes from. There are 3 categories. Lesser, Greater, and Grand. Lesser SLA’s may be used 2/day, Greater 1/Day, and Grand 1/Week.

Combat Wards

In addition to the standard types of ward like spells Dragon Priests have access to, they also have the ability to erect potent in combat wards of an ancient style. Initiating such a Ward requires that the Dragon Priest expends a 1st level or higher spell slot that is not stored in his staff. Doing so to erect a Ward is a swift action.

The erected Ward has a number of charges equal to the spell level of the spell slot expended. Any time an opponent makes an attack roll, spell resistance penetration roll, or any time the dragon priest makes a save roll, or a non-skill based opposed roll not initiated by the Dragon Priests actions, the Dragon Priest after seeing the results of the roll, but before applying the effects, may expend a charge to increase his AC, Spell Resistance, the result of his save roll, or the result of his opposed roll by an amount equal to 3 plus the spell level of the spell slot expended to create the Ward. Recalculate sucsess/failure using the newly improved value before determining effects, if any. Doing so also eliminates any automatic failure rule the roll may have if it was made by the Dragon Priest.

Casting a ward whilst a prior ward is active replaces the existing ward with the new ward, even if it is inferior.

Example: An Orc Barbarian Attacks the Dragon Priest with a battleaxe. His total attack roll including modifiers is 22, the Dragon Priests total AC is 18. The Dragon Priest has previously expended a 2nd level spell slot to create a ward. It has both charges remaining. After seeing the above describe roll the Dragon Priest chooses to expend a charge increasing his AC to 23, thus causing the attack roll to fail, and the blow to miss instead of hit. But in so doing his total remaining charges are reduced to 1.



Class Features

All of the following are class features of the Dragon Priest.

Weapon and Armor Proficiencies: The Dragon Priest is Proficient with his Dagger and Staff, (see above), and all armor, but not shields.

Draconic Liche (Ex, 1st): Draconic Liche’s are a special type of undead. Instead of the normal undead type however they gain the following type. This replaces their normal type if any, (usually humanoid).

(Draconic Liche)
Vulnerability to Fire
Immunity to poison, non-lethal damage, and disease, as well as to fatigue and exhaustion effects.
Profane bonus equal to 1 + 1/4 HD to all saves against; all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), sleep effects, paralysis, stunning, and death effects.
Gains Fortification equal to 5% per HD.
Ability drain, and ability damage to physical ability scores (Strength, Dexterity, and Constitution), cannot reduce the affected Ability Score below 1 + 1/4 HD or it’s normal value, whichever is lower.
Level Drain cannot reduce level below 1 +1/4 HD
Uses its Charisma modifier for Concentration checks.
Draconic Liche’s do not breathe, eat, or sleep.
Draconic Liche’s do not age, cannot die from old age, nor do they gain bonus’s or suffer penalties from aging.


Hover (Su, 1st): A Dragon Priest hovers over the ground and so is not subject to terrain modifiers to movement, and is subject to a permanent feather fall effect.

Atronach Companion (10th): Staring at 10th rank a Dragon Priest gains a permenant Atronach companion with a number of HD as indicated on the table above. It may be of any of the types outlined below. If he loses a companion or dismisses it, (which he may do at any time), he may not summon another one until 1 day has passed. The new Atronach does not have to be the same type as the prior one, though it may be if the Dragon Priest wishes it to be.

Carl
2014-08-16, 04:22 AM
General Atronach Attributes:

Traits:

- Immunity to poison, paralysis, stunning, sleep effects, and death effects.
- Not subject to critical hits or flanking.
- Cannot be restored to life upon death by any means, but re-form on their home plane after a period of 1 year per HD they possessed at the time of death
- Does not Eat, Drink, Breath, or Sleep
- Does not Gain feats based on HD
- Resistance bonus to save equal to one fifth HD
- All Atronach’s have the Multi-Attack feat
- Whilst not outsiders for any other purpose, they may be banished from the material plane as if they where Outsiders

Creating an Atronach: All types of Atronach’s have a HD equal to their CR. Determine Stats using the Template and calculated HD for it’s CR. Minimum CR 5.



Flame Atronach:

Stats

Medium Size

Str 10, Dex 12, Con 12, Intelligence 10, Wisdom 12, Charisma 10

HD: D8
BAB: Half HD
Saves: Good Reflex
Skill Points: 2+Int
Space/Reach: 5ft
Base Land Speed: 60Ft
Standard Attack: 1 Slam Attack dealing 1D3 + Half HD Fire Damage
Full Attack: 2 Slam attacks, dealing 1D3 + Half HD Fire Damage each

Traits:

- Immune to Fire, Vulnerable to Cold
- Gains +2 Strength, +3 Dexterity, +2 Constitution, +2 Wisdom per 3 HD
- AC Dodge Bonus equal to half HD
- DR 10 + HD vs ranged attacks
- Evasion and Improved Evasion (See Rogue)


Abilities:

- Firebolt (Ex): A Flame Atronach may launch 1 Firebolt as a standard action, or 1 plus 1 more per 3 full base attack bonus it possesses as a full round action. These are conducted as Ranged Touch Attacks with a maximum range of 150Ft and deal 1D6 + double HD Fire Damage.
- Flame Cloak (Ex): Anything within 5ft takes automatic Fire Damage equal to HD.
- Hover (Ex): A Flame Atronach Hovers over the Ground and so is not subject to terrain modifiers to movement, and is subject to a permanent Feather Fall effect.

By far the weakest of the 3 in many respects with the lowest damage, hitpoints, and AC, and DR is limited to ranged attacks. Conversely it’s also the fastest by a massive amount, able to out pace many opponents and it’s got excellent touch AC as well as solid DR vs ranged attacks. A good reflex save and Evasion make it largely immune to many blaster spells too. If brought to melee however it will suffer and cold damage will really hurt regardless of source.


Frost Atronach:

Stats

Large Size

Str 18, Dex 8 Con 26, Intelligence 10, Wisdom 14, Charisma 8

HD: D10
BAB: Equal to HD
Saves: Good Fortitude
Skill Points: 2+Int
Space/Reach: 10ft
Base Land Speed: 40Ft

Standard Attack: 1 Slam Attack dealing 1D8 Cold Damage
Full Attack: 2 Slam attacks, dealing 1D8 Cold Damage each

Traits:

- Immune to Cold, Vulnerable to Fire
- Gains +3 Strength, +2 Dexterity, +3 Constitution, +2 Wisdom per 3 HD
- Slam Attacks deal an additional 1D8 damage per 3 HD.
- DRx/Adamantium and Magic equal to 5 + HD
- Natural Armour equal to 15 + HD
- Mettle and Improved Mettle

Abilities:

- Frost Cloak (Ex): Anything within 10ft takes automatic Cold Damage equal to HD, and has base Land speed reduced by 10ft or Half, whichever is smaller.

By far the highest AC and hitpoints of the bunch, and Mettle and Improved Mettle render it highly resistant to many effects also. DR is multi-purpose and very solid and it’s above average speed makes getting to melee easier, however it’s restricted to melee only, but is highly damaging there.



Storm Atronach:

Stats

Large Size

Str 22, Dex 6 Con 20, Intelligence 10, Wisdom 18, Charisma 6

HD: D12
BAB: equal to 3/4 HD
Saves: Good Fortitude and Will
Skill Points: 2+Int
Space/Reach: 15ft
Base Land Speed: 20Ft

Standard Attack: 2 Slam Attack dealing 1D10 Electricity Damage
Full Attack: 4 Slam attacks, dealing 1D10 Electricity Damage

Traits:

- Immune to Lightning
- Gains +3 Strength, +2 Dexterity, +3 Constitution, +2 Wisdom per 3 HD
- Slam Attacks deal an additional 1D10 damage per 3 HD.
- DRx/- equal to 10 + HD
- Deflection AC Bonus equal to HD

Abilities:

- Storm Cloak (Ex): Anything within 15ft takes automatic Electricty Damage equal to HD
- Lightning Bolt (Ex): A Storm Atronach may launch 1 Lightning Bolt as a standard action, or 1 plus 1 more per 3 full base attack bonus it possesses as a full round action. These are conducted as Ranged Touch Attacks with a maximum range of 60Ft and deal 1D10 electricity Damage per 2 HD.
Force of the Storm (Ex): Storm Atronach’s use their Strength Modifier, not their Dexterity Modifier for Ranged Touch Attacks.
Storm Call (Ex): As a Full Round Action the Strom Atronach may cal down a Lightning Storm. Every Opponent within 60Ft is hit for 2D10 + HD Electricity Damage, Fortitude Save Halves, DC 14 + Half HD + Strength Modifier, (DC21 at 1HD)
- Hover (Ex): A Storm Atronach Hovers over the ground and so is not subject to terrain modifiers to movement, and is subject to a permanent Feather Fall effect.

Sitting in the middle ground for HP and AC between the other two it is very decent, and vs touch attack the best of the 3. It also has stunning amounts of DR for it’s level and very solid damage output at melee and close range. Solid saves and no elemental vulnerabilities also give it some serious oomph. Still that slow speed and limited range will constrain it.


0:

Resistance, Acid Splash, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Read Magic, Ray of Frost, Disrupt Undead, Inflict Minor Wounds, Mending, Message, Purify Food and Drink, Arcane Mark, Erase, Detect Secret Doors, Detect Snares And Pits

1

Alarm, Endure Elements, Entropic Shield, Hide from Undead, Remove Fear, Sanctuary, Create Water, Cure Light Wounds, Delay Poison, Restoration, Lesser, Comprehend Languages, Detect Undead, Identify, Bane, Bless, Burning Hands, Magic Missile, Shocking Grasp, Magic Aura, Chill Touch, Curse Water, Deathwatch, Inflict Light Wounds, Bless Water, Bless Weapon, Expeditious Retreat, Feather Fall, Jump, Longstrider, Magic Weapon

2

Fire Trap, Protection from Arrows, Resist Energy, Acid Arrow, Cure Moderate Wounds, Mass Cure Light Wounds, Remove Paralysis, Augury, Find Traps, See Invisibility, Status, Tongues, Aid, Heroism, Rage, Continual Flame, Darkness, Desecrate, Gust of Wind, Shatter, Death Knell, False Life, Gentle Repose, Inflict Moderate Wounds, Mass Inflict Light Wounds, Spectral Hand, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Darkvision, Eagle's Splendor. Fox's Cunning. Heat Metal, Knock, Make Whole, Owl's Wisdom, Pyrotechnics, Warp Wood, Whispering Wind
3

Dispel Magic, Nondetection, Remove Curse, Create Food and Water, Cure Serious Wounds, Neutralize Poison, Mass Cure Moderate Wounds, Remove Blindness/Deafness, Arcane Sight, Clairaudience/Clairvoyance, Scrying, Crushing Despair, Good Hope, Prayer, Call Lightning, Daylight, Deeper Darkness, Fireball, Helping Hand, Invisibility Purge, Lightning Bolt, Searing Light, Misdirection, Bestow Curse, Contagion, Inflict Serious Wounds, Mass Inflict Moderate Wounds, Poison, Speak with Dead, Vampiric Touch, Flame Arrow, Glibness, Haste, Quench, Secret Page, Slow, Water Breathing, Water Walk

4

Break Enchantment, Dimensional Anchor, Dismissal, Freedom of Movement, Stoneskin, Cure Critical Wounds, Mass Cure Serious Wounds, Dimension Door, Restoration, Detect Scrying, Divination, Fire Shield, Flame Strike, Ice Storm, Resilient Sphere, Sending, Wall of Fire, Wall of Ice, Blight, Death Ward, Enervation, Inflict Critical Wounds, Control Water, Mass Inflict Serious Wounds, Mnemonic Enhancer, Rusting Grasp

5

Atonement, Spell Resistance, Major Creation, Plane Shift, Mass Cure Critical Wounds, Raise Dead, Secret Chest, Teleport, Wall of Stone, Commune, Contact Other Plane, Prying Eyes, Telepathic Bond, True Seeing, Greater Heroism, Call Lightning Storm, Cone of Cold, Interposing Hand, Mass Inflict Critical Wounds, Unhallow, Wall of Force, Control Winds, Fabricate, Passwall, Telekinesis, Permanency

6

Antilife Shell, Banishment, Greater Dispel Magic, Forbiddance, Guards and Wards, Fire Seeds, Heal, Regenerate, Greater Restoration, Resurrection, Teleport Object, Greater Teleport, Heroes' Feast, Wall of Iron, Analyze Dweomer, Greater Scrying, Blade Barrier, Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Sympathetic Vibration, Harm, Undeath to Death, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Stone to Flesh


Lesser

Dimensional Lock, Phase Door, Regenerate, Greater Arcane Sight, Greater Prying Eyes, Vision, Blasphemy, Delayed Blast Fireball, Fire Storm, Forcecage, Grasping Hand, Prismatic Spray, Sunbeam, Control Weather, Ethereal Jaunt

Greater

Prismatic Wall, Unholy Aura, Discern Location, Moment of Prescience, Antipathy (Evil Only), Sympathy (Evil Only), Clenched Fist, Earthquake, Meteor Swarm, Polar Ray, Sunburst, Telekinetic Sphere, Whirlwind, Screen, Horrid Wilting

Grand

Prismatic Sphere, Mass Heal, Storm of Vengeance, Teleportation Circle, True Resurrection, Foresight, Crushing Hand, Implosion, Astral Projection, Energy Drain, Etherealness, Mass Harm, Time Stop

Carl
2014-08-16, 04:28 AM
Below is a list of Enchantment effects for the Dragon Priest Mask. In addition to the specific effects listed here any spell effect with a non-instantaneous duration and who’s bonus type is not enhancement from the Wizard, Cleric, or Druid lists may be taken as a continuous effect enchantment with a required level equal to twice it’s spell level. If the spell has multiple different spell levels depending on which list it is on, use the highest.

1 As Ring Enchantment of same name
2 As Armour Enchantment of same name
3 See Notes Below





Effect
Required Level


+2 Enhancement Bonus to 1/2/3/4/5/6 Ability Scores

1/3/5/7/9/11


+X Enhancement Modifier to Attack Rolls, (Max +5)

Modifier x 2


+X Deflection Modifier to Armor Class, (Max +5)

Modifier x 2


+X Natural Armor Modifier to Armor Class, (Max +5)

Modifier x 2


+X Fire Resistance

Modifier - 10


+X Cold Resistance

Modifier - 10


+X Electricity Resistance

Modifier - 10


+X Acid Resistance

Modifier - 10


+X Sonic Resistance

Modifier - 10


+X Damage Reduction/-

Modifier - 5


+X Fast Healing

Modifier x 4


+X Spell Resistance

Modifier -10


Evasion1/Improved Evasion3

7/12


Uncanny Dodge3/Improved Uncanny Dodge3

7/12



Mettle3/Improved Mettle3

7/12



Freedom of Movement1

8


Mind Shielding1

6


Energy Substitution (Fire)3

1


Energy Substitution (Cold)3

1


Energy Substitution (Electricity)3

1


Energy Substitution (Acid)3

1


Energy Substitution (Sonic)3

1


Save Substitution (Reflex)3

8


Save Substitution (Fortitude)3

8


Save Substitution (Will)3

8



Improved Evasion: The Dragon Priest gains Improved Evasion, (see Rouge Class for Details). This stacks with the Evasion granted by the initial effect.

Uncanny Dodge: The Dragon Priest gains Uncanny Dodge, (see Rouge Class for Details).

Improved Uncanny Dodge: The Dragon Priest gains Improved Uncanny Dodge, (see Rouge Class for Details). This stacks with the Uncanny Dodge granted by the initial effect.

Mettle: The Dragon Priest gains the Mettle ability. Any time he would suffer a reduced effect on a successful fortitude or will save he now suffer no effects. He still suffers full effects on a failed save.

Improved Mettle: The Dragon Priest Gains the Improved Mettle ability. If subject to an effect which has a reduced effect on a successful fortitude or will save he now suffers the reduced effect on a failed save as well. This stacks with the Mettle granted by the initial effect.

Energy Substitution: Any time the Dragon Priest casts a damage dealing spell with an Energy Type other than that of the selected Energy Substitution he may change the Energy Type and Descriptor to the selected Substitution Type. If he has multiple substitution types then he may use any valid one he wishes to.

Save Substitution: Any Time the Dragon Priest casts a damage dealing spell with a save type other than other than that selected he may alter the save type to that of the selected type. If he has multiple substitution types then he may use any valid one he wishes to.

MrNobody
2014-08-16, 06:10 AM
Dragon Dancer

Now you laugh because I fight with dance. But, by the mighty red dragon, within a few minutes i’ll be laughing and dancing on your grave!

Is there something more beautiful, more fascinating, than a dragon? All in his form is perfect and mesmerizing because there is no distinction between his outer beauty and his inner power. This is what Dragon Dancers believe in.
Caught in the eternal struggle that mortals engage to access draconic power, these eccentric artists found a way to have it by imitating dragon’s moves.
If it’s true that there is no distinction from the the aesthetics of a Dragon and the his power, then copying the first will automatically grant the second.
Led by this believing, they studied dragon’s movement in every aspect of their life (while fighting, preparing their fiery breath, flying, sleeping, sensing the surroundings, enjoying their hoard) and captured these moves in precise sequences, making a dance out of them.
They then started practicing for hours, month and years, refining the steps and the Choreographies, making them perfect.
The outcome was amazing: every draconic action, fixed in precise dances, could be replicated not only in the physical aspects but also in the “energetic” one. Claws and wings, spells and breath, all was imitable and thus achievable by dance.
So the Dragon Dancers were born: unmatched artists, fine observers and connoisseurs of draconic nature, custodians of a great power.

Adventures: A Dragon Dancer is typically a show-off. During his training he’s been taught he represents the peak of draconic power between mortals so he seeks adventure only to show the world what he is capable of.
Another thing that drives Dragond Dancers to adventure is self-improvement: they know that what they learnt in school were only the basis of their art and they can’t wait to develop all the other abilities their masters showed them.
A secondary (but still present) aim for Dragon Dancers is to get notoriety and become rich: nothing like possessing their own “hoard” makes them feel near to dragons.
Those Dragon Dancers that are devoted to a particular deity (see Religion) may seek adventure to serve their divine master, especially in case it is Bahamut or Tiamat.

Characteristics. Dragon Dancers are able to draw draconic power like no one else in the world. While most classes are satisfied by achieving some glimpses of dragon’s might, usually in the form of the iconic breath weapon, Dragon Dancers know no satisfaction: they want all the power they can get.
Starting at early levels with the most evident draconic qualities (claws and armored skin) they soon menage to achieve every other draconic feature: senses, magic, elemental power, immunities, size, resistance to damage and magic, the fearful presence.
The final step of this ladder is the capability of becoming a true dragon for a short amount of time, unleashing terrible power over the enemies.
The key to unlock all this power is Draconic Dance, a particular form of art inspired to the moves of dragons that renders Dragon Dancers similar to dragons not only for their abilities but also for their appearance and movements in battle.

Alignment: Dragon Dancers can be of any alignment, even if most of them are neutral in the law-chaos axis. The discipline required to learn the secrets of this class pushes them toward law, but they also are often strong individualists, so tending to chaos.
Those Dragon Dancers that find a connection with a particular kind of dragon sometimes try to mimic them in their behaviour, taking the typical alignment of that species. For example, a Dragon Dancer that feels really close to Bronze Dragon will be Lawful Good while one fascinated by White Dragons will be Chaotic Evil.

Religion: Those Dragon Dancers that devote themselves to a deity often seek to serve deities that have arts and dance in their portfolio.
They also pray the draconic pantheon, particularly revering Hlal and Aasterinian, being both gods linked to arts, fun and invention.
Good aligned Dragon Dancers often serve Bahamut while the evil-aligned ones serve Tiamat, joining the armies in the eternal war the two deities fight against each other.

Background: Becoming a Dragon Dancer isn’t something that just “happens”. This is a path that requires a strong will to succeed and dedication, passing years learning the basis and exercising.
To become a Dragon Dancer is necessary to have a teacher: this teacher is usually another experienced Dragon Dancer (being it a lone mentor or a professor in a school) but it can also be a dragon that wants to share with a mortal this secret way to achieve draconic power, a cleric of a draconic deity enrolled to train new Dragon Dancers or a similar person.

Races: Every race can count Dragon Dancers among its ranks. They are more frequent among humans, elves and gnomes (races where the art of dancing was highly developed) but this doesn’t mean that they are impossible to find among dwarves, halflings and other races.
Dragon Dancers are also frequent among races with a draconic heritage like half-dragons, kobolds, or spellscales (Races of the dragon, p.21) that seeks a deeper contact with their ancestry through this class.
Good-aligned Dragon Dancers are often Dragonborns of Bahamut (Races of the dragon, p.5): members of different races heard in their youth the call of the Platinum Dragon so they seek out to accomplish the Rite of Rebirth before (or while) undertaking the lessons to get into this class.

Other Classes: Dragon Dancers get along pretty well with bards that share their passion for art and the power it gives. They particularly enjoy bard’s company in battle since they often provide to the Dragon Dancer the perfect soundtrack for their Draconic Dance, changing a fight in a show.
Dragon dancers also like to frequent all those people that understand and seek draconic power. This leads them to look for the company of wizards and sorcerers, even if sometimes Dragon Dancers end up with looking down on them as people that cannot fully understand the goal of their research.
Because they think that killing a dragon is one of the greatest sins, most Dragon Dancers share a visceral hatred to all those who call themselves “dragon hunter” or “dragon killer” and this brings them to have frequent conflicts with paladins, rangers and fighters.

Role: Due to the powers he gets from it’s Choreographies, a Dragon Dancer is often engaged in the middle of battle, using different combat style matching with his ongoing draconic dance. If he chooses to heighten his defence or improve his movement he proves himself good at keeping enemies at bay, but choosing different Choreographies he can also become a threatening fighter. The Choreographies he gets at middle levels (Magical Dance, Blazing somersaults, Frightful steps) help him in both roles and make him a nice battlefield controller.

Adaptation: Being dance an universal form of expression, the class can be adapted to different societies by modifying the way to enter the class and the type of dance. In a tribal society Dragon Dancers could be a particular shaman-like group with a “totemic” connection to dragons. In more civilized society they can be linked to wizards in their research for powers, especially in low-magic settings where there are few wizards and a Dragon Dancer can represent a less magical and more empirical way to access draconic power.


GAME RULE INFORMATION
Dragon Dancers have the following game statistics.
Abilities: Charisma is the key ability for a Dragon Dancer since all his Choreographies somehow rely on Perform (Dance) skill, and thus on Charisma. Dexterity and Constitution can also be very useful for defence since a Dragon Dancer is not allowed to use medium or heavy armor. Intelligence can provide extra skill points to make the Dragon Dancer more versatile.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Dragon Dancer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Escape artist (Dex), Jump (Str), Knowledge (arcana) (Int), Intimidate (Cha), Listen (Wis), Perform (dance) (Cha), Spot (Wis), Profession (Wis), Tumble (Des).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Draconic dance; Twirling dodge; Choreographies, Ballet of Claws


2nd

+1

+0

+3

+3
Evasion


3rd

+2

+1

+3

+3
Scaled-skin Dance


4th

+3

+1

+4

+4
Versatile dancing


5th

+3

+1

+4

+4
Move of moves


6th

+4

+2

+5

+5



7th

+5

+2

+5

+5
Magical dance


8th

+6/+1

+2

+6

+6
Double-step dance


9th

+6/+1

+3

+6

+6
Hoard pirouette


10th

+7/+2

+3

+7

+7



11th

+8/+3

+3

+7

+7
Blazing somersaults


12th

+9/+4

+4

+8

+8
Ecstatic Dance


13th

+9/+4

+4

+8

+8
Dance like a man, sense like a dragon


14th

+10/+5

+4

+9

+9



15th

+11/+6/+1

+5

+9

+9
Frightful steps


16th

+12/+7/+2

+5

+10

+10
Unstoppable Dance


17th

+12/+7/+2

+5

+10

+10
Ball of magic negation


18th

+13/+8/+3

+6

+11

+11



19th

+14/+9/+4

+6

+11

+11
Taps of greatness


20th

+15/+10/+5

+6

+12

+12
Unleash the Dragon with Dance



Class Features
All of the following are class features of the Dragon Dancer.

Weapon and Armor Proficiencies: A Dragon Dancer is proficient with all simple weapons and with light armors.

Draconic dance (Ex): at 1st level, a Dragon dancer learns how to master the core of his power, draconic dance. While engaging this magical form of art he moves, jumps and spins around the battleground and gains a +2 bonus to Dexterity and Charisma, as well as a +1 dodge bonus to AC. Since draconic dance is tiring and challenging from a physical point of view ha also take a -1 penality on Fortitude saves while performing draconic dance.
In addition, while performing draconic dance, a Dragon Dancer can choose to gain more power choosing one of the Choreographies he knows (see below).

Beginning a Draconic dance is a free action but a Dragon Dancer must spend at least a 5 ft. movement (a 5 ft. step is sufficient) to maintain it. Each us of Draconic dance lasts for a number of rounds equal to 3 + Charisma modifier, though a Dragon Dancer can end it prematurely. At the end of the dance, the dragon dancer loses the previouslly acquired modifiers and restrictions and becomes panting (new condition described below) for the duration of the current encounter.

While dancing a Dragon Dancer cannot perform any action that requires concentration or fine manipulation of objects (like pickpocketing, operating complex devices) nor can he cast spells that require somatic and material components or activate magic items that require a spell trigger (such as a wand) or spell completion (such as a scroll) to function. A Dragon Dancer able to enter rage or frenzy cannot use his Draconic Dance while raging or frenzied, nor he can enter rage or frenzy while dancing.
He can, however, use magic items that require a command word or a mental action to activate and he can cast spells with only verbal components.
A dancing Dragon dancer cannot use Draconic Dance if wearing medium or heavier armors or carrying shields and apply his armor penality to every Perform (dance) check required by Choreographies.

A Dragon Dancer can start a dance only once per encounter. At 1st level he can use his draconic dance ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

A panting character is out of breath. He takes a -1 penalty to Strenght and Dexterity. He can charge but while charging he can move only up to 1 and 1/2 his base speed and gains half the normal bonus on his attack roll. He can run, but his speed multiplier is reduced by one while running. A typical character runs three times his base speed, or two times if in heavy armor, when panting.
A panting character that takes a full-round action for three consecutive rounds (or undertakes any other serious effort) becomes fatigued instead.
To remove this condition are necessary ten minutes of rest.
"Panting" is a lesser condition than "fatigued".

Twirling dodge (Ex): at 1st level, a Dragon Dancer gains the ability to move around the battlefield using his dance mastery to avoid unexpected attacks. Every time he has to make a Tumble check to avoid to provoke attacks of opportunity while moving he can instead make a Perform (dance) check.
If he is successful, his speed is reduced by 5ft. instead of being halved.

Choreographies: Every time he starts a Draconic Dance, a Dragon Dancer must choose to perform one of the Choreographies he knows. Every Choreograpy gives him a unique power that resembles an aspect of the nature of dragons. Details are shown below.
Once chosen, the selected Choreography works till the Draconic Dance expires and cannot be changed in the meantime (but see “Versatile dancing” ability below). Also Dragon Dancers cannot have more than a Choreography active at the same time (but see “Double-step dance” ability below).
The Dragon Dancer gains his first Choreography at 1st level and gains an additional one at each odd-numbered level thereafter.
A Dragon Dancer is considered as possessing all the capabilities given by his Choreographies even when he is not dancing for the purpose of qualifying for feats. So, a 1st level Dragon Dancer could take Improved natural attack (claw), a 3rd level one could take Improved natural armor or Improved damage reduction. However the benefits of this feats will be active only when using the Choreography that provides the feature enhanced by the feat.
Unless otherwise noted, every Choreography is a supernatural ability.

Ballet of Claws. When he gains this Choreography at 1st level, a Dragon Dancer unleashes the power of dragon’s natural attacks, He mimics with his movements the steady claws, the powerful mouth, the graceful wings and the whipping tail . While dancing the hands of the Dragon Dancer cover in scales and his nails sharpens as he gains two claws natural attack, dealing 1d4 + ½ Strenght modifier each.

At 6th level, a Dragon Dancer using this Choreography has his mouth enlarged and his teeth grow bigger and pointy. He gains a bite attack that deals 1d6+Strenght modifier. From here on, every time he uses this Choreography the bite attack is his primary attack and the claws become the secondary.

At 11th level, a Dragon Dancer using this Choreography also grows a pair of dragon-like wings not suitable for flight but that grants him two wing attacks (secondary attacks, 1d4+1/2 Strenght modifier).

At 16th level, a Dragon Dancer using this Choreography also grows a long reptilian tail that grants him a tail attack (secondary attacks, 1d8+1-1/2 Strenght modifier).
All the attacks made using this natural attacks use a Perform (dance) check instead of the normal melee attack roll. A natural 20 still scores a critical threat.

For the purpose of using feats like Power attack and Combat expertise while using Ballet of Claws the class still refers to its BAB to calculate the highest penalty imposed by those feats.

Scaled-skin Dance. A Dragon dancer gains this Choreography at 3rd level. When he uses it he mimics the glammering of light on the scales of a dragon and enhances his defences with draconic poweri His skins is covered in scales as he gains a natural armor bonus to his Armor Class equal to half his Dragon Dancer level (+1 minimum).
Calling the defensive power of draconic skin, when he starts dancing the Dragon Dancer chooses Damage Reduction or energy resistance (fire, cold, electricity or acid) and then makes a Perform (dance) check. He then gains DR or resistence to the selected element as shown below.

DC 15 - DR 2/magic - energy resistence 5
DC 20 - DR 5/magic - energy resistence 10
DC 25 - DR 10/magic and adamantine - energy resistence 15
DC 30 - DR 15/magic and adamantine- energy resistence 20
DC 35 - DR 20/magic and adamantine- immunity to chosen energy type

DR and energy resistance are given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 23 on his Perform (dance) check to gain resistance to acid he gains resistance to acid 5.

Move of moves. When performing this Choreography, gained at 5th level, a Dragon dancer calls upon the sinuous moves of a dragon burrowing, flying or swimming. Upon choosing to use this Choreography he must also choose to gain a fly (average manoeuvrability), swim or burrow speed and rolls a Perform (dance) check. His speed in the chosen movement type is given as shown below.

DC 15 - 25 ft.
DC 20 - 30 ft.
DC 25 - 40 ft.
DC 30 - 50 ft.
DC 35 - 60 ft.

Movement speed is given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 26 on his Perform (dance) check to gain fly speed he gains 40 ft fly speed (average).

Magical dance (Sp). When he gains this Choreography at 7th level, the Dragon Dancer learns how to mimic with his moves the manifestations and the effect of some of dragons spell-like abilities. When he chooses to use this Choreography he must also choose between chromatic and metallic dragons. Then he gains access to a list of spell-like abilities (as shown below), each one linked to each specific group. He can use any of this spell-like abilities of that group as a standard action (unless otherwise stated) every round but each one of these abilities cannot be used more than once per Draconic dance.

Darkness (Black dragon) Suggestion (Brass dragon)
Ventriloquism (Blue dragon) Detect thought (Bronze dragon)
Plant growt (Green dragon) Trasmute mud to rock /rock to mud (Copper dragon)
Locate object (Red dragon) Bless (Gold dragon)
Fog Cloud (White dragon) Feather fall* (Silver dragon)

*The use of “feather fall” is an exception to the rule that states that a Dragon Dancer needs a standard action to use these abilities because it needs an immediate action.

From 10th level, when he chooses to use this Choreography, a Dragon Dancer also gains access to more powerful spell-like abilities along with those received at 5th level.

Charm monster (Black dragon) Endure elements (Brass dragon)
Hallucinatory terrain (Blue dragon) Control water (Bronze dragon)
Dominate person (Green dragon) Wall of stone (Copper dragon)
Find the path (Red dragon) Geas / Quest (Gold dragon)
Freezing fog* (White dragon) Control winds (Silver dragon)

*As the old white dragon spell-like ability.

From 14th level, when he chooses to use this Choreography, a Dragon Dancer gains also access to more powerful spell-like abilities along with those received at 5th and 10th level.

Insect plague (Black dragon) Summon Djinni (Brass dragon)
Mirage arcana (Blue dragon) Control weather (Bronze dragon)
Command plants (Green dragon) Move earth (Copper dragon)
Discern location (Red dragon) Sunburst (Gold dragon)
Wall of ice (White dragon) Reverse gravity (Silver dragon)

When using this spell-like abilities a Dragon Dancer has a caster level equal to his Dragon Dancer level. The DC to resist to these abilities is equal to 10 + spell level + Cha modifier.

Hoard pirouette. The Choreography that a Dragon Dancer learns at 9th level is inspired by the majestic figure of a dragon enjoying what it loves most in it’s life: its hoard. While he rolls and whirls, the Dragon Dancer figure changes: the skin turns into pure gold, the eyes into beautiful gems and his dresses look like made of finest silk.
The sight of this dancing treasure mesmerizes the bystanders. When he starts this Choreography, a Dragon Dancer must make a Perform (dance) check. The result sets the DC for resisting this ability.
At the beginning of their turn, all the creatures in a 30 ft. radius from the Dragon Dancer must make a Will save or become fascinated as long as he continues dancing, as per the bard’s Fascinate ability.

Unlike that ability, Hoard pirouette is not an enchantment (compulsion), mind-affecting ability and can be easily used in battle. In fact this ability relies on people’s natural greed and not on subjugating their senses with magic.
This ability has effect on every creature that has an Intelligence score of 3 or higher. Creatures belonging to a race naturally greedy (such as giants, dwarves and dragons) take a -4 penality on their Will save. Creatures that are generally immune to greed and/or have no interest in hoarding goods (such as a character having Vow of poverty feat) take a +4 on their Will save.
A creature that makes his saves is immune to the Hoard pirouette Choreography of that particular Dragon Dancer for the next 24 hours.

Blazing somersaults. At 11th level a Dragon Dancer discovers the secret moves inspired to the beauty of the whirling flames, the oozing acid, the gleaming ice or the sparkling thunders that erupt from the sinuous throat of a dragon.
When he starts dancing and decide to use this Choreography he also must choose between acid, cold, fire and electricity. Once made the choice remains effective till the end of the draconic dance.

While dancing with this Choreography, a Dragon dancer can use a fullr ound action to make a Perform (dance) roll and move up to his base speed (not necessarily in a straigth line, but it cannot pass twice in the same square) leaving behind a line of elemental energy. All creatures and objects adjacent to the squares that the Dragon Dancer crossed with his movement must make a Reflex save or take elemental damage (of the type chosen at the start of the dance) equal to the result of the Perform (dance) roll. A successful save halves the damage.

At 18th level, the line of elemental energy lingers for one round in the squares in which the Dragon Dancer moved, creating a wall. For that round, the squares are occupied by an effect similar to the Wall of fire spell, except that it deals damage of the selected element, that it doesn’t inflict double damage to undeads and that it’s as long as the previous movement of the Dragon Dancer.
The DC for this ability is equal to 10 + half Dragon Dancer level + Cha modifier.

Dance like a man, sense like a dragon. This ecstatic dance, learned at 13th level, attunes the senses of the Dragon Dancer to those of dragons. While performing this Choreography a Dragon Dancer gains low light vision (or improved low light vision if the creature already possesses that ability), darkvision out to a 60 ft range (or 120 ft if the creature already possesses darkivision) as well as a +4 bonus to Listen and Spot checks.

In addition, a Dragon Dancer receives blindsense and treasure scent. The latter ability allows him to automatically notice the presence of objects with a high value within a certain range around him (see below). When Dragon Dancer senses the presence of valuable goods, he can make an Appraise check as a move action to know the value of those objects: he makes only one check that applies to all objects in range. If he manages to estimate the actual value, he also learns the materials that compose the items and if they are magical or not.
Both blindsense and treasure scent work in a radius determined by a Perform (dance) check rolled at the beginning of the dance, as shown below.

DC 15 - 15 ft.
DC 20 - 20 ft.
DC 25 - 25 ft.
DC 30 - 30 ft.
DC 35 - 35 ft.

The radius is given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 17 on his Perform (dance) check he gains blindsense and treasure scent out to 15 ft.

Frightful steps. At 15th level a Dragon Dancer learns the moves that mimic all the frightening aspects of dragons: the powerful build, the majestic presence, the frightful mien.
When a Dragon Dancer starts this Choreography he must make a Perform (dance) check, that sets the DC of this ability. Every creature that begins his turn within 20 ft. from the Dragon Dancer must make a Will save or gain the frightened condition as long as he remains within the radius and for 1d4+1 round when he leaves it. A creature already shaken or frightened that fails his save becomes panicked instead.
The effects of the same Frightful steps Choreography don’t stack: if a creature is frightened by it, leaves the area of effect and then re-enters it, it must not make another save and it’s condition is not worsened.
A creature that makes his save becomes immune to the Frightful steps Choreography of that specific Dragon Dancer for 24 hours.
This is a fear effect.

Ball of magic negation. With this dance made of slow, discreet movements that he learns at 17th level, a Dragon Dancer knows how to mimic the natural draconic resilience to magic.
While he uses this Choreography he gains Spell Resistance equal to 10 + Dragon Dancer level.
In addition, once per Draconic dance, when a spell manages to overcome his SR the Dragon Dancer can make a special dispel attempt as an immediate action to counter it.
This attempt works like a greater dispel magic spell, except that the Dragon Dancer uses a Perform (dance) check instead of a normal caster level check.

Taps of greatness. Stomping the ground violently while performing this Choreography gained at 18th level, a Dragon Dancer calls upon the peak of dragon’s physical power and increasing his own size (up to Colossal).
When a Dragon Dancer starts a Draconic Dance he must make a Perform (Dance) check: the result indicates (as shown below) how many size increases the character gets. If there is no room for the character to reach the designed size he can attempt a Strenght check to break what blocks him and continue growing. If he fails the check the growth stops at the last affordable size.
The character's gears grows along with him.

DC 20 - +1 size
DC 25 - +2 sizes
DC 30 - +3 sizes
DC 35 - +4 sizes

The size increase lasts until the Draconic Dance expires. Then the Dragon Dancer loses one size every round till reverting back to his natural size.
The increase is given according to the last DC that the Dragon dancer manages to overcome. For example, if a medium Dragon Dancer rolls 31 on his Perform (dance) check his size increase by 3 steps, becoming Gargantuan. When his Draconic Dance expires he starts shrinking and becomes Huge one round later, Large in the following round and reverts back to medium size in the third round after the dance has expired.



Evasion (Ex): A Dragon Dancer of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Dragon Dancer is wearing light armor or no armor. A helpless Dragon Dancer (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Versatile dancing (Ex): at 4th Level a Dragon Dancer learns how to adapt his dance style to the needs of battle, swapping from one Choreography to another. Once per round, he can spend a move action to lose the benefits of the Choreography he chose when he started the Draconic Dance and gain the benefits of a different one he knows.
A Draconic dancer cannot use this ability more than once per round.

Double-step dance (Ex): at 8th level a Dragon Dancer learns to mix his known Choreographies in one single, powerful dance.
When he starts a Draconic Dance he can spend two uses of his Draconic Dance ability and choose to Choreographies, gaining the benefits granted by both of them.
For example a Dragon Dancer could choose to use Ballet of claws and Move of Moves to gain the natural attacks and the swim speed needed to face an aquatic monster.
However, maintaining this kind of dance is really difficult and tiring: A Dragon Dancer using this ability suffers a -4 penality to his Perform (dance) checks and at the end of his Draconic Dance becomes exhausted instead of becoming fatigued.

Ecstatic Dance (Ex): From 12th level, when a Dragon Dancer engages a Draconic Dance his mind is caught in a trance-like state by the power of emotion that such form of expression generates and becomes protected from those effects intended to modify it.
While using Draconic Dance a Dragon Dancer becomes immune to fear and sleep effect and gets a +4 bonus on Will saves made against mind affecting abilities.

Unstoppable Dance (Ex): From 16th level, when a Dragon Dancer engages a Draconic Dance he becomes an unstoppable exemplar of draconic power, apt to overcome every impairment.
While using Draconic Dance a Dragon Dancer becomes immune to paralysis and gets a +4 bonus on all saves and rolls made against effects intended to restrict his movement (including grapple check).

Unleash the Dragon with Dance (Sp): At 20th level a Dragon Dancer learns the final secret related to his class: the ability to fully summon draconic power by dance.
This ability can be used once per day, requires a full-round action and to spend two daily uses of Draconic Dance. During that round the Dragon Dancer engage in furious ball that sums up all the main steps of all the Choreographies.
When he does so, he is transformed in a dragon as per the Dragonshape transmutation spell (polymorph subschool, Players handbook II, p.111).
Unlike the spell, though, he can choose different type of dragons to transform into, as follows.

Mature adult Bronze Dragon
Mature adult Gold Dragon
Mature adult Silver Dragon
Mature adult Red Dragon
Old Blue Dragon
Old Brass Dragon
Old Copper Dragon
Old Green Dragon
Very old Black Dragon
Ancient White Dragon

This effect lasts like a normal use of Draconic dance and when it ends leaves the Dragon Dancer exhausted. This ability is considered as a Draconic Dance for the purpose of applying the benefits of Ecstatic Dance and Unstoppable Dance but not a Choreography so it’s not suitable to be swapped or combined with another Choreography with Versatile Dancing and Double-step Dance.

somebody27else
2014-08-16, 09:00 AM
The Draconic Channeler

http://25.media.tumblr.com/tumblr_m5dyrkIwaJ1r573c7o2_1280.png

Feel the power of the ancients! In the face!

The Draconic Channeler (DC) takes the soul of a Dragon and channels it into various weapons and clothing he has on him.

Adventures: Adventure is its own reward. And if it isn't, well, meh, the pay's good.

Characteristics: The Draconic Channeler is a mobile, high-functioning master of ranged and melee combat.

Alignment: DCs rarely follow the law, and thus are rarely lawful. No real restrictions apply, though.

Religion: Deities such as Tiamat, monsters such as Nidhogg, and Gods such as Ophis and the Great Red are common aspects of DC prayer, though they are not limited to this worship.

Background: DCs gain their powers by teaming up with the souls of dead dragons. How they came into contact with the dragons, and how they struck a deal with them various person to person.

Races: Any smaller-than-Huge Humanoid.

Other Classes: The DC always enjoys a good challenge, and will thus try to duel other fighting-based classes, while ignoring more specialty-based ones.

Role: The DC can be a short-mid range attacker, with slightly tanky qualities.

Adaptation: If the campaign setting were suffering a dearth of Dragons, then Demon Soul Channelers or Angel Soul Channelers might show up, but with different abilities.

GAME RULE INFORMATION
Dragon Soul Channelers have the following game statistics.
Abilities: Strength and Constitution are necessary for this class, just like all other melee classes. The ranged attacks that the DC has access to are based off of Constitution, so its doubly useful.
Alignment: Any.
Hit Die: d10
Starting Age: As Bard.
Starting Gold: As Fighter.

Class Skills
The DC's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Any) (Int), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Dragon Soul Channeler



Level

BAB

Fort

Ref

Will

Special

Max Channel

Channel Pool




1

+1

+2

+2

+0

Smooth Movement, Channeling, Weapon Burst, Dragon in the Mind

1

2




2

+2

+3

+3

+0

Body Channeling, Punch Breath

1

3




3

+3

+3

+3

+1

Speed Boost

1

4




4

+4

+4

+4

+1

Dragon Skin +1

1

4




5

+5

+4

+4

+1

Dracowings

2

5




6

+6/+1

+5

+5

+2

Bonus Feat

2

6




7

+7/+2

+5

+5

+2



2

7




8

+8/+3

+6

+6

+2

Dragon Skin +2

2

7




9

+9/+4

+6

+6

+3

Dracogenius

3

8




10

+10/+5

+7

+7

+3

Efficient Channeling

3

9




11

+11/+6/+1

+7

+7

+3

Better Bursting

3

10




12

+12/+7/+2

+8

+8

+4

Dragon Skin +3, Badder Breath

3

10




13

+13/+8/+3

+8

+8

+4

Banging Body

4

11




14

+14/+9/+4

+9

+9

+4

Wind Tunnel

4

12




15

+15/+10/+5

+9

+9

+5

Genius Channel

4

13




16

+16/+11/+6/+1

+10

+10

+5

Dragon Skin +4

4

13




17

+17/+12/+7/+2

+10

+10

+5



5

14




18

+18/+13/+8/+3

+11

+11

+6



5

15




19

+19/+14/+9/+4

+11

+11

+6



5

16




20

+20/+15/+10/+5

+12

+12

+6

Dragon Skin +5

5

16




Class Features
All of the following are class features of the Draconic Channeler.

Weapon and Armor Proficiencies: All simple and martial weapons, light and medium armor.

Fighting Soul: For the purpose of taking feats, the Draconic Channeler may add his D.C. level to his Fighter level (if he has one).

Smooth Movement (Ex): The DC moves smoothly, despite the armor he is wearing. While wearing armor he is proficient with, he takes no penalty to movement speed based on the armor itself.

Dragon on the Mind (Su): You literally have an ancient, powerful dragon in your head. It doesn't like getting bothered by outside influences. You get a bonus equal to your Draconic Channeler level for Will saves against mind-affecting spells, psionic abilities, and the like.

Channeling (Su): The Dragon Soul Channeler uses a dragon's spirit to amplify himself, his weapons, his armor, and his attacks. He can only channel a certain amount of his Dragon's power at once. This is represented by his Channel Pool, as a certain number of dragon power points (DPP). However, he can only channel a certain amount of DPP into a single object/attack. This is represented by his Max Channel. So a Level 2 DC could channel 1 DPP into his sword (Weapon Burst) and 1 into himself (Body Channeling), but he could not channel both his DPP into his sword simultaneously.

The act of channeling points into an ability is a Free Action that can be taken at the beginning of the D.C.'s turn.

Additionally, after using DPP, the dragon soul needs time to 'recharge', as it were. It takes 5 rounds for a DPP to recharge. Multiple DPP can recharge simultaneously.

Weapon Burst (Su): You channel the spirit of the Dragon into your weapon, making it stronger. For each DPP channeled into this ability, 1 weapon you are holding gets a +1 enhancement bonus. After 3 rounds, the Weapon Burst fades and the DPP are used up. You cannot a Weapon Burst on a Natural Weapon, or any weapon which already has an enhancement bonus.

Body Channeling (Su): You channel your dragon into your body, making yourself much stronger than you normally are. For each DPP, you get a +2 circumstance bonus to a single physical attribute. You also get a +1 racial bonus to Natural Armor and Spell Resistance per DPP. After 3 rounds, the DPP are used up and the bonuses fade.

Punch Breath (Su): Your dragon uses your arm as a medium to channel its breath weapon. The breath weapon deals 2d8 damage of the appropriate damage type per DPP. The breath takes the shape of a cone with radius equal to 15*(1+DPP used).

The DC is 10 + 1/2 DC level + Con mod + DPP used. All DPP are used up immediately.

Speed Boost (Su): The Dragon empowers your body, giving you a short burst of speed. Your land and flying speed (if you have one) increase by 30 feet for each DPP invested. The bonus fades after 2 rounds.

Dragon Skin (Ex): Due to continuous channeling of the Dragon, your skin gains properties slightly similar to Dragon scales. You permanently get a +1 bonus to Natural Armor and Spell Resistance. You also get DR 1/-. These bonuses increase by 1 every 4 levels, to a total of +5 to NA and SR and DR 5/- at level 20.

Dracowings (Su): At 5th level, the Draconic Channeler gains the ability to channel their inner Dragon into the back of their armor, creating wings. This ability can only be used if the Channeler is actually wearing clothes or armor on their upper back. The user gets a Fly speed of 30 feet with Average maneuverability. Activating this ability requires 1 DPP, and the wings stay for 5 rounds.

At level 10, the wings grant Good maneuverability.

At level 15, the wings grant Perfect maneuverability.

Bonus Feat (Ex): You may take a Fighter Bonus Feat, as long as you meet the prerequisites.

Dracogenius (Ex): You often converse with the dragon that resides within you, and thus by level 9 have learned some of its knowledge. You get a bonus to all Skill checks based off mental stats equal to 1/3 your D.C. level, rounded down.

Efficient Channeling (Ex): You are much stronger now then you were in the beginning, and it shows. The DPP you spend now recharge in 4 rounds, rather than 5.

Better Boosting: You are now much better at using a Weapon Burst. You now can add additional nuances too your blade(s). The weapon(s) you use Weapon Burst gain additional properties depending on the amount of DPP you used:

1 DPP - Your weapon, upon a successful hit, does an extra 1d6 damage of the energy type of your dragon.
2 DPPs - Double the threat range of the weapon. This bonus never stacks with any other bonus.
3 DPPs - When making a full attack with the weapon, you can make another attack at your full BAB
4 DPPs - The weapon does an extra 1d6 damage of the appropriate type, and you can make another attack at full BAB
5 DPPs - The weapon's threat range is doubled, and you can make another attack at full BAB.

Note that these bonuses do not stack with one another; if you spend 3 DPP, you don't get the bonus from 1 and 2 DPPs additionally

Badder Breath: Your breath delivers a harmful condition upon those that it hits. If an opponent fails a save against your Punch Breath, roll the die shown on the table below. If they roll a 1, they get afflicted with the corresponding condition.



Energy Type

dX

Condition



Acid

d4

Sickened



Cold

d6

Nauseated



Electricity

d6

Paralyzed



Fire

d4

1 HP damage per point of DPP*



Sonic

d6

Deafened, Flat-Footed


These conditions last for a number of rounds equal to the number of DPP invested. Every round, the affected enemy gets a chance to break the condition early. To do so, they have to make a Fort save equal to 10 + 1/2 D.C level + Con mod + DPP.
*Note: If hit with a Fire Punch Breath, you take 1 dmg/DPP every round. Additionally, for the rest of the day, you get 2 damage to Str and Con. Multiple hits of Fire Punch Breath do not stack

Banging Body: Your better at improving your body, and now while using Body Channeling, you gain Draconic features, too. You gain scales that are so hard that regular weapons sometimes bounce right off them. Body Channeling's Armor Class bonus improves to +2 per DPP. Additionally, if an opponent fails an Attack roll against you, they lose all iterative attacks they may have, and become Flat-Footed.

Super Speed: While speeding along, you cut the wind. You cut it into a little tunnel of wind. While using Speed Boost, if you leave a square from which you threatened an opponent, that opponent takes 2d6 Piercing damage.

Genius Channel (Su): You channel the genius of the Dragon inside of you. You get a +2 Circumstance bonus to Intelligence, and a +2 bonus to any mental ability-based checks per DPP you channel into this ability. The effects of this ability end after 2 rounds.

sengmeng
2014-08-16, 02:58 PM
Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2014-08-16, 04:21 PM
The Dragon Disciple

http://fc08.deviantart.net/fs71/i/2010/336/e/3/bronze_dragon_disciple_by_rashael-d341wak.jpg
Bronze Dragon Disciple by Rashael

The strength only dragons can have; the will only humans can muster.

A dragon disciple is a warrior of legend, and a caster of mighty spells. Many so-called dragon disciples are glorified sorcerers with cursory fighting ability, but true dragon disciples are masters of any form of attack.

Adventures: Dragon disciples adventure the same reason that a dragon might if the treasure it sought did not come to it - ironically enough, in the form of adventurers. Their disciples do not have this luxury, and so must take a more pro-active approach to accumulation of wealth.

Characteristics: Dragon disciples are, like dragons, both mighty warriors and great spellcasters. They use momentum to power their physical attacks, and like other momentum-users, that have a near-limitless skill choice.

Alignment: Dragon Disciples can be of any alignment. True Neutral dragon disciples are less common, due to the fact that all the types of dragon that are similar in alignment are uncommon at best, usually forcing the disciple to emulate another, less fitting dragon.

Religion: Dragon disciples do not follow specific deities, although those such as Tiamat are common for obvious reasons.

Background: One becomes a dragon disciple after choosing to emulate the dragons. The ritual to begin taking on their powers is inexpensive, and usually involves either walking through fire while chanting draconic verse (whether or not one is actually fluent in the language), or intimate contact with a dragon, or a religious ceremony in the name of a deity. The specifics of the ritual matter no great deal so long as one has the power to accomodate the changes.

Races: Any race can have the desire to emulate the ultimate powers of the dragons, assuming that they are not dragons themselves. Any non-dragon can be a dragon disciple.

Other Classes: Dragon disciples don't have any specific quarrel or alliance with any other class, although some clerics think of them as impious due to the fact that any divine attachment they might have need only last long enough to complete a single ritual.

Role: Dragon disciples are essentially front-line warriors, although their spells are certainly helpful in the right place at the right time.

Adaptation: Consider that a dragon disciple might emulate a non-standard dragon type. Also, even if there are no longer any dragons, that doesn't stop someone hearing of them and trying to become like the creatures of legend.

GAME RULE INFORMATION
Dragon disciples have the following game statistics.
Abilities: Strength and charisma are most important, as combos and finishing moves require the former, and spells the latter.
Alignment: Any
Hit Die: d12
Starting Age: As barbarian
Starting Gold: As sorcerer.

Class Skills
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex) and Truespeak (Int) are class skills of the dragon disciple.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DRAGON DISCIPLE
LevelBABFortRefWillSpecial
Maximum momentum
Maximum Combo/finsh level
Breath Weapon Maximum Damage0lvl1st2nd3rd4th
1st+0+2+0+2Momentum, Claws and Bite, Natural Armour.
11
1
—1————
2nd+1+3+0+3Inertia
14
1
—1————
3rd+2+3+1+3Breath weapon
17
1
2d81————
4th+3+4+1+4Spellshifting
22
1
2d810———
5th+3+4+1+4Might of Ignis +2
27
1
2d810———
6th+4+5+2+5Improved Natural Weapons
34
2
2d811———
7th+5+5+2+5Resilience of Terra +2
41
2
4d811———
8th+6/+1+6+2+6Charm of Lux +2
49
2
4d8110——
9th+6/+1+6+3+6Wings
57
2
4d8110——
10th+7/+2+7+3+7Agility of Aer +2
67
2
4d8111——
11th+8/+3+7+3+7Might of Ignis +4, Improved Natural Weapons
77
3
6d81110—
12th+9/+4+8+4+8Intellect of Aqua +2
88
3
6d81111—
13th+9/+4+8+4+8Half-dragon apotheosis
100
3
6d82111—
14th+10/+5+9+4+9Sense of Umbra +2
112
3
6d822110
15th+11/+6/+1+9+5+9Resilience of Terra +4
125
3
8d822111
16th+12/+7/+2+10+5+10Improved Natural Weapons
138
4
8d822211
17th+12/+7/+2+10+5+10Might of Ignis +6
153
4
8d832221
18th+13/+8/+3+11+6+11Charm of Lux +4
168
4
8d833221
19th+14/+9/+4+11+6+11Oblivion Strike, Death Sentence
183
4
10d833332
20th+15/+10/+5+12+6+12Golden Dragon Cannon, Dragonform
200
4
10d833333

Special: Must be a non-dragon race. However, the Half-Dragon Apotheosis class feature does not disqualify you from taking further levels, even though you are technically a dragon.

Class Features
All of the following are class features of the dragon disciple.

Weapon and Armor Proficiencies: Dragon disciples are proficient in all simple and natural weapons, and light armour. They can cast spells in light armour, but medium and heavy armour not only grant the normal spell failure chance, but prevent the use of combos and finishing moves.

Spellcasting

The Dragon Disciple casts spells drawn from the Dragon Disciple spell list. He knows all these spells of a level he has available, and casts them just as a sorcerer might. His caster level is equal to his class level, minus three.

All dragon disciple spells have Verbal and Somatic components only, a casting time of one standard action, an instantaneous duration and no save, and allow spell resistance, unless specified otherwise. Many dragon disciple spells do not specify these components.

Combos and Finishing Moves (Su)

The dragon disciple is skilled in fighting using powerful combo attacks, causing him to gain momentum with that combo up to the maximum given on Table: The Dragon Disciple. He may make combo attacks only with his natural weapons, and may not take class features or base attack bonus from other classes into account when determining how many combo attacks he can make (though he can still make the remaining attacks as normal attacks).

For example, a Dragon Disciple 1/Fighter 6 gains an extra attack for having a high base attack bonus, but only because of his fighter levels. Therefore, he cannot make the extra attack as a combo attack.

Attacks of Opportunity, as well as other ways to make attacks when it's not your turn, cannot be combo attacks.

Using a combo attack requires that the dragon disciple be using a natural attack, and makes the dragon disciple's momentum with that combo attack increase by the amount of damage dealt, up to the maximum. Bonus damage from sneak attacks, precise strike, and similar class features is not added, but bonus damage from power attack, enhancement bonuses, critical hits and a bard's Inspire Competence counts - in general, damage dealt increases your momentum if it can be achieved without multi-classing. This causes the combo to be slightly more powerful, but also allows for a finishing move.

Finishing moves cause the dragon disciple to lose all momentum with a single combo attack of the dragon disciple's choosing, but have a special effect which is given in the description of the combos - the finishing moves themselves are just a way to release the momentum, and their own effects are limited. A basic attack may be used as a finishing move, but you do not have to use it as one - it may simply be an attack.

The dragon disciple's benefit is in on-the-spot versatility, and therefore he is capable of using any combo or finishing move on the dragon disciple combo and finishing move lists, up to the maximum level given on Table: The Dragon Disciple.

The dragon disciple's ability to use combos does not count when determining whether or not he qualifies for prestige classes.

Natural Armor Increase (Ex)

A dragon disciple gains an increase to the character’s existing natural armor (if any) equal to a third of his class level, rounding up. As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

Claws and Bite (Ex)

At first level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

At first level, a medium dragon disciple's bite attack does 1d6 damage while his claws do 1d4. Adjust these values for different sizes of Dragon Disciple as necessary.

Table: Natural Weapon Damage
SizeBiteClaw/TailWing
Fine1--
Diminutive1d21-
Tiny1d31d21
Small1d41d31d2
Medium1d61d41d3
Large1d81d61d4
Huge2d61d81d6
Gargantuan3d62d61d8
Colossal4d63d62d6

A dragon disciple is considered proficient with natural attacks, and considers all natural attacks to be primary natural attacks. When making a full attack, a dragon disciple uses his full base attack bonus and attack progression with all his attacks, taking no penalties to any of them. The dragon disciple adds his full strength bonus to all his damage rolls with natural weapons.

At sixth level, and every fifth level thereafter, the Dragon Disciple's claws and bite deal damage as though they were one size larger, even if they were not directly caused from the class.

Inertia (Ex)

From second level, the dragon disciple gains a single point of Inertia every time he makes a successful attack with a natural weapon or makes a successful skill check. However, he can only gain, and use, Inertia while in combat. He may have a total number of points of Inertia equal to one half of his level at any one time. He may spend a single point of Inertia to do one of the following:

Add 1 to his attack roll, skill check or saving throw, even after he's already made it.
Add 1 to his AC (including touch and flat-footed AC) for the purposes of a single attack made against him, even after the attack has already been made.

Alternatively, he may spend three points of Inertia to do one of the following:

Re-roll a single attack roll, skill check or saving throw, even after he's already made it.
Force an opponent to re-roll a single attack roll they just made.
Increase his movement speed by 10 feet when he moves.

In any case, use of Inertia does not take an action, and is done as part of, or in response to, the action to which it pertains - choosing whether or not to use Inertia takes no more time than choosing who to attack. However, a die can only be re-rolled once through use of Inertia.

Breath Weapon (Su)

At 3rd level, a dragon disciple gains a minor breath weapon, which can be used by expending a point of inertia. The type and shape depend on the dragon variety whose heritage he enjoys. Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.

Every four levels thereafter, it can deal up to 2d8 more damage by spending an additional point of inertia per 2d8 extra damage. Use all the rules for dragon breath weapons except as specified here.

The DC of the breath weapon is 10 + 1/2 class level + Con modifier.

The dragon disciple may choose to have his breath weapon deal fire, acid, cold or electrical damage, and be either a line or a cone. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Spellshifting

When the dragon disciple attains first-level spell slots, he may use a higher-level spell slot to cast his spells, just as a sorcerer might. If he does, they are treated as that level for all purposes, and also have a greater effect as written in the spell description.

The exception comes when metamagic is involved. If the dragon disciple wishes to use metamagic, he must first decide which level the spell is to be cast at, and then adjust the slot as relevant to that metamagic. For example, a dragon disciple who wishes to cast Quickened Number 1: Strike must use a fourth-level slot, but the effect is as the zero-level version of the spell, and the DC is determined as for a zero-level spell. If the dragon disciple wanted to cast Empowered number 3: Healing Hands, he could cast the second-level version with a fourth-level slot or the first-level version with a third-level slot.

Might of Ignis, Resilience of Terra, Charm of Lux, Agility of Aer, Intellect of Aqua, Sense of Umbra (Ex)

These class features increase the dragon disciple's strength, constitution, charisma, dexterity, intelligence and wisdom, respectively, by the amount shown on Table: The Dragon Disciple. These do not stack with themselves, but stack with all other sources of ability score adjustments, and are gained as though through level advancement.

Wings (Ex)

At 9th level, the dragon disciple gains wings, allowing him to fly at twice his base land speed at average maneuverability.. He may attack with the wings, and they improve whenever the dragon disciple's other natural weapons do. The damage dealt is shown on Table: Natural Weapon Damage.

Half-dragon apotheosis (Ex)

At thirteenth level, the dragon disciple takes on the half-dragon template. Though his creature type is now dragon, he is not disqualified from taking levels in dragon disciple, or using its class features. He also does not suffer from an increased effective character level due to the template's level adjustment.

He also gains a tail attack, which improves when the dragon disciple's other weapons do and deals damage as shown on Table: Natural Weapon Damage.

Oblivion Strike

At 19th level, the dragon disciple adds the combo Number 97: Oblivion Strike to his list of usable combos, even though he can't normally use fifth-level combos.

Death Sentence

At 19th level, the dragon disciple adds the spell Number 98: Death Sentence to his list of usable spells, even though he can't normally use fifth-level spells. He may cast a single fifth-level spell per day, regardless of his charisma.

Golden Dragon Cannon

At 20th level, the dragon disciple adds the finishing move Number 99: Golden Dragon Cannon to his list of usable finishing moves, even though he can't normally use fifth-level finishing moves.

Dragonform

At 20th level, the dragon disciple adds the spell Number 100: Dragonform to his list of usable spells, even though he can't normally use sixth-level spells. He may cast a single sixth-level spell per day, regardless of his charisma.


Dragon Disciple Spell List:

0lvl

Number 1: Strike Shimmering orb of force hits a single foe for damage, use a higher slot to knock them back.
Number 2: Hold Bonds of force restrict foe's movement, use a higher slot to hold them in place.
Number 3: Healing Hands Heals a small amount of damage, use a higher slot to deal more damage.
Number 4: Winds of fate Makes projectiles less accurate, use a higher slot to make them miss or redirect them.
Number 5: Shift Move even through solid objects, use a higher slot to go further.
Number 6: Hastened stride Move a little faster, use a higher slot to move even faster
Number 7: Gift of dragons: Give ally natural armour, use a higher slot to give them natural weapons and wings.

Number 1: Strike
Evocation [Force]
Level: DD 0
Range: Medium
Target: 1 creature or object

A sphere of force strikes the target creature or object, which takes 1 point of force damage.

Spellshifting:
1: If the target is a creature, it must take a reflex save or fall prone. If it is a held object, the creature holding it must take a fortitude save or drop it.
2: On a failed save, or for an unattended object, the target is shoved back 5 feet. The spell does 1d6 damage to most creatures and objects, and instantly shatters mundane glass or similar-strength material.
3: On a failed save, or for an unattended object, the target is shoved back 10 feet. The spell does 1d6 damage/level to most creatures and objects, and instantly shatters mundane glass or similar-strength material, and smashes through mundane wood or similar, leaving a hole that a medium creature could fit through.
4: On a failed save, or for an unattended object, the target is shoved back 10 feet. The spell does 1d8 damage/level to most creatures and objects, and instantly shatters mundane glass or similar-strength material, and smashes through mundane wood or similar, leaving a hole that a large creature could fit through. Even stone or metal is damaged, leaving a hole that a tiny creature can fit through, and doors will almost certainly be blown off their hinges unless the hinges themselves are adamantine or similar.

Number 2: Hold
Transmutation
Level: DD 0
Range: Medium
Target: 1 creature or object
Duration: 1 round/level (D), see text.
Saving throw: Will negates

You cause a small part of a creature to resist movement, and that creature finds it hard to move about. If you choose the creature's foot, the creature's land speed is reduced by 10 feet. Similarly, if you choose a wing, fin, or other limb of movement, the relevant speed is reduced by 10 feet. If you choose a hand, the creature takes a -2 penalty on rolls made using that hand (attack rolls, skill checks, and so forth). It may be possible to perform more than one of these effects, depending on the creature's anatomy.

The target gets a new save each round to end the effect.

Spellshifting:
1: Instead of the normal effect, the creature cannot move except by taking 5-foot steps, or takes a -5 penalty on attack rolls, or must take concentration checks (DC 15) to cast spells.
2: Instead of the normal effect, the creature cannot move except by taking 5-foot steps, and takes a -5 penalty on attack rolls, and must take concentration checks (DC 15) to cast spells.
3: Instead of the normal effect, the creature cannot move, and takes a -10 penalty on attack rolls, and must take concentration checks (DC 20) to cast spells. If it is flying, it falls; if it is underwater it cannot swim and may drown.
4: The creature cannot move, attack or cast spells, and is denied its dexterity bonus to AC. If it is flying, it falls; if it is underwater, it cannot hold its breath and begins to drown if it can't breathe water.

In any case, the target still gets a new save each round to end the effect.

Dragon Disciple Combo List:

1st

Number 8: Might Makes your attacks deal energy damage based on dragon type.
Number 9: Hide Skill combo makes you temporarily near-invisible
Number 10: Hammerclaw Attacks ignore more DR and do more damage.

Dragon Disciple Finishing Move List:

Amechra
2014-08-16, 08:49 PM
Draconian Ascendent

An appropriate image. (http://fc09.deviantart.net/fs71/f/2013/171/9/d/dragon_king___remix_by_ilison-d69wg6o.jpg)

Being a Dragon isn't a physical thing; it starts in the heart, and expands. What right do you have to get in the way of my ascension?

Who doesn't respect the majesty of Dragons? Of those that do, a few have awakened their latent draconic blood, creating new heritages out of nothing. These odd few are known as Draconic Ascendants.

Adventures: Treasure and Power! What other reasons do you need?

Characteristics: Draconian Ascendants are capable of terrible violence against anyone who comes within their reach, and surprising sorcerous power against those who don't.

Alignment: Draconian Ascendants may be of any alignment, though their alignments do tend to match their future Draconic Heritage.

Religion: Draconian Ascendants tend to venerate the Draconic Pantheon, for obvious reasons. They tend to give the highest veneration to Bahamut, Sardior, or Tiamat.

Background: Draconian Ascendants are those who have awakened their potential, whether by a single transcendent act of willpower... Or simply by being in the right place at the wrong time.

Races: Any race that has encountered dragons may develop Draconian Ascendants; after all, who wouldn't aspire to that glory?

Role: A Draconian Ascendant is, first and foremost, a frontline brawler; however, with careful Dragonpact selection they can gain a slew of useful options to help their party out.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A Draconian Ascendent relies on their Strength and Constitution to see them through battles, as well as Charisma to support their mighty personality.
Alignment: Any.
Hit Die: d10
Starting Age: As Sorcerer.
Starting Gold: As Aristocrat.

Class Skills
The Draconic Ascendant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Any) (Int), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5


1st

+0

+0

+2

+2
Dragontouched, Draconic Mantle (Single), Unleash the Dragon (Mantle)

1

-

-

-

-


2nd

+1

+0

+3

+3
Dragon's Breath, Dreams of Color (Draconic Heritage), Unleash the Dragon (Ancient Spirit)

2

-

-

-

-


3rd

+2

+1

+3

+3
Birthright of Sorcery (2nd), Wellspring of Magic

2

-

-

-

-


4th

+3

+1

+4

+4
Draconic Mantle (Ancient Spirit)

3

-

-

-

-


5th

+3

+1

+4

+4
Unveil the Dragon (Ruinous Claws)

2

1

-

-

-


6th

+4

+2

+5

+5
Birthright of Sorcery (3rd), Bonus Draconic Feat

2

2

-

-

-


7th

+5

+2

+5

+5
Draconic Mantle (Double)

2

2

-

-

-


8th

+6/+1

+2

+6

+6
Unleash the Dragon (Horrid Limbs)

2

3

-

-

-


9th

+6/+1

+3

+6

+6
Birthright of Sorcery (4th), Dreams of Color (Improved Pact)

2

2

1

-

-


10th

+7/+2

+3

+7

+7
Bonus Draconic Feat, Giant Amongst Ants

2

2

2

-

-


11th

+8/+3

+3

+7

+7
Unleash the Dragon (Flesh That Hates)

2

2

2

-

-


12th

+9/+4

+4

+8

+8
Birthright of Sorcery (5th)

2

2

3

-

-


13th

+9/+4

+4

+8

+8
Draconic Mantle (Triple)

2

2

2

1

-


14th

+10/+5

+4

+9

+9
Bonus Draconic Feat, Unleash the Dragon (Heart of Greed)

1

2

2

2

-


15th

+11/+6/+1

+5

+9

+9
Birthright of Sorcery (6th)

1

2

2

2

-


16th

+12/+7/+2

+5

+10

+10
Dreams of Color (Exceptional Pact)

-

2

2

3

-


17th

+12/+7/+2

+5

+10

+10
Unleash the Dragon (Soul of the Primordial Beast)

-

2

2

2

1


18th

+13/+8/+3

+6

+11

+11
Bonus Draconic Feat, Birthright of Sorcery (7th)

-

1

2

2

2


19th

+14/+9/+4

+6

+11

+11
Draconic Mantle (Fourfold)

-

1

2

2

2


20th

+15/+10/+5

+6

+12

+12
Terrible Dragon-King

-

-

2

2

3



Class Features
All of the following are class features of the Draconian Ascendent.

Weapon and Armor Proficiencies: A Draconian Ascendent is proficient in Simple and Melee weapons, as well as Light Armor.

Fragments of Power: As a Draconian Ascendent grows in power, they may draw on fragments of their future glory. At 1st level, they gain a single Fragment with a Value of 1; as they gain levels, the number and value of their Fragments improves as indicated on the table above.

A Draconian Ascendent may Assign their Fragments to the following options; once a Fragment has been assigned, it may only be reassigned after 8 hours of rest:

Ability Scores: A Draconian Ascendent may assign Fragments to their Charisma, Constitution, or Strength scores, granting that ability score an Enhancement bonus equal to the Value of the Fragment + 1;
Draconic Aspects: A Draconian Ascendent may assign Fragments to individual Draconic Aspects, improving them in a way specified by that particular Aspect.
Dragonpact: A Fragment assigned to a Dragonpact increases the Caster Level of each spell-like ability that Dragonpact grants by that Fragment's Value.
Dragon's Breath: A Fragment assigned to Dragon's Breath increases the effective spell level of the Draconian Ascendant's Breath Surge by that Fragment's Value.
Sorcerous Might: A Fragment assigned to Sorcerous Might grants a Dragonpact as if the Draconian Ascendant had sacrificed a spell slot of a level equal to the Fragment's Value. Unlike other options, a Fragment assigned to Sorcerous Might may only be reassigned after the Draconian Ascendant gains a level.


Multiple Fragments assigned to the same option do not stack.

Dragontouched (Ex): With force of will, you may awaken draconic blood within your veins.

At 1st level, a Draconian Ascendent gains Dragontouched as a bonus feat, regardless of whether or not they meet the prerequisites.

Unleash the Dragon (Su): A flash, a roar; now there's a dragon where you stood.

As a Swift action, a Draconian Ascendent may assume Draconic Form; while in Draconic Form, they gain a +(2 + class level / 2) Natural Armor bonus to AC, as well as the Basic benefits of all of their Draconic Aspects. Otherwise, Unleash the Dragon follows all the rules of the Alternate Form special ability.

A Draconian Ascendent may stay in their Draconic form indefinitely, and may leave that form as a Move action.

At 2nd level, Draconic Form also grants the Mind benefits of any of their Aspects.

At 5th level, Draconic Form also grants the Claw benefits of any of their Aspects.

At 8th level, Draconic Form also grants the Limb benefits of any of their Aspects.

At 11th level, Draconic Form also grants the Flesh benefits of any of their Aspects.

At 14th level, Draconic Form also grants the Heart benefits of any of their Aspects.

At 17th level, Draconic Form also grants the Soul benefits of any of their Aspects.

Draconic Mantle (Su): Even when trapped in your pathetic human form, you can still access some of your terrible power.

At 1st level, a Draconian Ascendent may assign a single Draconic Aspect to their Draconic Mantle; if they do so, they gain the Basic benefit of that Aspect regardless of their current form. In addition, they gain the Mantle benefit of that Aspect while in Draconic Form.

At 4th level, they gain the Basic benefit of the Dragon Soul Aspect regardless of their current form; they also may assign Dragon Soul to their Draconic Mantle, gaining the Mind benefit in addition to the Basic benefit.

At 7th level, and every 6 levels thereafter, they may assign an additional Aspect to their Draconic Mantle.

Dragon's Breath (Ex and Su): Dragons breath forth great clouds of death and pain; of what worth is an aspirant who cannot do the same?

At 2nd level, a Draconian Ascendant gains Draconic Breath as a bonus feat, regardless of whether or not they meet the prerequisites. If their Draconic Heritage has a breath weapon that deals a damage type other than Acid, Cold, Electricity, or Fire, they deal that type of damage (instead of choosing one of those energy types); the damage type used is the same as that of a Half-Dragon of that type's Breath Weapon. If your Heritage is a Shadow Dragon, your Breath Weapon deals Negative Energy Damage.

In addition, you gain access to a Breath Surge, which is considered to be a spell with an effective level equal to the highest Value among your Fragments; you may sacrifice your Breath Surge to fuel your Draconic Breath feat. You may recover your Breath Surge as a Swift action.

Dreams of Color (Ex): There are dozens of distinct species of dragons; it would be foolish to aspire to draconic status without choosing one.

At 2nd level, a Draconian Ascendent gains Draconic Heritage as a bonus feat, regardless of whether or not they meet the prerequisites; they may add the skill granted by Draconic Heritage to their Draconian Ascendent skill list instead of their Sorcerer skill list.

At 9th level, whenever they would make a Dragonpact that matches the color of their Draconic heritage, the spell slot they sacrifice is considered to be one level higher. At 15th level, the slot is considered to be two levels higher.

Birthright of Sorcery (Ex): Dragons have magic; dragons are magic. Therefor, it can only be expected that those that aspire to Draconic status have similar gifts.

At 3rd level, a Draconian Ascendant gains the benefits of a single Dragonpact as if they had sacrificed a 2nd level spell slot. They may change which Dragonpact they gain the benefits of by meditating for eight hour.

At 6th level, and every 3 levels thereafter, the level of the spell slot they "sacrificed" increases by 1.

Wellspring of Magic (Ex): There is so much sorcerous might within Dragons, it practically bleeds its way through.

At 3rd level, a Draconian Ascendant may consider the spell-like abilities they gain due to a Dragonpact as spells for the purposes of any Draconic feats they have. Therefore, any Draconic feat that triggers due to a spell having been cast triggers when they use one of their Pact's spell-like abilities, and they may sacrifice uses per day of their Pact spell-like abilities to fuel Draconic feats.

Bonus Draconic Feat (Ex): At 6th level and every 4 levels thereafter, a Draconian Ascendent gains a Draconic feat that they qualify for as a bonus feat.

Giant Amongst Ants (Ex): You aspire to majesty; your head shall scrape the heavens as your claws crush castles.

At 10th level, a Draconian Ascendent grows by one size category while in Draconic Form. In addition, as long as they are in Draconic Form, any bonus to their Strength they might have due to Fragments of Power equals +2 * (Value) instead of +(Value + 1), and their Draconic Breath feat deals 2d8 damage per spell level.

Finally, the size of any Breath Weapon you might have increases by 10' if it's a Cone, and 20' if it's a Line.

Terrible Dragon-King (Ex): Roar! Roar so that the heavens may hear you, Prince among monsters!

At 20th level, a Draconian Ascendent has reached a milestone on their journey. They gain the following benefits:


They gain an additional size category while in Draconic form; in addition to the normal benefits, increase the size of any Breath weapon they have by 10' if it's a Cone, and 20' if it's a line.
Their Draconic Breath feat deals 3d6 damage per spell level while they are in Draconic Form.
They gain the Mind benefit of Dragon Soul regardless of their current form.
They no longer take penalties to their physical ability scores for aging, and do not die of old age; additionally, they add the bonuses to mental ability scores from aging to their physical ability scores as well.
Finally, they increase their Charisma, Constitution, and Strength by 2.

Amechra
2014-08-16, 08:50 PM
Draconic Aspects

A Draconian Ascendant possesses 5 Draconic Aspects, each of which supply a power related in some way to the might of dragons. Unless otherwise specified, Draconic Aspects are Supernatural abilities, and Save DC's are equal to (10 + 1/2 class level + Cha).

Dragon's Claws

Basic: A pair of vicious claws extend from the ends of your fingers, granting you claws as a pair of secondary natural weapons; these claws deal 1d6 damage for a medium sized creature. Alternatively, if you already have a pair of claws, you gain Improved Natural Weapon for your claws. Your claws also gain an Enhancement bonus to attack and damage equal to the Value of any Fragment assigned to them.
Mantle: Your claws are like hooked scythes; you gain a Climb speed equal to half your base land speed.
Claw: Your claws deal damage as if you were one size category larger.
Limb: Your claws are horrifically large, bladed things, made for rending flesh and sawing bone; your claw's threat range increase to 19-20/x3.


Dragon's Visage

Basic: Your face becomes encrusted with draconic scutes, and with a blink, your pupils become reptillian slits; you gain Low-Light vision, as well as a Racial bonus to Spot checks equal to twice the Value of any Fragment assigned to this Aspect.
Mantle: Your jaws elongate, developing a set of sinister fangs. You gain a Bite attack as a Primary natural weapon, dealing 1d8 damage for a Medium Draconian Ascendent. If you have a Fragment assigned to Dragon's Visage, your Bite gains an Enhancement bonus to attack and damage equal to the Fragment's Value.
Limb: A dreadful forked tongue lolls out of your mouth; you gain Darkvision out to 60' if you do not already have it, or increase the range of your existing Darkvision by 30'.
Flesh: Your voice becomes a bellow; you gain the Frightful Presence special ability as if you were a True Dragon, with a 60' radius.


Dragon's Flesh

Basic: Your body toughens, scales and scutes coating you like armor. You gain a +2 Racial bonus to Fortitude saves. If you also have a Fragment assigned to Dragon's Flesh, you gain energy resistance to Acid, Cold, Fire, and Electricity damage equal to (3 x Fragment's Value.)
Mantle: A pair of wings rip themselves out of your back, waiting to be imbued with mystical power. You gain a Fly speed equal to 10' + (10' x Fragment's Value) with Poor maneuverability. However, unless you have at least 6HD, you must land after each move action you take while flying. You also gain a pair of Wing Slap attacks as secondary natural weapons, dealing 1d4 damage for a Medium Draconian Ascendant.
Limb: Your scutes solidify, supplying you with DR 5/Magic; if you have a Fragment assigned to Dragon's Flesh, increase this DR by (2 x Fragment's Value). In addition, you do not consider magical weapons with an Enhancement bonus equal to or lower than the Value of any Fragment assigned to this Aspect to be magical for the purposes of determining whether they bypass your DR.
Heart: Your mighty heart pumps regenerative ichor to the entirety of your body. You gain Fast Healing 5, which only functions while you are below half your maximum HP.


Dragon's Tail

Basic: You grow a mighty tail, about as thick around as your forearm. As a standard action, you may make an attack with your Tail, dealing 1d8 damage plus your Strength modifier. Your tail doesn't threaten an area, cannot be used for attacks of opportunity, and cannot be used in a grapple. Your tail is considered a natural weapon. If you have a Fragment assigned to your Dragon's Tail, it gains an Enhancement bonus to attack and damage equal to the Fragment's Value.

If you have the Giant Amongst Ants class feature, your Tail becomes a Secondary natural weapon, and may be used as part of a Full attack. It also threatens an area, and may be used to make attacks of opportunity.
Mantle: You may perform a Tail Sweep as a standard action, dealing your Tail damage to every creature adjacent to you; a successful Reflex save halves the damage.
Claw: You develop a spined sail that starts from the base of your neck and extends all the way to the end of your tail. You gain a +2 Racial bonus on all Balance and Swim checks. If you have a Fragment assigned to Dragon's Tail, increase this bonus by (2 x Fragment).
Flesh: You tail grows to be the length of your body, and is thickly muscled. Your Tail is now a Primary natural weapon that deals 2d6 damage plus 1 - 1/2 your Strength modifier for a Medium Draconian Ascendant. It is also a Reach weapon, sized for a creature of your current size category.


Dragon Soul

Basic: Your mind echoes with the memories of dragons; you gain a +4 racial bonus on all Knowledge (Arcana), Knowledge (History), and Use Magic Device checks, and you may make those checks Untrained. If you have a Fragment assigned to Dragon Soul, increase the bonuses to these skills by (2 x Fragment's Value).
Mind: Your mind warps to match the alien dreams of dragons; those around you accept you subconsciously accept you as a predator. You are immune to hostile polymorph effects and magical sleep effects, as well as the Frightful Presence of Dragons. In addition, add Intimidate to the list of skills granted a bonus by this Aspect.
Soul: You can hear the fear inside the hearts of those around you; that sound tastes good. You gain Blindsense 10' + 10' x Fragment's Value.

nonsi
2014-08-17, 01:29 AM
@Amechra: It's not clear what are the benefits you talk about.
In general, the Draconian Ascendent seems like a class with solid potential, but it's hard to figure out what it does.
Either you've left out some vital information or the Draconian Ascendent's feature descriptions need some massive rephrasing/re-wording.

Temotei
2014-08-17, 04:08 AM
@Amechra: It's not clear what are the benefits you talk about.
In general, the Draconian Ascendent seems like a class with solid potential, but it's hard to figure out what it does.
Either you've left out some vital information or the Draconian Ascendent's feature descriptions need some massive rephrasing/re-wording.

Firstly, the class isn't finished and it seems like the reserved post is for the described benefits.

Secondly, it'd be more productive to post critiques in the chat thread (http://www.giantitp.com/forums/showthread.php?257591-Base-Class-Challenge-Chat-Thread-III-Gotta-Brew-Em-All!). I mean, I can't and won't stop you from posting here, but it's for everyone's convenience, including mine (makes it easier to find contest entries and link to them in my headache-y stupor state of dead tired), so I'd really appreciate it.

Xhosant
2014-08-17, 11:18 AM
Scalebound Knight

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d12
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Dragon Companion, Scalebound Guard


2nd

+x

+x

+x

+x
Scalebound Fortitude, Scale Hoard


3rd

+x

+x

+x

+x
Scalebound Embrace, Brilliance Burst, Challenge of the Scalebound


4th

+x

+x

+x

+x
Draconic Focus


5th

+x

+x

+x

+x
Scalebound Flight


6th

+x

+x

+x

+x
Scalebound Wall


7th

+x

+x

+x

+x
-


8th

+x

+x

+x

+x
-


9th

+x

+x

+x

+x
Flight(+30ft.)


10th

+x

+x

+x

+x
Flight(Average)


11th

+x

+x

+x

+x
Draconic Focus II


12th

+x

+x

+x

+x
Flight(+60ft.)


13th

+x

+x

+x

+x
-


14th

+x

+x

+x

+x
-


15th

+x

+x

+x

+x
Flight(+90ft., good)


16th

+x

+x

+x

+x
-


17th

+x

+x

+x

+x
-


18th

+x

+x

+x

+x
Flight(+120ft.)


19th

+x

+x

+x

+x
-


20th

+20

+12

+6

+12
Leading the Thunder



Class Features
All of the following are class features of the Scalebound Knight.

Weapon and Armor Proficiencies: Medium armor/shields, martial weapons.

Dragon Companion (Ex): You enjoy the effects of Wild Empathy in regards to dragons. You also have a companion dragon, akin to Animal Companion. It ages rapidly as far as your power can fuel them (in other words, it is a dragon of the highest age category that still keeps it at a CR equal or lower than your own). Should it fall, you lose access to your class features until either it is resurrected, or it is replaced through a ritual described below. Even if the details of the dragon or its means or time of death would complicate it, any spell that could resurrect the Knight if they died by mundane means at the current time and location, can be targeted on the Knight and affect their last dragon companion as normal.

In order to atone for letting a companion perish, the Scalebound Knight must seek out a dragon of the same species and age greater than or equal to that of the fallen dragon (with its accelerated ageing). He must then spend 24 hours alone with the dragon, offering 20% of his hoard (at its highest). During that time, he mentally makes his case for his shortcomings, with the dragon watching. This process is treated as any negotiation with the dragon would. The dragon may decide to do anything between avenging their fallen kin to granting them forgiveness in exchange for the offered treasure, and although tempted by it, they consider themselves honor-bound to be at least somewhat fair in their judgement, and will never claim the treasure unless they grant forgiveness.

Should forgiveness be granted, a newborn dragon will seek out the knight within a week, and will grow to the proper age within another.

Scalebound Guard (Ex): As a free, immediate action, grows (or dismisses) exceptionally thick scales on one forearm and hand, giving a shield bonus of 3 points, +1 per 4 levels after that. It is mildly awkward, behaving as a buckler in regards to using a weapon with that hand (and does not offer an AC bonus after attacking with that hand, even if the scales are grown afterwards).

Scalebound Fortitude (Ex): Starting at 2nd level, your Constitution contributes to your Will saves, instead of your Wisdom.

Scale Hoard (Ex): Starting at level 2, you may designate a single collection of treasure, of which you are the owner, and at a specific location, as your Hoard.

With 8 hours of meditation, not necessarily near the hoard, you may decide on a set of enhancements (enhancement bonuses and special abilities, adhering to all relevant rules) for a single shield, armor and weapon. They must cost a total of no more than 140% of your hoard's value. The enhancements of the shield apply to your Scalebound Guard, and of the armor to your Scalebound Embrace. The weapon enhancements apply to a single masterwork weapon held, and enhancements that couldn't affect that kind of weapon do not. Should the hoard fall short of the enhancements' cost, for whatever reason, they will all cease to function until they, or the hoard, is readjusted.

Scalebound Embrace (Ex): Starting at level 3, as a free, immediate action, the entire body is covered in scales, finer than those of Scalebound Guard but just as tough. Gives Natural Armor equal to your class level, as well as SR equal to 10+class level. Encases and absorbs any armor worn at the time, nullifying all effects of wearing it, until the scales are dismissed. No armor or shield bonus to AC stacks with this natural armor, Scalebound Guard included.

Brilliance Burst (Ex): Starting at level 3, and once per 1d4 turns, you can perform an attack infused with draconic magic. Your weapon (melee, thrown or projectile) glows in a green brilliance, staggering the target. The attack deals only half its normal damage, but the target must make a Fortitude save or lose focus, triggering a single attack of opportunity by an ally of your choice. This attack of opportunity can freely be used for a grapple, sunder, disarm, bull rush or trip attempt, without triggering attacks of opportunity. The target must also make a Will save or single-mindedly focus their assault on you (or cease hostilities) until damaged by another creature, the above attack of opportunity excluded. Both DCs are dexterity-based.

In order to perform the attack, the target must have successfully attacked an ally in a square you threaten (you excluded) or your dragon companion during their last turn, and be aware of your presence and position.

Challenge of the Scalebound (Ex): A Scalebound Knight does not take kindly to being ignored in favor of his allies as an adversary. Starting at level 3, every time an ally in a square he threatens is attacked (with an attack roll), he can expend an attack of opportunity to immediately make a disarm attempt against the attacker's attack roll, without provoking an attack of opportunity. The attempt is done at a +4 bonus, and should the Knight fail, his following roll to avoid disarming is done at a +8.

Against a ranged attack or a spell, success means simply that the attack misses, while failure gives your ally a shield bonus to AC equal to your Scalebound Guard's against the attack.

Against a melee weapon, the attack misses and the attacker is disarmed on a successful disarm check, otherwise the target gets a shield bonus to AC equal to your Scalebound Guard's against the attack.

Against an attack with a natural weapon, success indicates a crippling strike, effectively disarming the natural weapon for 2 turns, otherwise treated as above.

In any case, iteratives from the same attacker can also be intercepted without expending an additional AoO, unless the knight is disarmed.

Using this feature requires threatening the ally's square in question with a rigid melee weapon (such as a glaive or a sword, but not a whip).

Draconic Focus (Ex): At level 4, as an immediate action, the Knight can focus on a specific melody ingrained in his draconic side, reproduced mentally, magicaly or otherwise, in order to tune out certain effects. While active, he is immune to morale penalties and effects that cause fear, and starting at level 11, to mind-affecting spells and effects. The focus lasts for up to 10 minutes (unless dismissed earlier as a free action), but cannot be used again for an hour. Mind-affecting spells and effects, as well as fear caused before the feature is activated remain, but any new check in regards to them automatically succeeds.

Scalebound Flight (Ex): Starting at level 5, when Scalebound Embrace is activated, you may sprout wings at your option. You begin with poor maneuverability, which increases by 1 step at level 10 and 15. Your flight speed equals your land speed, plus 30ft. per 3 levels after that.

Scalebound Wall (Ex): Starting at level 6, you may use your wings to provide total cover, as if a tower shield. What's more, they also work against spells, as long as they cannot circumvent them. The thick scales that grow on them when this feature is in use makes your wings unsuitable for flight.

Also, your wings grant partial cover to your allies in squares you threaten, against spells you wouldn't be flat-footed against.

Leading the Thunder (Ex): At 20th level, at the cost of 1% of your Hoard, at its highest, per day, you can call upon a flock of dragons, as if by the Leadership feat.

Raunchel
2014-08-18, 09:22 AM
Dragonslave

http://1hdwallpapers.com/wallpapers/obedient_servant.jpg

When the dragon commands, all must obey. But if you can alter the command a little…

A general description of what your class is!

Adventures: Dragonslaves go on adventures for all sorts of reasons, but they can be divided into three broad categories. First of all there are the Dragonslaves that have been sent out by their masters to achieve some task. Secondly there are those who have lost their master and look for a new purpose in life. And then there is the third group, who are actively fleeing their master and do everything they can to retain this freedom.

Characteristics: To be a Dragonslave is to be a born survivor. She can evade most attacks, resist spells and put even the greatest foe on the wrong foot.

Alignment: Dragonslaves can be of any alignment, a completely good person could be forced into the service of the most destructive red dragon and a deceptive evil person could serve, and attempt to manipulate, good dragons.

Religion: Most Dragonslaves worship the draconic pantheon. Those who have escaped however tend to reserve a deep hatred of anything related to their former master and usually take up the worship of other gods.

Background: Becoming a Dragonslave can happen in two ways. There is the group that was taken by the dragon, or given to it, to become its servant. There also are people who make the conscious decision to start to serve the dragon.

Races: Any race may become a Dragonslave, but due to their close connection to the dragons kobolds are especially common within their ranks..

Other Classes: Fighters, barbarians and other combatants who rely on brute force tend to look down on the Dragonslave for not confronting the foe directly and her lack of obvious strength. She however tends to get along well with rogues and others who have more understanding of subtlety.

Role: The Dragonslave draws the attacks of enemies towards herself so her party members can more easily defeat their foe.

Adaptation: A Dragonslave usually serves a dragon, but other powerful monsters might also seek out useful servants.

GAME RULE INFORMATION
Dragonslaves have the following game statistics.
Abilities: Charisma is very important to a Dragonslave because it is the key ability for many of her features. Dexterity is vital as well for its use in certain abilities and to decrease the chance to be hit.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As fighter.

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+2

+2

+2
Class Ability


2nd

+x

+3

+3

+3
Class Ability


3rd

+x

+3

+3

+3
Class Ability


4th

+x

+4

+4

+4
Class Ability


5th

+x

+4

+4

+4
Class Ability


6th

+x

+5

+5

+5
Class Ability


7th

+x

+5

+5

+5
Class Ability


8th

+x

+6

+6

+6
Class Ability


9th

+x

+6

+6

+6
Class Ability


10th

+x

+7

+7

+7
Class Ability


11th

+x

+7

+7

+7
Class Ability


12th

+x

+8

+8

+8
Class Ability


13th

+x

+8

+8

+8
Class Ability


14th

+x

+9

+9

+9
Class Ability


15th

+x

+9

+9

+9
Class Ability


16th

+x

+10

+10

+10
Class Ability


17th

+x

+10

+10

+10
Class Ability


18th

+x

+11

+11

+11
Class Ability


19th

+x

+11

+11

+11
Class Ability


20th

+x

+12

+12

+12
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: A dragonslave is proficient with light armour, shields, all simple weapons and three martial weapons.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Bluydee
2014-08-19, 12:09 PM
Dragonlord

http://suptg.thisisnotatrueending.com/archive/31805332/images/1398800288963.jpg
“The man who fights too long against dragons becomes a dragon himself."

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is important to any dragonlord, as is Constitution.
Alignment: Any
Hit Die: d10
Starting Age: As barbarian.
Starting Gold: As fighter.

Class Skills
The dragonlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Dragon Scepter, Dragon's Breath 1d6, Command Dragon


2nd

+1

+3

+0

+3



3rd

+2

+3

+1

+3
Dragon's Breath 2d6


4th

+3

+4

+1

+4
Ancient's Pull


5th

+3

+4

+1

+4
Dragon Breath 3d6


6th

+4

+5

+2

+5
Class Ability


7th

+5

+5

+2

+5
Dragon Breath 4d6


8th

+6/+1

+6

+2

+6
Class Ability


9th

+6/+1

+6

+3

+6
Dragon Breath 5d6


10th

+7/+2

+7

+3

+7
Class Ability


11th

+8/+3

+7

+3

+7
Dragon Breath 6d6


12th

+9/+4

+8

+4

+8
Class Ability


13th

+9/+4

+8

+4

+8
Dragon Breath 7d6


14th

+10/+5

+9

+4

+9
Class Ability


15th

+11/+6/+1

+9

+5

+9
Dragon Breath 8d6


16th

+12/+7/+2

+10

+5

+10
Class Ability


17th

+12/+7/+2

+10

+5

+10
Dragon Breath 9d6


18th

+13/+8/+3

+11

+6

+11
Class Ability


19th

+14/+9/+4

+11

+6

+11
Dragon Breath 10d6


20th

+15/+10/+5

+12

+6

+12
Walk in my Lands



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Dragonlords are proficient in all simple weapons, martial weapons, armors, and shields.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

r2d2go
2014-08-21, 11:42 PM
Aspect of the Dracolich

You wish to avenge your familial bonds? You couldn't stop me, and I am but a conduit of my master.


-Galix, Aspect of the Dracolich

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Aspect of the Dracolich's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Cha), Spellcraft (Int).


Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Aspect of the Dracolich


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Dracolich Evolution


2nd

+1

+0

+0

+3



3rd

+1

+1

+1

+3



4th

+2

+1

+1

+4



5th

+2

+1

+1

+4
Dracolich Essence


6th

+3

+2

+2

+5



7th

+3

+2

+2

+5



8th

+4

+2

+2

+6



9th

+4

+3

+3

+6



10th

+5

+3

+3

+7
Craft Wondrous Item


11th

+5

+3

+3

+7



12th

+6

+4

+4

+8



13th

+6

+4

+4

+8



14th

+7

+4

+4

+8



15th

+7

+5

+5

+9
Phylactery


16th

+8

+5

+5

+10



17th

+8

+5

+5

+10



18th

+9

+6

+6

+11



19th

+9

+6

+6

+11



20th

+10

+6

+6

+12
Dracolich Apotheosis



Class Features
All of the following are class features of the Aspect of the Dracolich.

Weapon and Armor Proficiencies: All simple weapons and light armor.

Dracolich Evolution (Ex): The Aspect of the Dracolich slowly changes to become closer and closer to her ideal form. Her connection grows as she levels, granting martial abilities, combat casting, physical improvements and supernatural abilities. At each level, an Aspect of the Dracolich can choose two areas to rank up, gaining certain base benefits as well as additional abilities as she hits certain points in development. She cannot choose the same area twice. Save DCs are 10 + half Aspect level + Cha mod.

When an Aspect takes on the Claws of the Dracolich, she gains martial abilities to approach her patron. This gives her weapons of bone and darkness, the ability to channel unholy energy, and more.

Whenever you choose Claws of the Dracolich, you get +1/2 BAB (functionally increasing your BAB progression to full for that level). Additionally, at every odd rank, you gain a Fighter Bonus Feat.

When you first advance Claws, you gain a set of equipment of your choice - two skeletal claws (which replace your hands, with damage of 1d6, 19-20/x2, a greatsword, a longsword and a heavy shield, or two short swords. At each even rank, this equipment advances.

If you chose claws, they slowly become infused and sharpened with necrotic energy, dealing greater damage. They start as two primary attacks for 1d6 + str damage. At rank four, the critical threat range increases to 18-20, and again to 17-20 at rank twelve. Similarly, at rank eight, the critical multiplier increases to x3, and again to x4 at rank sixteen. At each rank where this does not advance, the claws gain damage as follows: 1d8, 1d10, 2d6, 2d8, 2d10, 4d6.

If you chose a greatsword, it grows skeletal and is shrouded with dark energy, gaining various abilities. At each even rank of Claws, it gains a +1 enhancement bonus. Additionally, as long as the total enhancement remains equal, and the enhancement bonus is at least +1, you may take add weapon special abilities to the greatsword.

If you chose a longsword and a heavy shield, or two short swords, you also infuse the weapons with dark energy, but because you must focus on two items, they advance at a slower rate. At each even rank of Claws, you may choose one of the items to increase enhancement bonus by 1. However, on ranks that are a multiple of 4, you instead increase the enhancement on both. These bonuses may be exchanged for special abilities as noted on the greatsword.

At certain points in her learning, an Aspect learns how to channel various energies through her chosen weapon. She gains each of the following supernatural abilities at the indicated rank of Claws.

At rank 2, an Aspect learns how to focus negative energy for both destructive purposes and to heal undead. You may deal one point of negative energy damage when you make a melee attack, or by making a melee touch attack. At rank 10, this increases to 1d8+ 1/rank, fortitude save for half.

At rank 6, an Aspect learns how to use the Dracolich's paralyzing touch, though it takes great focus. As a Full Round action, you may make a melee touch attack. If it hits, the victim must make a fortitude save (DC 10 + half Aspect level + Cha mod) or be paralyzed for 2d6 rounds.

At rank 14, an Aspect learns how to channel the paralyzing touch into her attacks, though at a lesser strength. Whenever you make a melee attack, the victim must make a fortitude save with a +4 bonus to the save or be paralyzed for 1d4 rounds.

At rank 18, an Aspect gains truly horrific abilities, draining the soul those she touches. Whenever you make a melee attack, the victim must make a fortitude save or gain a negative level.

When an Aspect takes on the Mind of the Dracolich, she gains spellcasting and abilities to approach her patron. This includes a wide variety of necromantic and evil spells, as well as the ability to channel them.

Whenever you choose Mind of the Dracolich, you advance your Aspect spellcasting by one level. Aspect casting and progression is identical to Bard casting and progression, except that Aspects draw from a different spell list.

Additionally, at rank 5, you gain the ability to cast your spells while maintaining combat abilities. You gain either Arcane Channeling or Quick Cast 1/day (both as Duskblade). At rank 13, this improves to Arcane Channeling (Full Attack) or the equivalent of Battle Blessing for Aspect spells of 3rd level or less.

When an Aspect takes on the Body of the Dracolich, she gains physical toughness to approach her patron. This includes unholy durability, magical warding, draconic and undead immunities, and armor-like plating.

At each odd numbered rank, the Aspect gains +1 natural armor as the aspect grows bony plating.

At each even numbered rank, the Aspect gains an additional DR 1/Bludgeoning, stacking with any existing DR/Bludgeoning. Additionally, at rank 6, this becomes Bludgeoning and Magic, and at rank 12, it becomes Bludgeoning and Good.

At rank 3, an Aspect gains all undead traits and all current and future hit dice become d12. However, you must still make Fortitude saves, but gain your Charisma modifier as a bonus to the save, instead of constitution. You also remain vulnerable to mind-affecting effects, though you may also be resurrected or raised. Additionally, you gain your charisma modifier to hit points instead of constitution, to a maximum of +1 per hit die. Finally, you gain skeletal wings, as a Dragonborn - these progress based on rank instead of hit dice.

At rank 9, an Aspect gains spell resistance equal to her rank +10, warding herself from spells. Additionally, the maximum hit points gained per hit die from charisma increases to +3.

At rank 15, an Aspect gains almost all physical immunities of the Dracolich, gaining full Undead traits as well as immunity to electricity and cold. Additionally, the maximum hit points gained per hit die from charisma increases to +5.

At rank 18, an Aspect gains full unholy toughness, removing the maximum hit points gained per hit die.

When an Aspect takes on the Soul of the Dracolich, she gains a debilitating breath attack and other supernatural abilities to approach her patron. This includes paralyzing sight, a terrifying aura, and the ability to control undead at will in addition to a powerful breath weapon. These are all supernatural abilities.

At each odd rank, the Aspect improves her breath weapon, dealing 1d6 more damage. At first level, this is a 15 foot cone that deals 1d6 negative energy damage (Fortitude save for half).

At rank 2, 6, 10, and 14, the Aspect learns to shape her breath weapon, learning one of the following breath effects, applied as Dragonfire Adept:

At rank 4, the Aspect's breath weapon covers a larger area, increasing to a 20 foot cone or 40 foot line. At rank 12, this increases again to 30/60 feet, and at rank 18, this increases to 45/90 feet.

At rank 8, the Aspect learns how to emit a terrifying aura, gaining the Frightful Presence ability.

At rank 16, the Aspect learns how to paralyze with a mere glance, gaining the Dracolich's paralyzing gaze ability.

At rank 20, the Aspect learns how to make undead into her minions. She gains the ability to cast Command Undead at will, with a duration of one week per rank. Additionally, she can cast Control Undead once per day, lasting for 24 hours.

Draconic Essence (Ex): At 5th level, an Aspect begins to change into a more draconic form, in preparation for her Dracolich Apotheosis. She gains the Dragonblooded subtype if she does not already have it, as well as being considered a dragon of all types for the purposes of spells that gain benefits when casted by or on dragons.

Craft Wondrous Item: At 10th level, an Aspect learns to craft magical items in preparation for her phylactery. If she doesn't already have it, she gains the Craft Wondrous Item feat.[/spoiler]

Phylactery (Su): At 15th level, an Aspect learns to craft a phylactery and create Dracolich Brew in preparation for her Dracolich Apotheosis.

Dracolich Brew is an ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con), and automatically slays the Aspect for which it is prepared, sealing her soul back in her phylactery and making her undead (gaining the undead type, all traits and d12 hit dice). It costs 2500 gp and 100 XP to make.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. Regardless of the form, the phylactery must be Tiny and has 40 hit points, hardness 20, and a break DC of 40. The phylactery must contain also a gem of at least 5000 gp in value, and costs 50000 gp and 2,000 XP to create.

If an Aspect who has transfered her soul in this way has her body destroyed, she immediately transfers consciousness to the phylactery, the gem used glowing to indicate the transfer. From within, the only action she can take is to possess a corpse within 100 feet. If she does so, she immediately gains all class features, hit dice, and abilities, but her non-class racial features are replaced by the new body's. For the purposes of transfer, unintelligent undead are considered corpses.

Dracolich Apotheosis (Ex):At 20th level, an Aspect joins her patron in draco-lichdom. The exact benefits depend on how she has advanced in each of her patron's aspects. However, regardless of her advancement, she must drink the Dracolich Brew and thus become undead (gaining the undead type, all traits and d12 hit dice) to gain these abilities.

If she has at least 15 ranks in Claws of the Dracolich, the Aspect gains the ferocity of the dracolich, gaining bite, wing, tail and crush attacks as a Colossal dragon, and gaining powerful (but otherwise nonfunctional) limbs of the appropriate type.


The bite attack manifests as a bony, draconic skull, bonding with the Aspect's own skull as both a sort of helm and a physical part of the Aspect's body. This grants a primary bite attack, as a Colossal dragon (4d8 + str mod damage). Additionally, the Aspect gains the Snatch feat, except that it affects all enemies that are at least one size categories smaller. Additionally, if the Aspect hits with two claw attacks and a bite attack, it can affect an enemy of the same size.

The claw attacks manifest as bony claws, similar to those granted by focusing on claws but less powerful. This grants two secondary claw attacks, as a Colossal dragon (4d6 + 1/2 str mod damage). If the Aspect already has claws, these simply fortify the existing claws, and form bone mechanisms along the forearm to allow fast, weaker swipes (and thus the new secondary claw attacks stack with existing claw attacks). Additionally, the Aspect can use the can Snatch with these claws (see above).

The wing attacks manifest as strong, bone wings, extending five feet on either side. Unless the Aspect has flight from Body of the Dracolich, these do not allow flight, but do grant two secondary wing attacks as a Colossal dragon (2d8 + 1/2 str mod damage).

The crush attack manifests as powerful, draconic claws on the Aspect's feet, dealing (4d8 + 1.5 x str mod) damage by jumping or falling onto an enemy, and pinning the enemy as a dragon (reflex save to negate pinning). This works on any opponent of at least one size category smaller than the Aspect due to the huge size of the claws. These claws also grant a +10 racial bonus to Jump.

The tail attacks manifest as a powerful, bony tail, dealing tail slap damage (4d6 + 1/2 str mod) each round and granting a tail sweep with a 10 foot radius, dealing (2d8 + 1.5 x str mod) damage with a reflex save for half.


If she has at least 15 ranks in Mind of the Dracolich, the Aspect gains the sheer arcane power of the dracolich, becoming capable of casting powerful, world-shattering spells. She may choose one spell from the sorcerer/wizard spell list of 7th, 8th, and 9th level. She may cast these spells once per day each. She also gains additional spell uses each day from high charisma scores, as if she had spell slots at those levels.

If she has at least 15 ranks in Body of the Dracolich, the Aspect gains the physical presence of the dracolich, growing enormously in size and and gaining additional physical abilities.


The size change increase can manifest in a number of different ways, from physical metamorphosis into a huge, dragon-like form, or creating a bony, draconic body in which the Aspect levitates within. Regardless of the actual appearance, this increases the Aspect's size to Huge, or if already Huge or larger, increases size by one step. Along with this size increase comes ability score changes, increasing strength by 4, decreasing dexterity by 2, and granting 10 hit points per size change past Medium. For example, a Small Aspect gets +8 strength and -4 dexterity, while a Large Aspect gets +4 strength and -2 dexterity.

The Aspect can freely move from one form to another as a full round action, and can change into any size in between her normal form and her enlarged form. For example a Small Aspect can be Small, Medium, Large, or Huge. The statistic changes are set to the size of the Aspect - for example, in her Large form, the Aspect has +4 strength and -2 dexterity. Any and all changes to size from this bonus count do not stack with other size increases.

Additionally, the Aspect gains a few benefits of draco-lichdom when Large or larger. As a dragon, she may use her breath weapon while crushing or snatching an enemy, and may use spells or spell-like abilities uninhibited as long as she succeeds on the normal concentration check for casting in a grapple. Also, she gains resistance 30 to all elements, gaining resilience to elemental attacks similar to dragons but for all types rather than just one.

If she has at least 15 ranks in Soul of the Dracolich, the Aspect gains the magical qualities of the dracolich, adding several magical abilities to her repertoire, as well as gaining further control over her phylactery. These are all supernatural abilities.


The Aspect gains Blindsense as a dragon, allowing her to pinpoint enemies within 60 feet. Opponents the Aspect can’t actually see still have total concealment against the Aspect. However, she also gains the Blind-Fight feat if she does not already have it.

Additionally, the Aspect gains abilities of a dragon. She chooses one dragon of CR 20 or less and gains all special abilities of that dragon (including spell-like abilities, a breath weapon, immunities, vulnerabilities and other unique abilities, but not damage reduction). Any spell-like abilities have a caster level of 20, and may be used at will, regardless of normal limitations. The chosen dragon's breath weapon may be used every 1d4 rounds, as a normal dragon.

Her control over her phylactery is also enhanced, allowing her to act to a limited degree even while confined in her phylactery. The Aspect may cast spells as normal while in the phylactery, effectively applying Silent Spell and Still Spell to her spells without modifying the spell level.

Inevitability
2014-08-22, 10:53 AM
Draconic Warlord

http://1hdwallpapers.com/wallpapers/thumbnails/dragon_army.jpg

Charge, men! For justice! For glory! For DRAGOOOOOONS!

Dragons are truly beings of might and mystery. From the small kobold tribe serving a young dragon to the fanatical cultists worshipping a dragon who ascended to godhood, many creatures have chosen to serve these magnificent creatures. Why do they devote their lives to their masters? Some say it is a simple symbiotic relationship. In exchange for service the dragon's minions gain protection and guidance. Others claim that it is something that goes deeper. They say that all True Dragons share a hidden power with divine origins that makes them natural leaders.

The origins of this power are said to date back to the creation of the world, when Io created dragonkind. When he did, one kind of dragons stood out; and they are those we call the True Dragons. Io gave those dragons the right to rule over their brethren, and this right binds all who have draconic blood to this day.

Some mortals with traces of draconic blood also display this hidden power. Of course, it is far less effective than it is amongst true dragons, but it still grants them natural leadership qualities beyond those seen amongst mortals. Those mortals are called 'Draconic Warlords'. They assemble small armies of draconic beings by calling upon the right their ancestors have been given long ago.

Adventures: ALE AND WHORES! What? Isn't that reason enough? Well then:

Evil Draconic Warlords often adventure for personal gain. They lead their small armies against villages, tribes and other small communities in hopes of gaining money and power. Good Draconic Warlords combat evil where they see it, and generally try to lose as few men as possible during each battle. Many neutral Draconic Warlords walk the path of a mercenary. They can be found in towns, cities and other places where many a potential employer can be found. Some Draconic Warlords scarcely use their armies and are more interested in their ancestry. These often scour ancient dungeons for knowledge or artifacts.

Characteristics: The most noticeable characteristic of a Draconic Warlord is his ability to gather troops and use these in combat. They can fight in melee quite well, and have access to a couple of tactical abilities that give them interesting options in combat.

Alignment: Draconic Warlords can be of any alignment, although they have a slight tendency to be lawful.

Religion: All deities associated with dragons are worshipped amongst Draconic Warlords, with Io, Bahamut and Tiamat as the most common ones. Some Draconic Warlords worship deities of power and war, like Gruumsh, Kord, Heironeous and Hextor.

Background: Draconic blood can linger in every creature, but those who are charismatic more often manifest it than those who do not have to force of will to call upon it. Some ancient dragons assist mortals with becoming a Draconic Warlord, and then take up the mortal as exarch or leader of their own small army of minions. Gods like Bahamut or Tiamat sometimes awaken the draconic power in one, in hopes of gaining a new and powerful worshipper. Few people ever develop those powers on their own, but it does happen.

Races: As dragons can breed with almost anything, most races can possess the blood necessary for taking up this class. However, some races are more often inclined to actually develop and train those powers than others. Dwarves and Half-Orcs almost never follow this path, but humans do. Kobolds surprisingly often become a member of this class. Finally, gnomes, halflings and elves from time to time find someone amongst them who trains their draconic leadership abilities, but this does not happen often.

Other Classes: Fighters and Barbarians are seen as powerful allies by the Dragonic Warlord, who can appreciate good warriors. Spellcasters are not quite liked by Draconic Warlords, with the exception of sorcerers. Dragon Shamans and Dragonfire Adepts are seen as distant relatives. There's a strange feeling of connection, but not a real special bond.

Role: Draconic Warlords are quite versatile, as they can create an army based on the party's needs. They are decent warriors, but do not have the toughness of the barbarian nor the defense of the fighter. Because of this, Draconic Warlords should not wade into melee without someone to back them up. Out of combat, they can function as the party's face.

Adaptation: A DM may add or remove creatures to the list of possible Draconic Minions. Alternatively, they can decide to link the Draconic Warlord's powers to a certain type of dragon, modifying abilities to fit that dragon's theme.

GAME RULE INFORMATION
Draconic Warlords have the following game statistics.
Abilities: Charisma is the most important ability score for a draconic warlord. Constitution is useful for both HP and some of their special abilities. Finally, Draconic Warlords who wish to fight in melee would do well to put a few points in strength.
Alignment: Any
Hit Die: d10
Starting Age: As Wizard
Starting Gold: As Cleric

Class Skills
The Draconic Warlord's class skills (and the key ability for each skill) are Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Heal (wis), Intimidate (cha), Jump (str), Knowledge (arcana) (int), Knowledge (history) (int), Profession (wis), Ride (dex), Speak Language (none), Swim (str) and Use Magic Device (cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Draconic Warlord


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Draconic Leadership


1st

+1

+2

+0

+2
Draconic Leadership, Scion of the Dragons
4


2nd

+2

+3

+0

+3
Claws of the Dragon
5


3rd

+3

+3

+1

+3
Fearless Commander
6


4th

+4

+4

+1

+4
Onslaught of the Dragon (1/encounter)
8


5th

+5

+4

+1

+4
Fangs of the Dragon
10


6th

+6/+1

+5

+2

+5
Draconic Wings (Poor)
12


7th

+7/+2

+5

+2

+5
Weapons of the Dragon (Magic)
14


8th

+8/+3

+6

+2

+6
Draconic Cohort
16


9th

+9/+4

+6

+3

+6
Service of the Lesser (Command Value 5)
18


10th

+10/+5

+7

+3

+7
Onslaught of the Dragon (2/encounter)
21


11th

+11/+6/+1

+7

+3

+7
Frightful Presence
24


12th

+12/+7/+2

+8

+4

+8
Draconic Wings (Average)
27


13th

+13/+8/+3

+8

+4

+8
Tail of the Dragon
30


14th

+14/+9/+4

+9

+4

+9
Service of the Lesser (Command Value 10)
34


15th

+15/+10/+5

+9

+5

+9
Frightful Presence (120 ft., +5 HD)
38


16th

+16/+11/+6/+1

+10

+5

+10
Onslaught of the Dragon (3/encounter)
42


17th

+17/+12/+7/+2

+10

+5

+10
Weapons of the Dragon (Epic)
46


18th

+18/+13/+8/+3

+11

+6

+11
Draconic Wings (Good)
52


19th

+19/+14/+9/+4

+11

+6

+11
Service of the Lesser (Command Value 15)
58


20th

+20/+15/+10/+5

+12

+6

+12
I Am The Dragon
65



Class Features
All of the following are class features of the Draconic Warlord.

Weapon and Armor Proficiencies: A Draconic Warlord is proficient with simple and martial weapons, with light and medium armor and with shields (except tower shields).

Scion of the Dragons (Ex): The blood of ancient dragons flows through you, even if you have only discovered it days ago. You learn to speak, write and understand draconic if you are able to speak, write and understand at least one other language. If you do not possess the Dragonblood subtype and are not a dragon, you gain the Dragonblood subtype.

Draconic Leadership (Ex): You are able to call dragonic or dragonblooded beings towards you and have them serve you. Each day, you must have 8 hours of restful calm followed by 30 minutes of calling upon Io and strengthening the pact that binds lesser dragons to you. After these 30 minutes, you can choose which servants you wish to have today. Those servants arrive within an hour.

If any of the chosen servants can't or aren't able to reach you, the DM is free to say that they don't. However, by meditating for another 30 minutes, you can summon other creatures to take their place.

At the beginning of each day, instead of meditating for 30 minutes, you can simply choose to keep the servants from the past day under your control for another day.

Creatures currently serving you have an attitude of Helpful towards you, which generally can only be brought down by you attacking or otherwise harming your servants.

Any creatures that are released from your control start behaving as normal, although their attitude towards you and your allies becomes Indifferent. Its attitude returns to its default state after a number of hours equal to your Charisma bonus.

Your Draconic Servants inherently understand simple commands you give them, but can't understand more complex commands unless you share a language. They tend to follow their natural instincts and beliefs except when explicitly commanded to ignore them (and even then, there's only so much a creature can be convinced to do). For example, commanding a kobold to attack a priest of Kurtulmak will probably not work, although the kobold won't turn hostile towards you for suggesting this. Similarily, asking an Aspect of Bahamut to attack a village of innocent peasants won't work.

Each possible servant has a number given in parentheses behind its name which indicates how much of your power and skill has to be used to command it, called the Command Value. The combined Command Value of all your servants can't exceed the number given in the 'Draconic Leadership' column.

Killed servants can not be replaced until the next time you meditate to summon new servants. If you voluntarily kill one of your servants, either through personal action or by commanding others to do so, your Draconic Leadership score takes a permanent penalty equal to the slain creature's Command Value. This penalty can only be removed by having Atonement cast on you or by returning the slain servant to life.

Your Draconic Servants have no equipment when summoned, save for any nonmagical armor, weapons and shields in their description. These items are poorly made and will not yield money when sold.

Much like summoned creatures, Draconic Servants do not count as party members for the purpose of how much XP everyone gets after a fight, and neither do adventurers gain XP from killing them.

Claws of the Dragon (Ex): At 2nd level, the Draconic Warlord's hands become scaly, sharp claws. He gains a number of claw attacks equal to his number of hands, which are primary natural weapons dealing 1d8+the Draconic Warlord's Strength modifier damage for medium creatures (For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a claw attack, use the value given here or the creature's damage values, whatever is greater.

Fearless Commander (Ex): From 3rd level on, the Draconic Warlord is immune to fear, magical or otherwise.

Onslaught of the Dragon (Ex): Starting at 4th level, your draconic heritage manifests in the ability to attack with sudden force and ferocity. Once per encounter, you can make a full attack as a standard action.

At 10th level, you can use this ability twice per encounter.

At 16th level, you can use this ability three times per encounter.

Fangs of the Dragon (Ex): At 5th level, the Draconic Warlord's teeth sharpen and lengthen. He gains a number of bite attacks equal to his number of heads, which are secondary natural weapons dealing 1d10 + the Draconic Warlord's Strength modifier damage for medium creatures(For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a bite attack, use the value given here or the creature's damage values, whatever is greater.

Draconic Wings (Ex): At 6th level, your draconic blood stirs within you, and you grow a pair of wings. These grant you a flight speed equal to your land speed with poor maneuverability.

At 12th level, you can instead fly with average maneuverability.

At 18th level, you can instead fly with good maneuverability.

Weapons of the Dragon (Ex): Starting at 7th level, a Draconic Warlords natural weapons are treated as magical for the purpose of overcoming damage reduction.

From 17th level on, your natural weapons are also treated as epic for the purpose of overcoming damage reduction.

Draconic Cohort: At 8th level, a Draconic Warlord gains Dragon Cohort as a bonus feat.

Service of the Lesser (Ex): At 9th level, a Draconic Warlord can summon extra servants each day. After picking his normal servants for the day, he chooses servants with a combined Command Value equal to his charisma score, who then are summoned just like normal servants. However, none of these servants may have a command value higher than 5.

At 14th level, the maximum Command Value of those servants is instead 10.

At 19th level, the maximum Command Value of those servants is instead 15.

Frightful Presence (Ex): Starting at 11th level, a Draconic Warlord's mere presence causes his foes to cower in fear. He gains the Frightful Presence special ability, which takes effect when the Draconic Warlord charges or full attacks. Creatures within a range of 30 feet are subject to this ability if they have fewer HD than the Draconic Warlord. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Draconic Warlord's HD + Draconic Warlord's Cha modifier) remains immune to his frightful presence for 24 hours. On a failure, creatures become shaken for 4d6 rounds.

When he reaches 15th level, this ability instead has a range of 120 feet. In addition, the Draconic Warlord is treated as having 5 more HD than his actual number of HD for the purpose of determining which creatures can be affected.

Tail of the Dragon (Ex): At 13th level, a Draconic Warlord grows a scaly, long tail. He gains a single Tail Slap attack, which is a natural secondary attack dealing 1d8 + the Draconic Warlord's Strength modifier damage for medium creatures. (For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a Tail Slap attack, use the value given here or the creature's damage values, whatever is greater.

I Am The Dragon (Ex): At 20th level, a Draconic Warlord finally reveals his true potential. The Draconic Warlord's type changes to Dragon, unless it was Construct, Deathless or Undead when he gained this feature, his size increases by one category (up to Colossal+) and he is regarded as a True Dragon for the purpose of feats and classes. He gains immunity to magical Sleep and Paralysis effects, damage reduction 15/magic, a natural armor bonus to AC equal to his constitution modifier, spell resistance equal to 10 + character level, and a breath weapon that is either a cone or a line with the normal length for a dragon of his size. This breath weapon can be used at-will as a standard action and deals 20d6 damage of a type the Draconic Warlord selects when he gains this feature. The damage type must be either Acid, Cold, Electricity, Fire or Sonic. Creatures can make a reflex save with a DC of 10 + 1/2 the Draconic Warlord's HD + the Draconic Warlord's Constitution Modifier for half damage.

Inevitability
2014-08-23, 05:08 AM
-Huitzil (2) (Dragon Magic)
-1st level Kobold Warrior (2) (Monster Manual)
-Crested Felldrake (3) (Monster Manual II)
-Lizardfolk (3) (Monster Manual) (This Lizardfolk comes with a heavy shield)
-Phynxkin (3) (Dragon Magic)
-1st level Poison Dusk Lizardfolk Ranger (3) (Monster Manual III)
-Troglodyte (3) (Monster Manual)
-Pseudodragon (5) (Monster Manual)
-Spitting Felldrake (5) (Monster Manual II)
-Horned Felldrake (6) (Monster Manual II)
-Ophidian (7) (Fiend Folio)
-Blackscale Lizardfolk (9) (Monster Manual III)
-Dragotaur (9) (Monster Manual III)
-Bluespawn Ambusher (9) (Monster Manual IV)
-Blackspawn Raider (10) (Monster Manual IV)
-Dire Phynxkin (11) (Dragon Magic)
-Drakkensteed (11) (Dragon Magic)
-Dragonkin (11) (Draconomicon)
-Dragonnel (11) (Draconomicon)
-Spiked Felldrake (11) (Draconomicon)
-Plains Landwyrm (13) (Draconomicon)
-Air Drake (14) (Draconomicon)
-Ice Drake (14) (Draconomicon)
-Wyvern (14) (Draconomicon)
-Ambush Drake (15) (Monster Manual III)
-Blackspawn Stalker (15) (Monster Manual IV)
-Underdark Landwyrm (15) (Draconomicon)
-Water Drake (15) (Draconomicon)
-Bluespawn Burrower (16) (Monster Manual IV)
-Earth Drake (16) (Draconomicon)
-Fire Drake (16) (Draconomicon)
-Forest Landwyrm (16) (Draconomicon)
-Smoke Drake (16) (Draconomicon)
-Abyssal Drake (17) (Draconomicon)
-Bluespawn Godslayer (17) (Monster Manual IV)
-Dragon Turtle (17) (Monster Manual)
-Faerie Dragon (17) (Draconomicon)
-Magma Drake (17) (Draconomicon
-Ooze Drake (17) (Draconomicon)
-Rage Drake (17) (Monster Manual III)
-Redspawn Berserker (17) (Dragon Magic)
-Dragon Eel (19) (Monster Manual III)
-Ssvaklor (19) (Monster Manual III)
-Aspect of Bahamut (22) (Dragon Magic)
-Hill Landwyrm (22) (Draconomicon)
-Sea Drake (23) (Fiend Folio)
-Velroc (24) (Dragon Magic)
-Jungle Landwyrm (26) (Draconomicon)
-Spelleater (27) (Dragon Magic)
-Aspect of Tiamat (28) (Dragon Magic)
-Tundra Landwyrm (28) (Dragon Magic)
-Desert Landwyrm (33) (Draconomicon)
-Greater Ssvaklor (36) (Monster Manual III)
-Sunwyrm (36) (Fiend Folio)
-Storm Drake (50) (Draconomicon)
-Mountain Landwyrm (50) (Draconomicon)
-Swamp Landwyrm (54) (Draconomicon)

MrNobody
2014-08-23, 02:08 PM
New feats for a Dragon Dancer

This section introduces “Dragondance” feats. This feats are made to provide additional power to Dragon Dancers, giving them access to the abilities of new kinds of dragons. These feats give more power to the character as he gains level, following his growth.
The modification provided by this feats to Magical dance are always avaible to the Dragon Dancer: a characters with Ysgardian dance and Sapphire Dance feats that chooses to use Magical Dance (Chromatic dragons) gains the power linked to chromatic dragons plus those related to Battle Dragons and to Sapphire Dragons.


Extra dance.
[General]
You may dance more frequently than normal.
Prerequisite
Draconic Dance ability.
Benefit
You can use Draconic Dance two more times per day than you otherwise could.
Special
You can take this feat multiple times. Its effects stack.

Dancing berserker.
[General]
You are part of a tribal group of Dragon Dancers that are able to channel the fury of a fighting dragon empowering their combat abilities with both dance and mindless rage.
Prerequisite
Draconic Dance class feature, Rage class feature.
Benefit
First you add Perform (dance) in the list of skills you can use while raging. Also, when starting a Rage or a Draconic Dance you can choose to initiate an Enraged dance instead: when you do this you gain full benefits of both Rage and Draconic Dance (and Choreographies) at the same time. At the end of the dance you are exhausted and nauseated.
Levels in Dragon Dancer and Barbarian classes stack for the purpose of determining the effects of your Choreographies.

Dancing fighter.
[General, Fighter bonus feat]
You learnt that if an heavy body doesn’t hinders a dragon in his sinuous moves an heavy plate can’t stop your dancing.
Prerequisite
Draconic Dance class feature, Proficiency with heavy armor and shield.
Benefit
You can use Draconic Dance and Choreographies while wearing medium or heavy armor or using a shield.
You also add half your Dragon Dancer class levels (minimum 1) to your Fighter levels for the purpose of qualifying for feats that require a minimum fighter level and you add half your Fighter class levels (minimum 1) to your Dragon Dancer levels for the purpose of calculating the effects of your Choreographies.

One-man-show.
[General]
To you music and dance are not separated, but a beatiful, unique entity, and you have learnt to master both at the same time.
Prerequisite
Draconic Dance class feature, Bardic music class feature, Perform (singing) 4 ranks.
Benefit
You can use and mantain the effects of your Bardic music while performing your Draconic Dance even if they require concentration. While dancing, you can mantain both your Bardic music and your Draconic dance by moving at least of 10ft as a move action. This benefit applies only if your bardic music is based on singing and not in using held instruments.
Also your Dragon Dancer and Bard level stack for the purpose of determining the effects of your
Bardic music and Choreographies.




Ysgardian dance.
[Dragondance]
The Dragon Dancer has developed a connection with the heroic Battle Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Good.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Protection from evil (7th), Shield other (10th) and Heroes’ feast (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are shaken for 2d6 rounds (it’s a fear effect). The wall that develops at 18th level after using this option provided by this feat inflicts sonic damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Battle Dragon.

Chaotic dance.
[Dragondance]
The Dragon Dancer has developed a connection with the unpredictable Chaos Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Chaotic.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Entropic shield (7th), Mind fog (10th) and Cloak of chaos(14th).
When using Blazing somersaults, , instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are confused for 1d4 rounds (it’s a mind-affecting effect). The wall that develops at 18th level after using this option provided by this feat inflicts damage of an energy determinated randomly (01–20 acid, 21–40 cold, 41–60 electricity, 61–80 fire, 81–100 sonic).
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Chaos Dragon.

Ethereal dance.
[Dragondance]
The Dragon Dancer has developed a connection with the intangible Ethereal Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Neutral.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Blink (7th), Dimesional anchor (10th) and Etherealness (14th).
When using Blazing somersaults he can choose to deal force damage as well as the wall that develops at 18th level after using this option.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Ancient Ethereal Dragon.

Mad dance.
[Dragondance]
The Dragon Dancer has developed a connection with the mad Howling Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Chaotic.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Shatter (7th), Shout (10th) and Whirlwind (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1d4 Wisdom damage. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Howling Dragon.

Volcanic dance.
[Dragondance]
The Dragon Dancer has developed a connection with the furious Pyroclastic Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Evil.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Pyrotechnics (7th), Incendiary cloud (10th) and Meteor strike (14th).
When using Blazing somersaults he can choose that the damage inflicted is similar to a disintegration effect and those killed by it crumble to ashes. The wall that develops at 18th level after using this option provided by this feat deals half fire and half sonic damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Pyroclastic Dragon.

Radiant dance.
[Dragondance]
The Dragon Dancer has developed a connection with the righteous Radiant Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Good.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Daylight (7th), Searing light (10th) and Prismatic sphere (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are blinded for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals force damage
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Mature Adult Radiant Dragon.

Rusting dance.
[Dragondance]
The Dragon Dancer has developed a connection with the strong Rust Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Lawful.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Wall of iron (7th), Acid fog (10th) and Repel metal or stone(14th).
When using Blazing somersaults , instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save see all their metallic possession destroyed by rust. Creature made of metals take untyped damage instead. The wall that develops at 18th level after using this option provided by this feat deals acid damage
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Rust Dragon.

Tarterian dance.
[Dragondance]
The Dragon Dancer has developed a connection with the ruthless Tarterian Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Evil.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Otilike’s resilient sphere (7th), Forcecage (10th) and Maze (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are affected by crushing despair for 2d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals force damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Mature adult Tarterian Dragon.



Amethist dance.
[Dragondance]
The Dragon Dancer has developed a connection with the wise Amethist Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
Benefit
The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Ego whip (7th), Mental Barrier (immediate action, 10th) and Telekinetic Sphere, Psionic (14th).
When using Blazing somersaults he can choose to deal non-lethal damage as well as the wall that develops at 18th level after using this option
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Amethist Dragon.

Crystal dance.
[Dragondance]
The Dragon Dancer has developed a connection with the friendly Crystal Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
Benefit
The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Thought shield (immediate action, 7th), Id insinuation (6 augmentation points, 10th) and Domination, Psionic (8 augmentation points [DC +4, affect 3 creature of any type], 14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are blinded for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals untyped damage. This effect has the [light] descriptor.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Crystal Dragon.

Emerald dance.
[Dragondance]
The Dragon Dancer has developed a connection with the inquisitive Emerald Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
Benefit
The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Control Sound (7th), Psychic crush (10th) and Tower of iron will (immediate action, 4 augmentation points,14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are deafened for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Emerald Dragon.

Sapphire dance.
[Dragondance]
The Dragon Dancer has developed a connection with the reclusive Emerald Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks.
Benefit
The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Skate (7th), Empty mind (immediate action, 6 augmentation points, 10th) and Teleport, psionic greater (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are panicked for 1d4 rounds. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Sapphire Dragon.

Topaz dance.
[Dragondance]
The Dragon Dancer has developed a connection with the selfish Emerald Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks.
Benefit
The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Mind thrust (3 augmentation points, 7th), Inertial barrier (10th) and Metamorphosis, greater (14th).
When using Blazing somersaults he can choose to deal dessication damage as well as the wall that develops at 18th level after using this option
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Topaz Dragon.



Sharptooth dance.
[Dragondance]
The Dragon Dancer has developed a connection with the rapacious Fang Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Ballet of claws Choreography, Knowledge (arcane) 8 ranks.
Benefit
The natural weapons developed by a Dragon Dancer while using Ballet of Claws deal damage like if they where one size bigger. The primary natural weapon has his critical range augmented by one (tipically 19-20/x2) while using Ballet of Claws.
When using Blazing somersaults those caught in the line of his passage that fail their save take 1d4 Constitution damage. The wall that develops at 18th level after using this option provided by this feat deals damage like a magic weapon dealing both piercing, bludgeoing and slashing damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Ancient Topaz Dragon.

Shadow dance.
[Dragondance]
The Dragon Dancer has developed a connection with the malevolent Shadow Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Mirror image (7th), Nondetection(10th) and Shadow walk (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1 negative level. The wall that develops at 18th level after using this option provided by this feat deals negative energy damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Shadow Dragon.

Deepdweller’s dance.
[Dragondance]
The Dragon Dancer has developed a connection with the horrid Deep Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 4 ranks, Knowledge (dungeoneering) 4 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Freedom of movement (7th), Passwall (10th) and Trueseing(14th).
When using Blazing somersaults deals acid damage as well as the wall that develops at 18th level after using this option. Inorganic matter (as well as creature made out of it) is uneffected by these effects.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Mature adult Deep Dragon.

Desertic dance.
[Dragondance]
The Dragon Dancer has developed a connection with the violent Sand Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Haboob (7th), Wall of sand (10th) and Sandstorm (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 2d4 lethal damage from gritting sand and are knocked prone. The wall that develops at 18th level after using this option provided by this feat deals untyped lethal damage. Armored creature only take half the damage from both sources.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Sand Dragon.

Mercurial dance.
[Dragondance]
The Dragon Dancer has developed a connection with the impulsive Mercury Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Hpnotic pattern (7th), Project image (10th) Prismatic spray (14th).
When using Blazing somersaults deals fire damage as well as the wall that develops at 18th level after using this option. This is considered an effect with the [light] descriptor when influencing creatures sensible to light.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Wyrm Steel Dragon.

Steel dance.
[Dragondance]
The Dragon Dancer has developed a connection with the clever Steel Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Enthrall (7th), Suggestion, mass (10th) Charm monster, mass (14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1d4 Constitution damage. This is a poison effect. The wall that develops at 18th level after using this option provided by this feat deals acid damage. When using this ability a Dragon Dancer can choose a number of square he travelled up to his Charisma modifier. Those square are not occupied by the wall of energy.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Wyrm Steel Dragon.

Misty dance.
[Dragondance]
The Dragon Dancer has developed a connection with the heremit Mist Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Sleet Storm (7th), widened Wind wall(10th) widened Solid fog(14th).
When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are sickened for 2d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals fire damage.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Ancient Mist Dragon.

Singalong dance.
[Dragondance]
The Dragon Dancer has developed a connection with the mysterious Song Dragon, developing a new kind of dance that is inspired to it.
Prerequisite
Magical Dance Choreography, Knowledge (arcane) 8 ranks.
Benefit
The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Daylight (7th), Heal (10th), Planeshift (14th).
When using Blazing somersaults deals half electricity, half sonic damage as well as the wall that develops at 18th level after using this option.
Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Song Dragon.

r2d2go
2014-08-24, 01:48 AM
Aspect of the Dracolich Breath Weapons:

An Aspect of the Dracolich applies breath effects as a Dragonfire Adept. These breath effects can alter your breath weapon’s damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can’t apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can’t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal negative energy breath weapon every round).

Breath effects marked (DFA) are identical to those of the Dragonfire Adept.

2nd level Breath Effects:

Frost Breath (DFA): Your breath weapon deals cold damage instead of negative energy damage.

Lightning Breath (DFA): Your breath weapon deals electricity damage instead of negative energy damage. Additionally, this turns your breath weapon into a line, rather than a cone.

Sickening Breath (DFA): Rather than dealing damage, your breath weapon sickens all creatures in its area for 2 rounds. A successful Fortitude save reduces the duration to 1 round. You can apply this breath effect only to a cone-shaped breath weapon.

Draining Breath: Rather than dealing damage, your breath weapon inflicts one negative level on all creatures in it's area. A successful Fortitude save negates this effect.

6th level Breath Effects:

Acid Breath (DFA): Your breath weapon deals acid damage instead of negative energy damage.

Slow Breath (DFA): Rather than dealing damage, your breath weapon slows all creatures in its area (as the spell) for 2 rounds. A successful Fortitude save reduces the duration to 1 round.

Weakening Breath (DFA): Rather than dealing damage, your breath weapon weakens all creatures in its area for 4 rounds, imposing a -6 penalty to strength. A successful Fortitude save reduces the duration to 1 round.

Leeching Breath: Your breath weapon leeches the life out of your enemies, returning half the damage dealt as healing. Any healing over maximum hit points is returned as temporary hit points, lasting one minute. A successful Fortitude save halves the damage and negates the healing.

10th level Breath Effects:

Sleep Breath (DFA): Rather than dealing damage, your breath weapon puts all living creatures in its area to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon. You can apply this breath effect only to a cone-shaped breath weapon.

Ghoul's Breath: Rather than dealing damage, your breath weapon paralyzes all living creatures in its area for 1 round. A successful Fortitude save negates this effect.

Corrupting Breath: Rather than dealing damage, your breath weapon inflicts 1d4+1 negative levels to all living creature in its area. A successful Fortitude save reduces this to 1 negative level. Additionally, any creatures slain by this breath (whether through negative levels equal to their hit dice, or by losing enough hit points from negative levels to die) is raised as a zombie under your control. This zombie counts towards undead control limits of spells like Animate Dead - if you do not have enough hit dice of control remaining, you must choose to either lose control of undead until you have enough, or leave the slain creature unanimated.

Nightmare Breath: Rather than dealing damage, your breath weapon Panics all living creatures in its area. A successful Will save reduces this fear to being Shaken.

14th level Breath Effects:

Soulrending Breath of the Dracolich: As a full-round action, you breathe a massive cone of negative energy, destroying not only flesh and bone but the very soul of those foolish enough to oppose you. This breath deals twice your normal breath weapon damage in a cone of twice the normal size, and all survivors gain 1d4+1 negative levels. A successful fortitude save halves the damage (to normal breath weapon damage) and gain 1 negative level.

Additionally, anyone slain by this breath weapon has their soul ripped apart, becoming inaccessible except by the strongest of magics. To revive a creature slain by this breath, one must first Wish their soul back into existence, then Wish the soul into its body. If the body is no longer intact, it takes a third Wish or a 25000 gp diamond (the material component for True Resurrection) to create the body.

Using this breath weapon deals damage to you equal to twice your Soul ranks. This damage can not be prevented in any way.

Reaper's Breath: Rather than dealing damage, your breath kills any enemies within its area. A successful fortitude save reduces this to normal damage.

War-lich's Breath: Rather than dealing damage, your breath inflicts 2d4+2 negative levels to any enemies within its area. A successful fortitude save reduces this to 1d4+1 negative levels. Additionally, any creatures slain by this breath (whether through negative levels equal to their hit dice, or by losing enough hit points from negative levels to die) is raised as a greater undead (as Create Greater Undead with caster level equal to your Soul rank). When it is created, you may make an opposed level check (Soul Rank vrs HD) to gain control of the undead. If you fail, it is not under your control, but you may cast spells, make deals or otherwise gain control - it does not bear you any extraordinary ill will.


To be Added: Aspect of the Shimmering Guardian Breath Effects, maybe squeeze in a Martial Discipline.

r2d2go
2014-08-24, 01:50 AM
Reserved space for Aspect of the Dracolich spells.

An Aspect is capable of learning any of the following spells, as well as any core Wizard spell of the necromancy school. He gains spells known as a Bard, except that whenever he gains a new spell level, he learns an additional two spells of the new level.

Note: "All Necromancy spells" can be limited to core-only Necromancy spells both to help alleviate the number of spells to search through and to lower the class's power.

Acid Splash - Orb deals 1d3 acid damage.
Arcane Mark - Inscribes a personal rune (visible or invisible).
Daze - Humanoid creature of 4 HD or less loses next action.
Detect Magic - Detects spells and magic items within 60 ft.
Detect Undead - Reveals undead within 60 ft.
Mage Hand - 5-pound telekinesis.
Read Magic - Read scrolls and spellbooks.
Prestidigitation - Performs minor tricks.

Blade of Blood (PHB II) - On discharge, weapon deals +1d6 damage, take damage to deal +3d6.
Enlarge Person - Humanoid creature doubles in size.
Essence of the Dragon - Gain benefits and vulnerabilities of a dragon.
Hideous Laughter - Target loses actions for 1 round/level.
Hoard Gullet - Gain second stomach of extradimensional storage.
Hypnotism - Fascinates 2d4 HD of creatures.
Mage Armor - Gives subject +4 armor bonus.
Obscuring Mist - Fog surrounds you.
Protection from Good - +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Rot of Ages - Sicken or Nauseate for 2 rounds (fort negates), all have concealment from victim.
Shield - Invisible disc gives +4 to AC, blocks magic missiles.
Sleep - Puts 4 HD of creatures into magical slumber.
Summon Undead I - Summon undead creature.
True Strike - +20 on your next attack roll.

Acid Arrow - Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Arcane Lock - Magically locks a portal or chest.
Cloud of Bewilderment - 10 foot cube Nauseates, 1 round/level.
Blade of Pain and Fear (LM) - Blade makes touch attacks for 1d6+1/2 levels, Frightens on failed save.
Darkvision - See 60 ft. in total darkness.
Invisibility, Swift (CAd) - 1 round invisibility as a swift action.
Magic of the Dragonheart (DM) - Gain additional benefit from draconic feats.
Necrotic Cyst (LM) - Cyst imposes penalty vrs necromancy and deals damage when hit by undead.
Resist Energy - Ignores first 10 (or more) points of damage/attack from specified energy type.
Seeking Arrow (PHB II) - Ranged touch attack for 4d6 electric damage, ignore cover and concealment, grants +4 to further attacks.
Shroud of Undeath (SpC) - Undead treat you as undead for 10 min/level.
Summon Undead II (SpC) - Summon undead creature.
Undead Eyes (SL) - Sense with bonded undead creature, stunned while channeling.

Animate Dead - Creates undead skeletons and zombies.
Clutch of Orcus (SpC) - Grip on heart paralyzes, deals 1d12 damage on concentration for 1 round/level.
Crown of the Grave (SpC) - Command undead 1/minute for 1 hour/level, discharge to turn at +4.
Doom Scarabs (PHB 2) - Deal 1d6/two levels to 60 foot cone (will half, no SR), gain 1d4 temp hp per victim.
Dragonshape, Least (DM) - Polymorph into tiny Psuedodragon.
Dragonskin (SpC) - Gain 1 natural armor/2 levels and energy resistance.
Energy Aegis (PHB 2) - Grants Resistance 20 to an element as an immediate action.
Sense of the Dragon (RotD) - Gain Blindsense 30 ft.
Slow - One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Stinking Cloud - Nauseating vapors, 1 round/level.
Summon Undead III (SpC) - Summon undead creature.
Undead Lieutenant (SpC) - Undead of 5 HD or more gains ability to lead undead.

Animate Legion (HB) - Create several zombies or skeletons for 1 round/level.
Dragon Blight (SpC) - Cloud for 1d4 rounds deals 1d6/level to dragons, 1d8/2 levels to dragonbloods, stuns 1d4 rounds.
Dragon Breath (SpC) - Gain breath weapon dealing 1d8/2 levels for 1 round/level.
Flight of the Dragon (SpC) - Gain 100 foot fly speed (average), improves overland.
Sharptooth (SpC) - Increase damage of one natural weapon by one size category.
Wall of Scales (SpC) - Create wall of dragonhide.
Voice of the Dragon (SpC) - +10 enhancement to social, end to cast Suggestion.
Summon Undead IV (SpC) - Summon undead creature.
Unholy Beast (CoR) - Animal gains bonuses, obeys as if Dominated.
Wall of Bones (CAr) - Create 10 foot square of bones per level.

Create Undead - Create ghouls, ghasts, mummies, or mohrgs.
Dracolich Ally, Lesser (Home) - Exchange services with a Dracolich.
Dragon Ally, Lesser (SpC) - Exchange services with a dragon.
Dragonsight (Dr) - Gain low light vision, darkvision 10 feet/level, blindsense 5 feet/level.
Ethereal Breath (SpC) - Breath weapon becomes ethereal.
Lord of the Sky (SpC) - Fly, deal electric damage to enemies, slow aerial creatures, end to cast Lightning Bolt.
Necrotic Burst (LM) - Ruptures Necrotic Cyst, killing or dealing 1d6 damage/level on a successful save.
Shadow of the Dark Queen (DrF) - Desecrate, Deeper Darkness, 2d6 damage and daze vrs good dragons.
Skin of the Steel Dragon (CV) - Gain SR 10+CL for 1 round/3 levels.
Summon Undead V (SpC) - Summon undead creature.
Touch of Vecna (CM) - Victim takes 1d8+1 and is Shaken, fort save or permanent, death-like paralysis.

Animate Dread Warrior (UE) - Create Dread Warrior of HD up to your own.
Awaken Undead (SpC) - Undead gains intelligence score, benefits of life.
Dracolich Form, Lesser (Home) - Become large Dracolich, gain 60 temporary hit points.
Necrotic Eruption LM - As Necrotic Burst, but AoE damage on kill.
Revive Undead (SpC) - Reanimate destroyed undead, it loses 1 HD.
Spectral Dragon (DrF) - Summon dragon of shadow, deals 1d6 str damage and 1 negative level.
Summon Undead VI (SpC) - Summon undead creature.


Homebrew Spells:

Dracolich Ally, Lesser:

Conjuration [Summoning, Evil]
Level: Aspect of the Dracolich 5

As Lesser Dragon Ally except as noted, and that you apply the Dracolich template to the dragon summoned.

Dracolich Form, Lesser:

Necromancy [Evil]
Level: Aspect of the Dracolich 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your body withers away as your bones expand and mighty, skeletal wings sprout from your shoulder blades. A moment later, in your place stands a mighty dracolich.

When you cast this spell, you polymorph into any dragon of Huge size or smaller and apply the Dracolich (http://www.realmshelps.net/monsters/templates/dracolich.shtml) template. This does not grant you a phylactery or invulnerability - if your hit points are reduced to 0 or lower, you return to your original form at the same number of hit points (and if lower than -9, you die). However, you also gain 60 temporary hitpoints which disappear at the end of the spell's duration.

r2d2go
2014-08-24, 01:51 AM
Reserved space for Aspect of the Dracolich feats, ACFs, etc.

ACFs:

Aspect of the Shimmering Guardian:

Claws of the Shimmering Guardian:

Negative Levels are caused by divine judgement, only affecting evil creatures but also affecting undead.

Channeling energy is positive instead of negative. Against evil creatures, bonus damage is dealt (similar to a Smite).

Mind of the Shimmering Guardian:

Totally different spell list (Oh god... :smalleek:)

Body of the Shimmering Guardian:

Natural armor comes from scales.

DR is /magic at first, then /evil, then /evil and adamantine.

At rank 3, gain Dragon traits instead of Undead traits, as well as +2 to all saves. Hit die increases a step.

At rank 15, hit dice become d12, you gain a further +2 to all saves and +2 to str.

At rank 18, gain a final +2 to all saves and +2 str, con, int, cha.

Soul of the Shimmering Guardian:

Different breath effects, good flavor on everything.

Instead of Command Undead, gain Command, and Geas instead of Control Undead.

No Phylactery or Craft Wondrous Item.

Dragon Apotheosis:

Everything is just reflavored. I'll add other things some time...

Blade of the Dracolich: Replaces Claw of the Dracolich, granting initiator levels and Warblade manuever progression.

Dark Pact (maybe): Replaces Soul of the Dracolich, granting invocations.

Psionic Aspect (maybe): Replaces Mind of the Dracolich, grants Psychic Warrior type power progression/list.

Feats:

Practiced Aspect: Gain ranks, up to Aspect Level.

Dracolich Cohort: Like Dragon Cohort, but a dracolich.

Zaydos
2014-08-25, 01:22 AM
Dragonsoul Acolyte

”There is no form more perfect than the draconic one. I am merely the next best thing.”

A Dragonsoul Acolyte is one who emulates dragons, and worships the ideal they represent. They draw power from the essence of the draconic, allowing it to alter their bodies and their souls, letting them become beings more dragon than man, with magical powers and physical might to vie directly with their idols.

Adventures: A dragonsoul acolyte might adventure for several reasons, many unrelated to their class. Even so a disproportionately large one for dragonsoul acolytes is wealth. They seek to emulate dragons in all things this includes their tendency to hoard large amounts of monetary wealth for no reason other than status. Others do it simply out of pride and a desire to prove themselves in the pecking order of things; amongst dragons physical power is second only to wealth as a determinant of social status, and in seeking to prove their mettle a dragonsoul acolyte proves themselves to be like a true dragon in both deed and stature. Some dragonsoul acolytes adventure in the service of dragons that seek mortal agents, or of the draconic gods, acting as their priests and mortal servants. A few dragonsoul acolytes travel as dragon slayers; usually these acolytes fight the traditional foes of their Tutelary Dragon’s species, such as a Brass Dragonsoul Acolyte hunting blue dragons.

Characteristics: A dragonsoul acolyte emulates dragons. As such they are capable of standing on the front lines when needed, even if not as well as a true melee combatant such as a barbarian or fighter. Their destructive breath weapons allow them to open with a single powerful blow which can tear down foes, or with the right tutelary dragon weaken or even disable enemies. As their bodies transform, growing ever more draconic, they gain a variety of natural weapons which can be used in combat, and powerful draconic wings which allow them to take the fight even to the air. Their draconic powers are not merely the physical as their minds and souls grow more draconic gifting them with the senses of dragons and the ability to tap into the natural sorcerous heritage of all dragons to fuel spontaneous magical powers. A dragonsoul acolyte’s magic is not simply that bred in to them, or what they have studied, but a tapping into the spiritual power of a whole draconic species if not more, drawing from the spells of dragons long dead to perform what is needed. This is a dangerous process and a soul, mortal or dragon, can only harness so much and it is not efficient in energy but as a dragonsoul acolyte’s power grows so too does their ability to draw upon this force.

Alignment: A dragonsoul acolyte can be any alignment, but must be close to the alignment of their tutelary dragon. They must emulate it not only in powers, but ideology. As such a dragonsoul acolyte is often much like a dragon of a similar alignment and this can often matter more than their alignment in ways. A Chaotic Neutral dragonsoul acolyte who idolizes Brass Dragons might be a friendly and garrulous person always willing to chat, even if he does steal a few apples, coppers, and golds here and there, conversely one who idolizes Red Dragons might be a brusque warrior who believes only in his own strength and independence, willing to talk to only those who prove themselves to him, but who would never harm a traveler that did not give him cause.

Religion: Dragonsoul acolytes are priests of dragonkind. If they worship gods they serve the gods of dragons, and are quite literally their priests and acolytes, believing their powers of draconic emulation to be divine gifts (and who is to say that Bahamut must imbue his clerics only in the ways that human gods do). Those that do not worship gods often worship dragons, not necessarily individual ones, but consider true dragons to be a race of creatures partially divine and above humans. Others instead worship the ideal of dragons and the power and potential they represent. These dragonsoul acolytes may not consider an individual dragon as a divinity, but they would agree with the others that they are somewhat closer.

Background: Most dragonsoul acolytes are awakened to their calling either by the close association and guidance of a dragon, or by the clergy of one of the draconic gods. This training involves a great deal of faithful mental dedication, introspective meditation, and consideration of draconic nature to stir the flames of draconic energy within the adherent, drawing it into them from the souls of dragons long dead and the power of draconic deities. Others awaken themselves. Sometimes it is a stirring of draconic blood long submerged in their heritage during an hour of great danger. Other times it is stirring of some draconic essence within them in resonance with an external draconic force, the presence of a dragon, an artifact of ancient wyrms, or a visit to a dragon graveyard or site of draconic power; this last is especially likely to cause such a stirring, as the spirits of draconic power in the place attach themselves to even a human soul, spurring it into something draconic.

Races: Kobolds and lizardfolk often become dragonsoul acolytes in their attempts to emulate the dragons they believe themselves related to. Spellscales often become Dragonsoul Acolytes as their naturally flexible magic is drawn from the same draconic source and the ambient power of dragon souls is something natural for spellscales to tap into, their racial blood quickening sharing many points of similarities. Among the common races, humans are significantly the most likely to dedicate themselves to the emulation of another species and have the most malleable souls allowing them to most easily become a dragonsoul acolyte, these two factors combine to make dragonsoul acolytes within the common races predominantly huma. Few dragonsoul acolytes are true dragons, although it is not completely unheard of. These dragons tend more towards emulation of a draconic god or the ideal form of a species of dragon, even so few see it as any route to power and most would rather dabble in mortal sorcery to awaken further power themselves.

Other Classes: Dragonsoul acolytes often find kindred spirits in sorcerers and dragonfire adepts who both are, like dragonsoul acolytes, mortals with a spark of draconic power which they fan into a blaze, while each has their own path and methods to do so they can each respect the others’ draconic powers and magical might. Dragonsoul acolytes and clerics can find common ground in that they are both people of strong faiths and dedicated beliefs, but they can also grate upon each other as many clerics consider the idea of dragons being akin to gods blasphemy; although those dragonsoul acolytes which dedicate themselves primarily to draconic deities relate to clerics much like a cleric of that god would. Dragonsoul acolytes share rogues’ fondness for shiny baubles, which often ends with the two butting heads, and dragonsoul acolytes have little instinctive trust to self-stylized thieves. When dealing with warriors dragonsoul acolytes can sometimes make themselves respected for their physical strength, and combat prowess, but they usually fall behind true melee combatants.

Role: A dragonsoul acolyte makes an excellent fifth man. Their spell pool allows them to pull out a weak spell that is needed on the fly, almost like a living collection of scrolls, while their natural weapons and increased Strength allow them to serve as secondary natural weapons. Their breath weapons can serve as crowd debuffs, save or loses, or simply as area damage to take out weak and weakened foes. Their tutelary dragon will also push a dragonsoul acolyte towards a specific role; a black dragonsoul acolyte is more liable to be an agile skulker with stealth capabilities and eventually a potently powerful sudden strike, while a blue dragonsoul acolyte is liable to find themselves fulfilling some extent of a healing role amongst otherwise a healing poor evil party, and a gold dragonsoul acolyte might find themselves opening battle with a swift action Strength damaging gas followed by a charge into melee.

Adaptation: A DM might tie a dragonsoul acolyte more strongly, and strictly, to the draconic deities. To do so they could select a list of tutelary dragons appropriate to each deity (for example all Chromatics for Tiamat) and make the alignment restrictions the same as for a cleric of that deity. They could then pick any dragon from that deity as their tutelary dragon or possibly even mix and match aspects from them; it might be that with this variant a dragonsoul acolyte of Bahamut could select Brass Dragon for their Tutelary Skills, their first draconic aspect being the lesser aspect of any metallic dragon say silver, their second the lesser or specialized aspect of any (say bronze) and their greater aspect belonging to a fourth dragon (say gold); the DM might want to add prerequisites to certain aspects (Greater Theocrat requires Theocrat) in this case and strictly limit your second aspect to dragons from your deity’s lists and potentially a common list (Many Guises, Sea Dweller, Animal Forms, Burrow, etc) and even then this would most likely increase a dragonsoul acolyte’s building flexibility and optimization ceiling unless there was a particularly disbalanced combination of lesser aspects it disallowed.

GAME RULE INFORMATION
Dragonsoul Acolytes have the following game statistics.
Abilities: Constitution determines your breath weapon’s saving throw DC, your hit points, and ability to take powerful metabreath feats the most ideal of which have relatively high Constitution requirements. Charisma determines your spell save DCs which are already going to be relatively low, adds to your breath weapon damage (although the raw dice will make a larger impact), and determine certain other saving throw DCs. Strength determines how well you can fight without using your dragon form ability and is necessary if you wish to make use of your class based Strength bonus and not rely upon fighting in the shape of a dragon. Dexterity adds to your AC and is therefore useful on a class with medium armor. Wisdom adds to your Will save and Intelligence determines your skill points.
Alignment: Any (see Tutelary Dragon for restrictions).
Hit Die: d10
Starting Age: As bard.
Starting Gold: As barbarian.

Class Skills
The Dragonsoul Acolyte's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Use Magic Device (Cha). A Dragonsoul Acolyte’s choice of Tutelary Dragon may add up to 3 additional skills to this list.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DRAGONSOUL ACOLYTE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Pool
Hoard Size (GP)


1st

+0

+2

+0

+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1dX+1/2 Charisma modifier), Darkvision, Dragonblooded, Hoard
-
250


2nd

+1

+3

+0

+3
Cantrips, Claws, Fundamentalis Diet
-
1000


3rd

+2

+3

+1

+3
Breath Weapon (2dX+1/2 Charisma modifier), Lesser Energy Resistance, Draconic Immunities
-
2250


4th

+3

+4

+1

+4
Scales (+1), Spell Pool (1st), Lesser Draconic Aspect
4
4000


5th

+3

+4

+1

+4
Draconic Body (+2 Strength), Skill Aptitude, Breath Weapon (3dX + Charisma modifier)
5
6250


6th

+4

+5

+2

+5
Dragon Form 1/day, Draconic Spirit (+2 Charisma)
6
9000


7th

+5

+5

+2

+5
DragonType, Energy Resistance, Spell Pool (2nd level), Breath Weapon (4dX + Charisma modifier)
8
12,250


8th

+6

+6

+2

+6
Scales (+2), Dragon Form 2/day, Superior Low-Light Vision
9
16,000


9th

+6

+6

+3

+6
Second Draconic Aspect, Penetrate Resistance, Dragon Form (Large), Breath Weapon (5dX + Charisma modifier)
10
20,250


10th

+7

+7

+3

+7
Draconic Body (+2 Strength), Draconic Wings, Skill Aptitude
11
25,000


11th

+8

+7

+3

+7
Dragon Form 3/day, Greater Energy Resistance, Spell Pool (3rd level), Breath Weapon (6dX + Charisma modifier)
12
30,250


12th

+9

+8

+4

+8
Fangs, Scales (+3)
13
36,000


13th

+9

+8

+4

+8
Draconic Body (+2 Constitution), Dragon Form (Huge) 4/day, Talented Spells, Breath Weapon (7dX + Charisma modifier)
14
42,250


14th

+10

+9

+4

+9
Second Breath Weapon, Spell Pool (4th level)
16
49,000


15th

+11

+9

+5

+9
Draconic Body (+2 Strength), Draconic Senses, Energy Immunity, Breath Weapon (8dX + Charisma modifier)
18
56,250


16th

+12

+10

+5

+10
Dragon Form 5/day, Greater Draconic Aspect, Scales (+4)
20
64,000


17th

+12

+10

+5

+10
Draconic Spirit (+2 Intelligence), Tail, Dragon Form (Improved Huge), Breath Weapon (9dX + Charisma modifier)
22
72,250


18th

+13

+11

+6

+11
Blindsense, Dragon Form 6/day, Spell Pool (5th)
24
81,000


19th

+14

+11

+6

+11
Signature Spell, Skill Mastery, Breath Weapon (10dX + Charisma modifier)
26
92,250


20th

+15

+12

+6

+12
Draconic Body (+2 Strength), Scales (+5), Improved Spell Pool
30
100,000



Class Features
All of the following are class features of the Dragonsoul Acolyte.

Weapon and Armor Proficiencies: A Dragonsoul Acolyte is proficient in all simple weapons and one martial melee weapon of their choice. They are proficient in light and medium armor and shields (but not tower shields).

Tutelary Dragon: A dragonsoul acolyte worships the powers of dragonkind, attempting to emulate the majesty and powers of these creatures. At 1st level a dragonsoul acolyte must choose a single Tutelary Dragon, this is the breed of dragon which they emulate most directly (not an individual of that species). A dragonsoul acolyte must normally be within 1 step of the Tutelary Dragon’s (normal) alignment, although this restriction is somewhat modified for Planar Dragons and dragons that have multiple listed alignments and a few have additional special prerequisites (see below under the listing of Tutelary Dragons for any such irregularities). If you waver from these requirements you cannot progress as a dragonsoul acolyte and are considered to have half your maximum Spell Pool points (see below) until you return to fulfilling the prerequisites or have an Atonement spell cast upon you to change your Tutelary Dragon. If you do this all ranks you have in your Tutelary Skills are instantly changed to be in one or more of your new dragon’s Tutelary Skills (if all your new dragon’s Tutelary Skills are filled to max ranks this way you may immediately retrain excess skill ranks from your old ones), your breath weapon, and energy resistance become those of your new Tutelary Dragon, and your Draconic Aspects also change replacing your Lesser Aspect and Greater Aspect (if you have those) with those of your new dragon; if you had the Specialized Aspect you gain the Specialized Aspect of your new Tutelary Dragon, if you had a 2nd Lesser Aspect you may either keep it or gain the Specialized Aspect of your new Tutelary Dragon. Your Tutelary Dragon determines many of your class features.

If you select a Gem Dragon or other Psionic Dragon as your Tutelary Dragon you gain a single bonus power point, this power point is lost if you stray from your Tutelary Dragon’s alignment.

For Tutelary Skills, Breath Weapon, Energy Resistance, Draconic Abilities, and any special notes associated with a Tutelary Dragon see the “Tutelary Dragon List” below.

Tutelary Skills: A dragonsoul acolyte’s Tutelary Dragon guides them towards certain skills. Each dragon has 3 Tutelary Skills (4 in the case of Steel Dragons). These skills are added to your Dragonsoul Acolyte class skill list if they are not there already (they often are). If they are normally on the class skill list you gain a +1 bonus to them.

Breath Weapon (Su): Even at the beginning of their career a dragonsoul acolyte gains a breath weapon based upon their Tutelary Dragon. This is either a 15-ft cone or 30-ft line, dependent upon whether your chosen dragon has a cone or line. This ability does 1d10 + ½ Charisma modifier damage at 1st level if your dragon’s breath weapon is Acid, Cold, Electricity, Fire, or Sonic unless noted otherwise under the specified dragon, and 1d8 + ½ Charisma modifier damage if it deals damage in another form (unless noted otherwise under the specified dragon). At 3rd level, and every odd level of this class thereafter, this damage increases by 1 die of whichever type it dealt. At 5th level you now add your full Charisma modifier to damage with your breath weapon. At 7th level the range of your breath weapon becomes a 30-ft cone or 60-ft line although you may choose to use your original more limited range. At 11th level it increases to 40-ft cone or 80-ft line, increasing to 50-ft cone or 100-ft line at 13th, then to 60-ft cone or 120-ft line at 15th, and 70-ft cone or 140-ft line at 19th. You may always choose to use one of the reduced ranges you have obtained and these ranges apply to all cone or line breath weapons gained from this class even if not your initial breath weapon. Once you have used any breath weapon granted by this class you must wait 1d4 rounds before using one again. A successful saving throw (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) halves this damage; this saving throw is Reflex unless otherwise noted and this DC is used for all Breath Weapons even non-damaging ones.

Darkvision (Ex): You gain a portion of a dragon’s senses. You gain Darkvision 60-ft if you do not have it already.

Dragonblooded (Ex): A Dragonsoul Acolyte’s emulation of draconic form and energy grants them the Dragonblood subtype.

Hoard (Su): In emulation of a dragon a Dragonsoul Acolyte often keeps a hoard of material wealth. This hoard must consist only of objects which are valuable due primarily to their rarity and aesthetics and not due to functionality (aside from functionality as currency) such as coins, gems, and pieces of art work (but not trade goods like sheep). By performing a 1 hour meditation amongst their hoard (the hoard must be physically around them during this ritual and they must touch it, lie in it, snuggle against the precious metals, etc) a Dragonsoul Acolyte can gain various benefits from the list below. The maximum size of a hoard a Dragonsoul Acolyte can benefit from is determined by your level (see table above) and each benefit costs a certain amount of wealth from the hoard. This does not destroy, or permanently reduce, said hoard only counting it as expended for the day. If you give up ownership of part of the hoard you lose abilities until they fit under the amount granted by your now smaller hoard.

These benefits last for 24 hours, and you may only perform this ritual once per day.


+1 Competence bonus to Skill(s): 100 GP per Skill.
+2 Competence bonus to Skill(s): 400 GP per Skill.
+3 Competence bonus to Skill(s): 900 GP per Skill.
+4 Competence bonus to Skill(s): 1600 GP per Skill.
+5 Competence bonus to Skill(s): 2500 GP per Skill.
+6 Competence bonus to Skill(s): 3600 GP per Skill.
+7 Competence bonus to Skill(s): 4900 GP per Skill.
+8 Competence bonus to Skill(s): 6400 GP per Skill.
+9 Competence bonus to Skill(s): 8100 GP per Skill.
+10 Competence bonus to Skill(s): 10,000 GP per skill.
+2 Enhancement bonus to Ability Score(s): 4000 GP per ability.
+4 Enhancement bonus to Ability Score(s): 16,000 GP per ability.
+6 Enhancement bonus to Ability Score(s): 36,000 GP per ability.
Enchantment on all Natural Weapons: GP cost of said enchantment on a manufactured weapon x 1.5.
+1 Enhancement bonus to Natural Armor: 2000 GP
+2 Enhancement bonus to Natural Armor: 8000 GP
+3 Enhancement bonus to Natural Armor: 18,000 GP
+4 Enhancement bonus to Natural Armor: 32,000 GP
+5 Enhancement bonus to Natural Armor: 50,000 GP
+6 Enhancement bonus to Natural Armor: 72,000 GP
+7 Enhancement bonus to Natural Armor: 98,000 GP
+1 Deflection bonus to AC: 2000 GP
+2 Deflection bonus to AC: 8000 GP
+3 Deflection bonus to AC: 18,000 GP
+4 Deflection bonus to AC: 32,000 GP
+5 Deflection bonus to AC: 50,000 GP
Evasion: 25,000 GP
+1 Resistance bonus to Save(s): 500 GP for 1 save, or 1000 GP for all saves
+2 Resistance bonus to Save(s): 2000 GP for 1 save or 4000 GP for all saves
+3 Resistance bonus to Save(s): 4500 GP for 1 save or 9000 GP for all saves
+4 Resistance bonus to Save(s): 8000 GP for 1 save or 16,000 GP for all saves.
+5 Resistance bonus to Save(s): 12,500 GP for 1 save or 25,000 GP for all saves.
Energy Resistance 5: 4000 GP per energy type.
Energy Resistance 10: 12,000 GP per energy type.
Energy Resistance 20: 28,000 GP per energy type.
Energy Resistance 30: 44,000 GP per energy type.
Heal 2d8 damage with touch (Su): 250 GP/daily use.
Speak/Understand Specific Language: 300 GP/language.
+10-ft Enhancement bonus to Speed: 3000 GP.
+20-ft Enhancement bonus to Speed: 12,000 GP.
+30-ft Enhancement bonus to Speed: 27,000 GP.
+1 Enhancement bonus to CL/ML with Spell Pool: 10,000 GP.
+2 Enhancement bonus to CL/ML with Spell Pool: 40,000 GP.
+3 Enhancement bonus to CL/ML with Spell Pool: 90,000 GP.
Freedom of Movement (continuous): 40,000 GP.
+1 to essentia capacity for soulmelds in specified chakra(s) (does not stack with Incarnum Foci for those chakra): 15,000 GP per Chakra.
Improve flight maneuverability by 1 grade: 12,000 GP
Improve flight maneuverability by 2 grades: 90,000 GP
Poison Immunity: 27,000 GP
Dimension Door SLA: 11,000 GP/use per day.
Additional daily use of Dragon Form: 10,000 GP/use.

Claws: Beginning at 2nd level your hands begin to transform as the power of dragons reshapes your body. You gain a pair of claw attacks which deal 1d4 damage if you are medium sized and are considered primary natural weapons. If you already have claw attacks they instead deals damage as if you were 1 size category larger.

Cantrips: Beginning at 2nd level you may select one spell from the following list. You gain it as a spell-like ability usable at will, with a caster level equal to your Dragonsoul Acolyte level. At 4th level, and every even level thereafter you may select another such spell.

Acid Splash
Arcane Mark
Dancing Lights
Daze (requires Dragonsoul Acolyte level 4 or higher)
Detect Magic
Detect Poison
Electric JoltSpC
Flare
Ghost Sound (requires Dragonsoul Acolyte level 4 or higher)
Guidance
Know Direction
Light
Mage Hand
Mending (requires Dragonsoul Acolyte level 6 or higher)
Message
Open/Close
Prestidigitation (requires Dragonsoul Acolyte level 8 or higher)
Ray of Frost
Resistance
Sonic SnapSpC
StickSpC
Touch of Fatigue
Virtue


Fundamentalis Diet (Su): A fledgling Draconis Fundamentalis is forming within every Dragonsoul Acolyte, it is what fuels their breath weapon just like in a true dragon. Beginning at 2nd level this Draconis Fundamentalis is advanced enough to perform some of its energy conversion capabilities allowing the Dragonsoul Acolyte to eat a large variety of things. Beginning at 2nd level a Dragonsoul Acolyte can gain sustenance from dirt, metal, gemstones, and nearly any other substance they can swallow as if it were food. This does not give them any special resistance to ingested poisons, or ability to chew/swallow such things, but ensures they can use it as food even if it will poison them.

Lesser Energy Resistance (Ex): Beginning at 3rd level a Dragonsoul Acolyte gains Energy Resistance 10 to the energy type listed under their Tutelary Dragon. Some Tutelary Dragons have other abilities they give in place of the varying levels of Energy Resistance see the individual dragon for more details.

Immunities (Ex): At 3rd level a Dragonsoul Acolyte’s nature has become so draconic that they are now immune to sleep and paralysis effects like a true dragon.

Lesser Draconic Aspect (Ex/Su): At 4th level a Dragonsoul Acolyte gains the Lesser Draconic Aspect associated with their Tutelary Dragon.

Scales (Ex): At 4th level the transformation into a more draconic creature has progressed to granting a Dragonsoul Acolyte a thin, but noticeable, layer of scales across their body. This increases their natural armor by +1. This bonus increases by another +1 (to +2 if they had none previously) at 8th, and every 4th level thereafter as the scales grow thicker and thicker.

Spell Pool: Beginning at 4th level a Dragonsoul Acolyte may tap into the cosmic power of magic, channeling it through their Draconic Fundamentalis. A Dragonsoul Acolyte does not learn spells, even as dragons do, instead tapping into the essence of the draconic races, using the magic therein to emulate various spells and effects. A Dragonsoul Acolyte gains a number of Spell Pool Points based upon their level listed on the table above as SPP. A Dragonsoul Acolyte can use these points to cast any spell on the Sorcerer spell list of a level they have access to as a spell-like ability; all spells used this maintain their original casting time. The spell must not have a material component costing more than 5 GP per Dragonsoul Acolyte level otherwise it cannot be activated this way and it cannot have an expensive Focus costing more than 100 GP per Dragonsoul Acolyte level or a XP component greater than 1 XP per Dragonsoul Acolyte level (you do not need to pay such XP costs). A Dragonsoul Acolyte does not choose which spells to use from their Spell Pool beforehand and do not learn spells in it. At 4th level they may cast up to 1st level spells from their Spell Pool, at 7th this increases to 2nd, becoming 3rd level spells at 11th, 4th at 14th, and finally gaining access to 5th level spells at 18th. A Dragonsoul Acolyte may only use one spell of their highest spell level from their Spell Pool each day regardless of how many Spell Pool Points they possess. A spell of their highest 2 spell levels costs 4 Spell Pool Point, unless it is a Lv 0 spell in which case it only costs 2. A spell which is 2 or 3 levels lower than the highest they have access to costs 2 Spell Pool Points to use. A spell which is 4 or more levels lower than their highest costs only 1 Spell Pool Point. A Dragonsoul Acolyte with a Gem Dragon or other psionic dragon as their Tutelary Dragon instead gains access to psionic powers from the Wilder list. A psionic Dragonsoul Acolyte must still pay the same number of Spell Pool Points based upon Power Level instead of Spell Level, and any power that had 4 Spell Pool Points paid to activate it is considered to be fully Augmented to the Dragonsoul Acolyte’s Manifester level, while any that had less is only Augmented to half of their Manifester level, a Dragonsoul Acolyte may choose to pay 4 Spell Pool Points to fully Augment a lower level power. Some Tutelary Dragons (such as Incarnum Dragons) may affect your access to the Spell Pool more heavily, and some Draconic Aspect abilities may be fueled by Spell Pool Points or add additional spells to your Spell Pool. In the latter case if they add it as if it were a spell of a certain level this only affects its level for the purposes of determining how it interacts with cost and use limits of the Spell Pool and it retains its normal level for save DCs, Concentration DCs, overcoming Globes of Invulnerability and other effects.

Draconic Body (Ex): At 5th level, and every 5th level thereafter, a Dragonsoul Acolyte’s transformation into a draconic being grants them a +2 increase to their Strength score, and at 13th level they gain a +2 increase to their Constitution score. This is not applied to other forms they may assume if those forms would normally set their Strength to a specific number (such as Polymorph or Wild Shape) if instead they simply add a modifier for their new form (such as Bear Warrior) it is added.

Skill Aptitude: At 5th level a Dragonsoul Acolyte gains Skill Focus in any one of their Tutelary Skills of their choosing. At 10th level they gain it in the remaining 2 (or 3 in the case of a Dragonsoul Acolyte with Steel Dragon as their Tutelary Dragon). If one of your Tutelary Skills is a skill which comprises several skills, such as Craft or Perform, you select one skill, such as Craft (Alchemy) or Perform (Vocal), to gain this feat for.

Draconic Spirit: At 6th level the draconic energy flowing through a Dragonsoul Acolyte has permanently altered how they interact with others granting them a +2 bonus to their Charisma, and at 17th level a Dragonsoul Acolyte’s mind becomes more cunning as even it changes to become more like the dragons they have long emulated granting them a +2 to their Intelligence and retroactively gains additional skill points for this increase in Intelligence.

Dragon Form (Su): At 6th level a Dragonsoul Acolyte gains the ability to fill themselves with draconic energy assuming the shape of a true dragon. This requires a full round action and lasts 1 round per class level but any round in which the Dragonsoul Acolyte does not use a Full Round action or both a Standard and Move action does not count against this duration. This functions as Wild Shape except that instead of taking the form of a specific species of dragon, a Dragonsoul Acolyte’s abilities in Dragonform are based purely on their class level as shown below. A Dragonsoul Acolyte always appears as a dragon of their Tutelary Dragon’s species of the appropriate size. While in Dragonform the Dragonsoul Acolyte is Medium sized and has Str 15, Dex 10, Con 15, +5 natural armor, Speed 40-ft, fly 150-ft (poor), and full access to a true dragon’s suite of natural weapons and reach based upon their size; if the Dragonsoul Acolyte’s natural Constitution is better than their Dragon Form’s they may use it instead. A Dragonsoul Acolyte retains all Draconic Aspects they possess and their Breath Weapon while in Dragon Form, but lose wings, natural armor, and natural weapons granted by this class while transformed. A Dragonsoul Acolyte gains additional uses as shown on the table above (2/day at 8th, 3/day at 11th, 4/day at 13th, 5/day at 16th, 6/day at 18th) and gains access to larger sizes of dragon as indicated on the table above (large at 9th, huge at 13th). Assuming a Large dragon form a Dragonsoul Acolyte gains a Str of 21, Dex of 10, and Con of 17, with +7 natural armor, Speed 40-ft, fly 150-ft (poor). Assuming a Huge dragon form they have Str 27, Dex 10, Con 21, +10 natural armor, Speed 40-ft, fly 150-ft (poor). At 17th level your Huge dragon form improves its Str increasing to 33, its Con to 25, and its natural armor to +12.

If your tutelary dragon does not grant the normal draconic wings ability you do not gain a fly speed, if it offers another movement mode instead you gain that at the land speed of the dragon form (if applicable); if it offers non-wing based flight you lose 50-ft of speed but your maneuverability is 1 stage better.

Dragon Type: Beginning at 7th level a Dragonsoul Acolyte is more dragon than whatever they once were gaining the Dragon type and the Augmented Subtype for their previous type. An undead or construct Dragonsoul Acolyte does not gain this ability. A Dragonsoul Acolyte also becomes immune to the Frightful Presence ability of dragons; this portion of this ability applies even to Undead or Construct Dragonsoul Acolytes.

Energy Resistance (Ex): Beginning at 7th level a Dragonsoul Acolyte’s energy resistance improves. It becomes Energy Resistance 20 against the type in question, or they gain whatever ability is indicated by their Tutelary Dragon to be gained instead.

Superior Low-Light Vision (Ex): At 8th level a Dragonsoul Acolyte gains the ability to see in poor lighting even better than elves or cats, gaining Superior Low-Light Vision (x4 vision distance in low light conditions).

2nd Draconic Aspect (Ex/Su): At 9th level a Dragonsoul Acolyte gains a 2nd Draconic Aspect. They may either re-dedicate themselves to their Tutelary Dragon gaining its Specialized Aspect, or dabble in the powers of other dragons gaining the Lesser Aspect of any true dragon. Note that fluff-wise this latter may still be re-dedication as, for example, many water dwelling dragons do not gain the Sea Dweller Aspect due to it being possible to pick it up this way, and the same is true of dragons with Alternate Form not gaining the Many Guises or Animal Forms aspects. You do not need to meet any requirements for the 2nd dragon whose aspect you are obtaining this way.

Common Draconic Aspects, or lesser draconic aspects common enough as traits of dragons that even if the dragons that grant these lesser aspects as their specific aspects do not exist in the setting should still be allowed will be listed below.

Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
Blade Proof Scales (Su): You gain DR 1/magic per 3 Dragonsoul Acolyte levels.
Burrow (Ex): You gain a burrow speed equal to half your base land speed.
Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Spell Resistance (Su): You gain Spell Resistance 8 + your Dragonsoul Acolyte level.



Energy Penetration (Su): At 9th level a Dragonsoul Acolyte gains the ability to reinforce their breath weapon with the spiritual power of dragons, both of their Tutelary breed and others. This allows their breath weapon to treat a creature’s Energy Resistance as if it were 10 lower against their breath weapon. If the creature has ablative energy resistance (such as Protection from Energy) then it is immediately reduced by 10 before applying against the breath weapon. This has no effect on other sources of energy damage dealt by the Dragonsoul Acolyte or their allies.

Draconic Wings (Ex): At 10th level a Dragonsoul Acolyte’s physical transformation takes another major step forward as the draconic energies they imbue themselves with cause them to grow powerful wings. These wings allow them to fly at a speed equal to twice their base land speed with average maneuverability. Due to the power of these wings they may fly when carrying up to their lift over head weight and/or wearing heavy armor.

Greater Energy Resistance (Ex): At 11th level a Dragonsoul Acolyte’s resistance to energy increases further to 30, or they gain whatever ability their Tutelary Dragon replaces this feature with.

Fangs (Ex): At 12th level a Dragonsoul Acolyte’s teeth have become fully developed capable of being used as a natural weapon. They gain a bite attack which is a secondary natural weapon dealing 1d6 damage if medium sized. If they already have a bite attack it instead deals damage as if they were 1 size category larger.

Frightful Presence (Ex): Beginning at 12th level a Dragonsoul Acolyte gains the Frightful Presence ability while using Dragon Form. The ability takes effect automatically whenever the Dragonsoul Acolyte attacks, charges, or flies overhead while in Dragon Form. Creatures within a radius of 30 feet +30-ft per size category larger than Medium the Dragonsoul Acolyte are subject to the effect if they can see the dragon. A potentially affected creature that succeeds on a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) remains immune to the Dragonsoul Acolyte’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this ability.

Talented Spells (Sp): Tapping routinely into the Spell Pool of draconic essence a Dragonsoul Acolyte eventually learns to harness certain spells more easily. At 13th level they may select 2 1st level spells available to them through the Spell Pool (1st level for the purposes of the Spell Pool) they may use these spells 3 times per day without paying any points to activate them, and any additional uses beyond the 3rd cost only 1 Spell Pool Point per use. If your tutelary dragon is a psionic dragon you instead select a 2 1st level powers and they can be used at ½ augmentation for the above costs and at full augmentation for an additional 1 Spell Pool Point.

2nd Breath Weapon (Su): At 14th level a Dragonsoul Acolyte learns to harness the general power of dragonkind. A Dragonsoul Acolyte chooses either: Line of Electricity, Cone of Fire, Line of Fire, Cone of Cold, Cone of Acid, or Line of Acid and gains a new breath weapon of that type in addition to that granted by their Tutelary Dragon. It deals damage and has an area as normal for a Dragonsoul Acolyte’s breath weapon. If the Dragonsoul Acolyte’s Tutelary Dragon did not offer a breath weapon they still gain this ability.

Energy Immunity (Ex): At 15th level a Dragonsoul Acolyte gains immunity to the energy type that they are resistant to due to their Tutelary Dragon; or whatever ability their Tutelary Dragon grants instead.

Draconic Senses (Ex): At 15th level a Dragonsoul Acolyte’s senses are on par with those of a true dragon. Their Darkvision now extends 120-ft if it did not already, and they suffer half the normal distance penalty on Spot and Listen checks.

Greater Draconic Aspect (Ex/Su): At 16th level a Dragonsoul Acolyte gain the Greater Draconic Aspect associated with their Tutelary Dragon.

Tail (Ex): Becoming ever more draconic at 17th level a Dragonsoul Acolyte grows a long, powerful tail. This grants them a tail attack as a secondary natural weapon dealing 1d6 damage if they are medium sized. If they already had a tail attack it deals damage as if they were 1 size category larger.

Blindsense (Ex): At 18th level a Dragonsoul Acolyte has the full suite of senses of a true dragon gaining Blindsense out to 60-ft.

Signature Spell (Sp): At 19th level a Dragonsoul Acolyte has become attuned to a single more powerful spell. They may select a single 2nd level spell available to them through the Spell Pool (2nd level for the purposes of the Spell Pool) they may use this spells 3 times per day without paying any points to activate it, and any additional uses beyond the 3rd cost only 1 Spell Pool Point per use. If your tutelary dragon is a psionic dragon you instead select a single 2nd level power and it can be used at ½ augmentation for the above costs and at full augmentation for an additional 1 Spell Pool Point.

Skill Mastery (Ex): Beginning at 19th level a Dragonosul Acolyte’s mastery of their Tutelary Skills has become truly casual. They may take 10 on any of their Tutelary Skills under any circumstances even when threatened and/or it is a skill which normally cannot be taken 10 on. If one of your Tutelary Skills is a skill which comprises several skills, such as Craft or Perform, you select one skill, such as Craft (Alchemy) or Perform (Vocal), to gain this benefit for.

Improved Spell Pool (Su): At 20th level a Dragonsoul Acolyte gains the ability to use their highest level spells from the spell pool more freely. They are no longer limited to a single spell-like ability from their highest level from the Spell Pool each day, and may instead use it as often as they have Spell Pool Points for.



Half-Dragon Dragonsoul Acolytes:

Half-dragon Dragonsoul Acolytes may select their draconic ancestor's variety as their Tutelary Dragon regardless of their alignment.

You gain the Draconic Wings ability at 7th level (instead of 10th) and at 10th level you gain a +10-ft increase to your base land speed.

In addition Dragonsoul Acolytes with the half-dragon template which choose their draconic ancestor as their Tutelary Dragon gain the following modifications:

Breath Weapon: If you gained a breath weapon from the half-dragon template (not all half-dragons do, such as many varieties of half-lung dragons) you may select another dragon and gain the breath weapon it grants as a tutelary dragon, you also gain the one granted by your draconic ancestor; you must fulfill the alignment requirements of the selected dragon.

Energy Resistance: You may select another dragon and gain the energy resistance/immunity abilities associated with it instead of your draconic ancestor; you must fulfill the alignment requirements of the selected dragon and if you selected a dragon for the breath weapon ability you must select the same dragon for energy resistances/immunity.

Zaydos
2014-08-25, 01:29 AM
Tutelary Dragon List: 1st Party
Chromatics:

Black Dragon:
Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
Tutelary Skills: Hide, Move Silently, Swim
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Least Aspect: Rebuke Reptiles (Su): This ability functions as Rebuke/Command undead but affects Animals, Humanoid (Reptilian), and Magical Beasts which are reptilian in nature instead of undead creatures.
Greater Aspect: Sudden Strike (Ex): You gain the sudden strike ability (as the ninja ability of the same name) dealing +1d6 damage with it per 4 class levels. If Complete Adventurer is not used replace this with +1d6 Sneak Attack (as the rogue ability) per 5 class levels.
Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

Blue Dragon:
Alignments allowed: Lawful Evil, Lawful Neutral, Neutral Evil
Tutelary Skills: Bluff, Hide, Spellcraft
Breath Weapon: Line of electricity
Energy Resistance: Electricity.
Least Aspect: Theocrat: May select Create Water as a cantrip, may use your spell pool to cast Conjuration (Healing) spells from the cleric spell list as if they were Sorcerer spells of the same level. If you have the Draconic Theurge Greater Aspect you may treat Cure spells and Heal as if they were 1 level lower; you may also cast Revivify with your spell pool despite its material component. You may select any Cleric spell (including Conjuration healing spells) as your Signature Spell when you gain it.
Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Sorcerer spells and gain 2 additional Spell Pool Points.
Specialized Aspect: Sustaining Faith (Su): For every 10 creatures you lead in earnest prayer either to yourself, a dragon, or a draconic deity you worship you can create food and water for 1 creature (the quality of this food is determined by a Knowledge (religion) or Spellcraft check to replicate a Profession (Chef) or Craft (Food) check). Your own prayers can sustain you without food or water indefinitely.

Green Dragon:
Alignments allowed: Lawful Evil, Lawful Neutral, Neutral Evil
Tutelary Skills: Bluff, Hide, Move Silently
Breath Weapon: Cone of acidic gas (acid).
Energy Resistance: Acid.
Least Aspect: Charming Drake: Treat the spells Charm Person, Charm Monster, Mass Charm Person, and Dominate Person as one level lower for your Spell Pool. In addition Enchantment and Telepathy spells, powers, and spell-like abilities you use get a +1 to their Save DCs.
Greater Ability: Mind Warping Susurrus: As a standard action you may cloud a creature’s mind granting it a -5 to Will save; you must succeed on a Bluff check (DC 15 + their Wisdom modifier + their CR) to affect them this way. Alternatively as a standard action you may offer a suggestion as the spell (requires a Bluff check with the same DC), they are allowed a Will save (DC 15 + your Charisma modifier) to resist normally albeit at a heightened DC.
Specialized Ability: Tyrant of the Woods (Su): Any weapon you wield, and your natural weapons, are considered to be Fey Bane and gain half those benefits against Plant and Animal creatures (+1 increase to their enhancement bonus and +1d6 damage) this does not stack with the Bane property. In addition your Breath Weapon(s) and any Spell-like Ability used via your Spell Pool gain a +2 to their save DCs against Fey, and a +1 to their save DCs against Plants and Animals. As a final benefit any Spell-like Ability which you use from your Spell Pool which would normally only affect humanoids (such as Charm Person or Dominate Person) may affect Fey as well.

Red Dragon:
Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
Tutelary Skills: Appraise, Bluff, Jump
Breath Weapon: Cone of fire.
Energy Resistance: Fire.
Least Aspect: Treasure Sense (Su): By spending a standard action you can sense the direction and distance of all coins and gems within 100-ft.
Greater Aspect: Tyrant’s Fear (Su): By expending a spell pool point you may force a creature struck by your natural weapon or damaged by your breath weapon to make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d4 rounds; by expending 3 points (before they roll their save) you can increase this effect to frightened. In addition by expending 4 Spell Pool Points as a free action you can cause your Frightful Presence ability to function in your natural form in addition to when you are using Dragon Form for 1 minute.
Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

White Dragon:
Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
Tutelary Skills: Hide, Move Silently, Swim
Breath Weapon: Cone of cold.
Energy Resistance: Cold.
Least Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
Greater Aspect: Pack Hunter (Ex): When flanking a creature you deal additional damage equal to ½ your class level (this is precision damage) and gain an additional +4 to hit.
Specialized Aspect: Ice Walker (Su): You may move at full speed over ice and snow, suffering no penalty to skill checks due to snow or ice, and suffer no penalties to spot or listen due to snow storms. In addition you may climb across icy surfaces as if you were under the effects of a spider-climb spell.

Metallic Dragons:
Brass Dragon:
Alignments allowed: Chaotic Good, Chaotic Neutral, Neutral Good
Tutelary Skills: Bluff, Gather Info, Survival
Breath Weapon: Line of Fire.
Energy Resistance: Fire.
Lesser Aspect: Draconic Polyglot (Su): Continuous Tongues effect.
Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
Specialized Aspect: Summon Desert Companion: You may use your spell pool to summon Air Elementals or animals as if with Summon Nature’s. You may use Summon Nature’s Ally II as a 1st level spell for your Spell Pool, Summon Nature’s Ally III as a 2nd, Summon Nature’s Ally V as a 3rd, Summon Nature’s Ally VI as a 4th, and Summon Nature’s Ally VIII as a 5th level spell from your Spell Pool.

Bronze Dragon:
Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
Tutelary Skills: Disguise, Survival, Swim
Breath Weapon: Line of Electricity.
Energy Resistance: Electricity.
Lesser Aspect: Repulsion Gas (Su): You a second breath weapon a cone of repulsion gas. Instead of dealing damage creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the you for 1d4+1 rounds. This is a mind-affecting compulsion enchantment effect.
Greater Aspect: Dragon of Justice (Su): Your natural weapons and any weapon you wield are considered to have the Holy property. In addition you gain the ability to Smite Evil as a paladin of your Dragonsoul Acolyte level by spending 2 Spell Pool points.
Specialized Aspect: Adept of War (Ex): You gain proficiency in all shields, armor, and weapons including exotic ones.

Copper Dragon:
Alignments allowed: Chaotic Good, Chaotic Neutral, Neutral Good
Tutelary Skills: Bluff, Hide, and Jump
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
Greater Aspect: Priest of Earth: You can use any spell on the Cavern, Earth, or Metal domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Earthquake as if it were a 5th level spell with your spell pool but suffer a 2 point surcharge when doing so.
Specialized Aspect: Spider Climb (Su): You gain the effects of a spider-climb spell continuously.

Gold Dragon:
Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
Tutelary Skills: Disguise, Heal, and Swim
Breath Weapon: Cone of Fire
Energy Resistance: Fire.
Least Aspect: Weakening Breath (Su): When using your breath weapon you may release a cone of weakening gas instead of a damaging breath. This gas deals 1d6 Strength damage +1/2 dice your breath weapon would normally do. A successful Fortitude save negates this Strength damage, effects which would normally add to the damage dealt by your breath weapon do not add to the Strength damage dealt by this breath weapon.
Greater Aspect: Blessed with Luck (Su): Each round you gain a pool of luck points equal to your class level. Whenever you make a saving throw, attack roll, skill or ability check you may as a part of making the roll spend 1 or more Spell Pool Points to get a +2 luck bonus to roll per Spell Pool Point you spend.
Specialized Aspect: Draconic Blessing: You, and allies within 60-ft of you, gain a +1 morale bonus on attack rolls and damage against Evil creatures, as well as a +2 morale bonus on saving throws against all effects originating from Evil creatures or Fear effects.

Silver Dragon:
Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
Tutelary Skills: Bluff, Disguise, Jump.
Breath Weapon: Cone of cold.
Energy Resistance: Cold.
Least Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Paralysis Breath (Su): When using your breath weapon may release a cone of paralyzing gas instead of dealing damage which paralyzes creatures that fail their Fortitude saves for 1d4+1 rounds.
Specialized Aspect: Social Chameleon (Su): You gain a +6 insight bonus to Bluff, Gather Information, and Sense Motive checks.

Gem Dragons
Special: Instead of their normal specialized ability any Gem Dragonsoul Acolyte may select the Planar Gem Draconic Aspect.
Planar Gem: You gain the ability to Plane Shift as a spell-like ability 1/day per 5 Dragonsoul Acolyte levels you possess but may only use it to travel between the Prime and the Inner Planes, if not on one of these planes you cannot use this ability. This ability only affects you and requires 1 minute of concentration to activate.

Amethyst Dragon:
Alignments allowed: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, Lawful Neutral
Tutelary Skills: Bluff, Hide, Move Silently
Breath Weapon: Line of Force (d8s), you may choose to deal nonlethal damage with this breath weapon instead of lethal damage; this choice applies to all creatures within the area.
Energy Resistance: Instead of Lesser Energy Resistance you gain a +4 on saves versus Force effects and immunity to Magic Missile. Instead of Energy Resistance you gain a +4 on saves against Poison. Instead of Greater Energy Resistance you gain the ability to roll twice on save versus Poison taking the better result. Instead of Energy Immunity you gain Poison Immunity.
Lesser Aspect: Explosive Gem (Su): Hock up a crystalline loge which explodes on impact (treat as a grenade-like weapon with a range increment of 15-ft) with a 20-ft radius dealing damage as your breath weapon.
Greater Aspect: Telekinetic Hand (Su): You can manipulate an object as if one handed from a range of up to 30-ft. You retain fine manual Dexterity while doing so and may use this ability to wield a weapon. If also wielding a weapon normally this counts as an extra off-hand weapon otherwise you may use it as your main weapon and still use both of your hands to hold objects or attack with natural weapons.
Specialized Aspect: Body Equilibrium (Su): You are continuously affected as if by the Body Equilibrium psionic ability.

Crystal:
Allowed alignments: Chaotic Neutral, Chaotic Good, Chaotic Evil, or True Neutral.
Tutelary Skills: Gather Information, Jump, Swim
Breath Weapon: Cone of brilliant light dealing light based, untyped damage (d8s).
Energy Resistance: Cold.
Lesser Aspect: Telepathic Leash: You may use Psionic Charm, and Psionic Dominate as if they were Wilder powers (or Sorcerer spells). Psionic Charm costs 1 SPP to use at ½ augmentation, and 2 SPPs to use at full augmentation, and once you have access to 4th level psionic powers you can use Psionic Dominate at half augmentation for 2 SPPs, and full augmentation for 3 SPPs.
Greater Aspect: Blinding Breath: Your cone of light breath weapon blinds creatures which fail their save for 1d3 rounds in addition to dealing damage.
Specialized Aspect: Crystal Flash (Su): You may spend 2 Spell Pool Points to release a blinding ray at a target within 30-ft. This is a ranged touch attack which on a successful hit blinds the target for 1d3+1 rounds; a successful Reflex save reduces this to dazzle for the same duration. By spending 4 Spell Pool Points you can release this as a line and all creatures within the line must make the save. Every additional Spell Pool Point you pay increases the range of this ability by 30-ft, whether it is a line or a ray.

Emerald Dragon:
Allowed alignments: Lawful Neutral, Lawful Good, Lawful Evil, and True Neutral.
Tutelary Skills: Gather Information, Hide, Swim
Breath Weapon: Cone of keening Sonic energy.
Energy Resistance: Sonic.
Lesser Aspect: Deafening Breath: When you use your sonic breath weapon (or any sonic breath weapon you possess) creatures which fail their save are also deafened for 1d4 rounds.
Greater Aspect: Shield of Prudence (Su): You gain a +4 Insight bonus to AC
Specialized Aspect: Object Reading (Psi-like): You may use the Object ReadingXPH power as a psi-like ability at-will but no more than 1/day on a specific item (ML = Dragonsoul Acolyte level).

Sapphire Dragon:
Allowed alignments: Lawful Neutral, Lawful Good, Lawful Evil, and True Neutral.
Tutelary Skills: Climb, Jump, Move Silently
Breath Weapon: Cone of nearly inaudible sonic energy.
Energy Resistance: Electricity.
Lesser Aspect: Sense Psychoportation (Su): You automatically detect when any creature teleports from or to within 10-ft of you per class level. You know the distance and direction to where they appeared/disappeared from for whichever is within this range (or both and which is which if both are), and the direction to where they teleported to if that is outside of range (or if it is off the plane you are aware that it is off the plane)
Greater Aspect: Panicking Breath: In addition to damage creatures within the area of your sonic breath weapon must make a Will save or be panicked for 1 round.
Specialized Aspect: Psychoportive Step (Su): You can teleport your land speed as a move action, or up to double it by spending 2 Spell Pool Points.

Topaz Dragon
Allowed alignments: Chaotic Neutral, Chaotic Good, Chaotic Evil, or True Neutral.
Tutelary Skills: Hide, Survival, Swim
Breath Weapon: Cone of Dehydration (d8s). When directed against an aqueous liquid (water or a liquid which is primarily composed of water) this effect evaporates 1 cubic foot per point of damage which would be dealt.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Shapechanger (Su): You may use Metamorphoses as if it were a 3rd level Wilder Power for the purposes of your Spell Pool. In addition you can as a Standard action assume the shape of a creature as if through the Shapechange spell by paying 8 points from your Spell Pool, this ability lasts for 1 minute per Dragonsoul Acolyte level.
Specialized Aspect: Dehydrating Aura (Su): Any creature starting or ending their turn within 10-ft of you takes 2d6 damage per round; water within the range is evaporated at 5 cubic feet per round. You may activate or deactivate this ability as a swift action.

Planar Dragons
Battle Dragon:
Allowed alignments: Chaotic Good, and Chaotic Neutral.
Tutelary Skills: Diplomacy, Perform, Sense Motive
Breath Weapon: Cone of sonic energy.
Energy Resistance: Sonic.
Lesser Aspect: Frightful Breath (Su): You gain a second breath weapon which is a cone of fear gas. Instead of dealing damage creatures within the cone must succeed on a Will save or be shaken for 4d6 rounds; this is a mind-affecting fear effect.
Greater Aspect: Inspire Courage (Su): You may use the bardic music ability Inspire Courage a number of times per day equal to your Dragonsoul Acolyte level, as a bard 2 levels lower.
Specialized Aspect: Battle Fury (Ex): 1/day per 8 Dragonsoul Acolyte levels you may enter into a Battle Fury in which you gain a +4 morale bonus to Strength, and Constitution, and +2 morale bonus to Will saves but suffer a -2 penalty to AC for 3 + Constitution modifier rounds; you may act freely while under this effect and do not suffer fatigue or similar after it ends.

Chaos Dragon:
Allowed alignments: Chaotic Neutral, Chaotic Good, and Chaotic Evil.
Tutelary Skills: Balance, Tumble, Use Magic Device.
Breath Weapon: Line of chaotic energy (when used roll 1d%, 1-20 = acid, 21-40 = cold, 41-60 = electricity, 61-80 = fire, 81-100 = sonic) deals d10s.
Energy Resistance: +4 bonus to saves against Compulsion effects instead of Lesser Energy Resistance, increasing to +8 when you would gain Greater Energy Resistance. Once you would gain Energy Resistance whenever you have to make a saving throw against a Compulsion effect you may roll twice and take the better result. When you would gain Energy Immunity you instead gain Immunity to Compulsion effects.
Lesser Aspect: Child of Chaos (Su): You may re-roll miss chances (regardless of source) and roll twice when using a magic item with a random effect (such as a Rod of Wonder). In addition your spells are unaffected by wild magic.
Greater Aspect: Confusion Breath (Su): You gain a second breath weapon, a cone of confusing gas. Any creature within the cone must make a Will save or be confused for 1d6+1 round; this is a mind-affecting compulsion effect.
Specialized Aspect: Bastion of Chaos (Su): You become surrounded by constant Magic Circle against Law, and Chaotic creatures within the area gain a +1 morale bonus to attack rolls.

Ethereal Dragon:
Allowed alignments: True Neutral, Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral.
Tutelary Skills: Hide, Move Silently, Spellcraft.
Breath Weapon: Cone of Force
Energy Resistance: You gain resistance to Force damage equal to what you would normally gain against an energy type, increasing up to immunity at 15th level. In addition beginning at 7th level you are immune to the effects of Ether Cyclones.
Lesser Aspect: See Invisibility (Su): You may see invisibility as the spell as a continuous effect.
Greater Aspect: World Step (Su): 4/day you may move into the Ethereal from the Prime or the Prime from the Ethereal, carrying up to a heavy load. You may remain on the chosen plane for as long as desired. Activating this ability is a standard action.
Specialized Aspect: Ethereal Strike (Su): You may attack creatures across the boundary between the material and ethereal planes; in addition all your melee attacks may affect incorporeal creatures as if they were made with ghost touch weapons.

Howling Dragon:
Allowed alignments: Chaotic Neutral or Chaotic Evil.
Tutelary Skills: Intimidate, Jump, Listen
Breath Weapon: Cone of howling sound (sonic).
Energy Resistance: Sonic.
Lesser Aspect: Maddening Breath (Su): When using your breath weapon you may release a cone of weakening gas which,instead of dealing damage, deals 1d6 Wisdom damage +1/2 dice your breath weapon would normally do. A successful Fortitude save negates this Wisdom damage, effects which would normally add to the damage dealt by your breath weapon do not add to the Wisdom damage dealt by this breath weapon.
Greater Aspect: Winds of Insanity (Su): You may create a windstorm around you in a 20-ft radius. This has all the normal effects of windstorm force winds (normal ranged attacks through the area are impossible, siege weapons suffer a -4 penalty to attack rolls, all listen checks are made at a -8 penalty, small or smaller creatures must make a DC 18 Fort save or be blown away, with medium creatures which fail being knocked down, and even large creatures which fail are checked) blowing either clockwise or counterclockwise around you (your choice when you activate it). You do not suffer the penalty to Listen checks and do not need to make Fortitude saves to resist being blown regardless of your size. In addition creatures within the area suffer a -4 penalty to Wisdom (this penalty may not reduce their Wisdom to less than 1).
Specialized Aspect: Child of Pandemonium (Ex/Su): You gain immunity to confusion spells and effects and deafness (this is Ex). In addition you may, as a standard action, dispel any magical silence effect created by anything less than a major artifact or god which includes you in its area of effect (this is Su).

Oceanus Dragon:
Allowed alignments: Any Good.
Tutelary Skills: Diplomacy, Knowledge (the Planes), Swim
Breath Weapon: Line of electricity.
Energy Resistance: Electricity.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based)
Greater Aspect: Dazing Breath (Su): You gain a second breath weapon, a cone of tranquilizing gas. This breath weapon does not deal damage but any creature within this cone must make a Will save or be dazed for 1d6+1 rounds.
Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

Pyroclastic Dragon:
Allowed alignments: Lawful Evil or Neutral Evil.
Tutelary Skills: Climb, Intimidate, Jump
Breath Weapon: A cone which is half fire and half sonic (once Penetrate Resistance is gained you penetrate 10 points of each resistance whenever it is used); uses d10s.
Energy Resistance: Fire.
Lesser Aspect: Word of Destruction: You may use Shatter for 1 Spell Pool point; this never counts as a use of your highest level spell-like ability and ignores your spell level limit on Spell Pool. In addition you may use Incendiary Cloud as a 5th level spell for the purposes of your Spell Pool but must pay a 4 point surcharge when doing so.
Greater Aspect: Disintegrating Breath (Su): By paying 4 Spell Pool Points you may use an alternate breath weapon which is a line of disintegrating force. Anything within the line must make a Fortitude save or be instantly destroyed (a large object caught in the path will only have the portion in the line destroyed) as if disintegrated and reduced to 0 hp; this is a disintegration effect. A successful Fortitude save negates this effect entirely.
Specialized Aspect: Sonic Resistance (Ex): You gain Sonic Resistance/Immunity equal to that granted by your Energy Resistance/Energy Immunity class features.

Radiant Dragon:
Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
Tutelary Skills: Diplomacy, Intimidate, Spot
Breath Weapon: Line of Force (d8s)
Energy Resistance: You gain resistance to damage from light effects equal to that which you would gain against an energy type. In addition you gain Immunity to Blindness at 3rd level, Force Resistance 10 at 7th, 20 at 11th, and 30 at 15th.
Lesser Aspect: Blinding Breath (Su): When using your breath weapon you may release a cone of blinding light instead of dealing damage. Any creature within the area must make a Fortitude save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
Greater Aspect: Healing Touch (Su): 3 times per day you may touch a creature (or yourself) as a standard action to heal them as if with a Heal spell as a supernatural ability. Use your Dragonsoul Acolyte level as your caster level in any place where it is needed and you can heal up to 200 hit points at level 20 instead of capping at 150.
Specialized Aspect: Radiance (Su): As a standard action you can produce light up as if the target of a daylight spell but its spell level is considered to be equal to the number of dice of damage your breath weapon deals. Any evil creature within the bright illumination shed by this effect is dazzled. This effect last indefinitely or until you suppress it as a standard action.

Rust Dragon:
Allowed alignments: Lawful Neutral or Lawful Evil.
Tutelary Skills: Appraise, Hide, Move Silently.
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Lesser Aspect: Rusting Breath (Su): You gain a 2nd breath weapon a cone of reddish-brown liquid which instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine.
Greater Aspect: Rusting Body (Su): If you make a sunder attempt or attack against a metal object it must make a Reflex save (DC 10 +1/2 your class level + your Constitution modifier) or be destroyed. Any metal weapon with less than a +5 enhancement that hits you must also make a Reflex save or be destroyed. Finally if you successfully bite an opponent any metal armor they must make a Reflex save or any metal armor they are wearing is destroyed.
Specialized Aspect: Metal Resistance (Su): You gain DR 5/non-metal.

Styx Dragon:
Allowed alignments: Any evil.
Tutelary Skills: Bluff, Knowledge (History), Swim
Breath Weapon: Line of clinging acid. This deals d8s for damage instead of d10s but also deals half damage 1 round later to any creature which was within the effect.
Energy Resistance: Acid.
Draconic Wings: You may trade Draconic Wings for Styx Adaptation; Styx Adaptation works like the Lesser Aspect Sea Dweller but also grants immunity to the memory draining effects of the River Styx.
Lesser Aspect: Stupifying Breath (Su): When using your breath weapon you may release a cone of weakening gas instead of dealing damage which inflicts a 1d6 point Intelligence penalty +1/2 dice your breath weapon would normally do; this penalty may not reduce a creature’s Intelligence below 1. A successful Fortitude save negates this Intelligence penalty, effects which would normally add to the damage dealt by your breath weapon do not add to the Intelligence penalty dealt by this breath weapon. Beginning at 9th level this upgrades to Intelligence damage and can reduce a creature’s Intelligence to 0.
Greater Aspect: Mind Draining Fangs (Su): Your bite attack deals inflicts 1d8 Int damage per strike (no save); you gain a +4 insight bonus to any Knowledge check which the target had ranks in for 1 minute after you bite them and may gain scatterings of information and memories they possessed at DM’s discretion.
Specialized Aspect: Memory Surgeon: You can use the Modify Memory spell as a spell-like ability by spending 2; this never counts as your highest level spell for the use of Spell Pool and ignores your spell level cap from Spell Pool completely. In addition you may spend 20 points from your Spell Pool to use Programmed AmnesiaSpC as a spell-like ability (with its normal casting time).

Tarterian Dragon:
Alignments allowed: Chaotic Neutral or Chaotic Evil.
Tutelary Skills: Listen, Sense Motive, Spot
Breath Weapon: Line of Force.
Energy Resistance: You gain a +4 bonus to saves versus Force based spells and effects at 3rd level, a +4 bonus to saves versus Charm and Compulsion effects at 7th, the ability to apply a Freedom of Movement effect to yourself for 1 round per level each day as a free action (rounds need not be consecutive) at 11th, a continuous Freedom of Movement effect upon yourself at 15th level.
Lesser Aspect: Despairing Breath (Su): You gain a 2nd breath weapon a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per 2 class levels.
Greater Aspect: Dragon Gaoler: You may use Maze as 4th level spell with Spell Pool paying a 2 point surcharge to do so, Imprisonment as a 5th level spell with Spell Pool and a 2 point surcharge, and Forcecage as a 5th level spell with Spell Pool and a 4 point surcharge; you may use Forcecage this way even though it normally would have a Material Component too expensive to be used via Spell Pool.
Specialized Aspect: Dimensional Gaoler (Su): By spending a Spell Pool point as a free action for one round your natural weapons and breath weapon apply a dimensional anchor effect against any creature damaged by them, this dimensional anchor effect lasts for 1 round.

Lung Dragons:
Special: Instead of their normal specialized ability any Lung Dragonsoul Acolyte can select Plane Step as their second draconic aspect gaining the ability to use Plane Shift as a spell-like ability to transport themselves only (and up to their lift overhead) to the Spirit World (if it is used) or to the Prime Material Plane 1/day per 6 class levels.

Draconic Wings: If you select a lung dragon other than Li Lung as your Tutelary Dragon instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.

Chiang Lung Dragon:
Allowed alignments: Any Lawful and True Neutral.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: A stream of water in a line. This deals d6s of bludgeoning damage and bull rushes creatures within its range as if you were a medium creature with a Strength bonus equal to your class level; you are considered to move with targets out to the maximum range of the line. A successful Reflex save prevents the bull rush and halves the damage as normal.
Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Priest of Rain: You gain Create Water as a cantrip, you can use Control Water with your spell pool as if it were a 3rd level Sorcerer spell (it is still considered a 6th level spell-like ability), Control winds as if it were a 4th level Sorcerer spell (it is still considered a 5th level sla) and Control Weather as if it were a 5th level Sorcerer spell (it is still considered a 7th level sla). Finally you may use TsunamiSpC 1/day as if it were a 5th level Sorcerer spell but must pay an additional 16 spell pool points to do so (total 20).
Specialized Aspect: Call Rain (Su): 1/day per class level the Dragonsoul Acolyte can create rain in a 2 mile radius, this rain lasts 2d4 hours and functions as ordinary rain. This requires a standard action.

Li Lung Dragon:
Allowed alignments: True Neutral, Lawful Neutral, Neutral Evil, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: You gain the ability to perform a Quake Stomp. This deals d8s of damage to all creatures touching the ground within range and knocks them prone. A successful Fortitude save halves this damage and prevents them from being knocked prone. Once you use this ability you may not use it or any breath weapon from this class for 1d4 rounds and while you have a breath weapon recharging from this class you cannot use this ability. You must be touching the ground to use this ability.
Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
Lesser Aspect: Burrow (Ex): Gain burrow speed = ½ base land speed.
Greater Aspect: Priest of Earth: You can use any spell on the Cavern, Earth, or Metal domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Earthquake as if it were a 5th level spell with your spell pool but suffer a 2 point surcharge when doing so.
Specialized Aspect: Roar (Ex): As a free action you may roar. This roar is so loud as to block out all other sounds within 60-ft effectively deafening all creatures within 60-ft.

Lung Wang Dragon:
Allowed alignments: True Neutral, Lawful Neutral, Neutral Evil, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: Line of steam dealing fire damage.
Energy Resistance: Fire.
Draconic Wings: A Pan Lung Dragonsoul Acolyte can trade their Draconic Wings ability for at-will Invisibility.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Sea Tyrant (Su): You gain a continuous Freedom of Movement effect, and as long as you are underwater you gain a +4 bonus to attack rolls, +4 dodge bonus to AC, and +2d6 damage with all natural weapons.
Specialized Aspect: Rebuke of the Lung Wang (Su): This ability functions as Rebuke/Command undead but affects Animals, Humanoid (Reptilian), and Magical Beasts which are reptilian in nature as well as any aquatic subtype animal or magical beast and dragon turtles instead of undead creatures.

Pan Lung Dragon:
Allowed alignments: Any Lawful, or True Neutral.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: Line of ghostly fire (deals fire damage).
Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based)
Greater Aspect: Water Fire (Su): As a swift action you may surround yourself with ghostly fire dealing 2d6+1/2 Dragonsoul Acolyte level fire damage to any creature striking you in melee, you may use this ability any number of times per day and it lasts until dismissed as a swift action or you take fire damage. Taking fire damage ends this ability immediately and you cannot reactive it for 1 round/5 point of fire damage (rounded up).
Specialized: Turn Undead (Su): You gain the ability to Turn Undead as a cleric of your Dragonsoul Acolyte level.

Shen Lung Dragon:
Allowed alignments: Any Lawful, or True Neutral.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: Line of ghostly fire (deals fire damage).
Energy Resistance: Electricity.
Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
Greater Aspect: Blessing of Fortune (Su): Whenever you need to roll a saving throw, roll it twice taking the better result.
Specialized Aspect: Deadly Tail (Ex): You gain a tail attack like that which is granted by this class. When you gain the tail attack from this class at higher level you can use it as if your natural reach was 5-ft longer and it deals damage as if you were 1 size category larger.

T’ien Lung Dragon:
Allowed alignments: Any Lawful, or True Neutral.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: cone of fire.
Energy Resistance: Fire.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Rebuke Spirits (Su): Rebuke/command any creature with the spirit subtype, as well as any elemental, fey, incorporeal undead, or outsider with an alignment subtype (uses/day 3 + Cha mod).
Specialized Aspect: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.

Tun Mi Lung Dragon:
Allowed alignments: Any Evil or True Neutral
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: Line of Electricity
Energy Resistance: Air and Water: You gain resistance to damage from such effects as listed and +4 to saves versus these effects at 3rd, a re-roll against them at 7th, mettle/evasion against them at 11th, and total immunity to such effects at 15th.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Disciple of Divine Wind (Su): You can use Wind Wall and Gust of Wind for only 1 Spell Pool point each. You can use Control winds as if it were a 4th level Sorcerer spell, Control Weather as if it were a 5th level Sorcerer spell, and Whirlwind as if it were a 5th level Sorcerer spell but must pay an additional 2 Spell Pool Points to do so. Finally you may create Hurricane force winds within an area out to 1 mile by spending 12 Spell Pool points, these winds last for 1 hour.
Specialized Aspect: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.


Epic Dragons
These work just like normal dragons.

Force Dragon:
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device
Breath Weapon: Cone of Force
Energy Resistance: Force; once you have obtained immunity you may pass through barriers made of force freely as if they were not there, in fact you must consciously choose to be affected by any Force effect in any way (this is a free action which can be performed outside of your turn).
Lesser Aspect: Blurred Form (Su): Your form is blurred slightly. Attacks against you suffer a 10% miss chance, increasing to 20% when you reach 14th level as a Dragonsoul Acolyte, as long as they are reliant upon sight. This is considered an illusion effect, and does not stack with concealment or similar miss chances.
Greater Aspect: Master of Force: You treat all Force descriptor spells as if they were 1 level lower for the purpose of your Spell Pool and gain any Force descriptor spells treated as 0 level spells this way as Cantrips. When using Magic Missile as a spell-like ability you may by spending 1 Spell Pool Point Empower it, and by spending 2 Spell Pool Points you may Maximize or Quicken it (by spending 5 you may do all three). You may also use Bigby's Grasping Hand as a 5th level spell for your Spell Pool by paying a surcharge of 2 Spell Pool Points, and may use Forcecage as a 5th level spell with Spell Pool with a 4 point surcharge; you may use Forcecage this way even though it normally would have a Material Component too expensive to be used via Spell Pool.
Specialized Aspect: Deflective Force (Su): You gain a Deflection bonus to AC equal to your Charisma modifier.

Prismatic Dragon:
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device
Breath Weapon: Cone of Prismatic Energy; this is a [light] based effect and destroys magic darkness with a spell level lower than the dice of damage it deals if its area of effect would include the origin of the magical darkness, although while destroying such darkness it deals no damage within its area. Whenever this ability is used it deals Fire, Acid, or Electricity damage determined randomly (1d6, 1-2 fire, 3-4 acid, 5-6 electricity). This ability deals d10s for damage.
Energy Resistance: Light: You gain a scaling resistance to damage from light based effects as normal for a Dragonsoul Acolyte. In addition beginning at 3rd level you gain a +4 bonus to saves versus Blindness and Prismatic effects (such as Prismatic Spray, Prismatic Wall and the like). At Lv 7 this increases to immunity to blindness. At Lv 11 you gain total immunity to prismatic effects.
Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your Dragonsoul Acolyte level.
Greater Aspect: Prismatic Breath (Su): You gain a second breath weapon which is also a cone of prismatic energy. This functions as Prismatic Spray except it uses the area and save DC of your breath weapon, and is a supernatural ability (no SR, no concentration).
Specialized Aspect: Deflective Force (Su): You gain a Deflection bonus to AC equal to your Charisma modifier.

Zaydos
2014-08-25, 01:30 AM
Tutelary Dragon List: 1st Party Cont.

Other Dragons:

Brown Dragon: (Monsters of Faerun)
Allowed alignments: Any Evil.
Tutelary Skills: Climb, Hide, Survival.
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Draconic Wings: May instead gain burrow speed equal to land speed.
Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
Greater Aspect: Sandstorm (Su): You can (at will) generate an aura of spinning sand 10-ft out; deals 2d6 damage to each creature within it per round they are within it. Also provides concealment. You do not take this damage, and can see through it freely. This also produces strong winds, which extinguish open flames, cause ranged attacks and listen checks through the area to suffer a -2 penalty, and Tiny or smaller creatures must make a DC 10 Fort save or be knocked down.
Specialized Aspect: Summon Desert Companion: You may use your spell pool to summon Air Elementals or animals as if with Summon Nature’s. You may use Summon Nature’s Ally II as a 1st level spell for your Spell Pool, Summon Nature’s Ally III as a 2nd, Summon Nature’s Ally V as a 3rd, Summon Nature’s Ally VI as a 4th, and Summon Nature’s Ally VIII as a 5th level spell from your Spell Pool.

Deep Dragon: (Monsters of Faerun)
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Hide, Move Silently, Swim
Breath Weapon: Cone of flesh-corrosive gas (acid).
Energy Resistance: At Lv 3 you gain immunity to charm spells and effects. At Lv 7 you gain a continuous Supernatural See Invisibility ability. At Lv 11 you gain the ability to use True Seeing as a spell-like ability on yourself only 2 times per day. At Lv 15 you gain a continuous Supernatural True Seeing.
Lesser Aspect: Snake Form (Su): You gain the ability to turn into a snake at-will. This functions like the ability alternate form but allows you to turn into any viper huge or smaller or a constrictor snake at 4th level, gaining dire snake and giant constrictor at 9th level. You retain your class based Strength and Constitution bonuses when using this ability and you may apply the ability score modifiers for a medium or smaller viper to your abilities instead of just using their average. Beginning at Lv 7 you can do this for large vipers or constrictor snakes, expanding it to huge vipers at Lv 10, giant constrictors at Lv 13, and dire snakes at Lv 16.
Greater Aspect: Venomous Fangs (Ex): You gain poison on your bite attacks. This poison deals 1d6 Constitution damage as initial and secondary damage to any creature you bite which fails a Fortitude save (DC 10 +1/2 level + Con mod, deals 1d6 Con).
Specialized Aspect: Dragon’s Liberty (Su): For a total time per day of 1 round per dragonsoul acolyte level you possess, you can act normally regardless of mundane or magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This ability is a supernatural ability.

Fang Dragon: (Draconomicon)
Alignments allowed: Any Chaotic or True Neutral.
Tutelary Skills: Intimidate, Jump, Survival.
Breath Weapon: Instead of a breath weapon you gain a Constitution damaging touch. You may use this ability as a Standard action inflicting it with either a melee touch attack or a melee natural weapon attack and dealing 1 point of Constitution damage per die of damage you would normally deal with your breath weapon. A successful Fortitude save negates this damage, and regardless of whether the attack hit or missed you may not use this ability or any breath weapon from this class for 1d4 rounds and may not use this ability when your breath weapon is recharging. In addition any bite attack you use deals 2 points of Constitution damage; a successful Fortitude save negates this Constitution damage.
Energy Resistance: Instead of gaining Energy Resistance you gain DR ½ class level/magic beginning at Lv 3. At Lv 11 it becomes DR X/adamantine and magic and at Lv 15 it becomes DR X/-.
Lesser Aspect: Sound Imitation (Ex): You can mimic any voice or sound you have heard, anytime you like. Listeners must succeed on a Sense Motive check opposed by your Bluff check to detect the ruse; you gain a +5 circumstance bonus to this check.
Greater Aspect: Fast Healing (Ex): You gain Fast Healing 2.
Specialized Aspect: Powerful Armaments (Ex): All your natural weapons deal damage as if you were 1 size category larger.

Incarnum Dragon: (Magic of Incarnum)
Allowed alignments: Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil.
Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft
Breath Weapon: Cone of resonating energy that separates incarnum from living matter. This deals d6s for damage and reduces the essentia capacity of each target by 1 point per die of damage; this reduction lasts for 1 hour. A successful Fortitude save, instead of Reflex, halves the damage and the essentia reduction. This breath weapon has no effect on objects.
Energy Resistance: An Incarnum Dragonsoul Acolyte does not gain Energy Resistance/Immunity abilities, instead their Spell Pool ability is highly modified and it is folded into those modifications.
Spell Pool: An Incarnum Dragonsoul Acolyte does not gain a Spell Pool as a normal Dragonsoul Acolyte. While they do still gain a small number of Spell Pool Points, Their max spell level for the purposes of the spell pool is always 0. Instead they gain the ability to shape and bind soulmelds from the Soulborn list, gaining Soulmelds, Essentia, and Chakra binds based on their level as shown below. An Incarnum Dragonsoul Acolyte may use Essentia granted by this class to fuel abilities which normally require points from the Spell Pool at a rate of 1 essentia = 2 Spell Pool points (if an ability requires an odd number of spell pool points the excess point is wasted), essentia used this way is refreshed when spell pool points would be.


Level
Soulmelds
Essentia
Chakra’s Unlocked
Chakra Binds
Spell Pool Points


3
1
1
-
0
-


4
2
1
-
0
2


5
2
2
Crown
1
2


6
2
2
-
1
3


7
3
3
-
1
3


8
3
3
Feet, Hands
1
3


9
3
4
-
1
3


10
3
4
-
2
3


11
4
5
Brow
2
3


12
4
5
-
2
3


13
4
6
Arms, Shoulders
2
3


14
5
6
-
2
4


15
5
7
Throat
3
4


16
5
7
-
3
5


17
5
8
-
3
5


18
6
9
Waist
3
5


19
6
10
-
3
5


20
6
12
Heart
4
6


You still gain Cantrips, Talented Spells, and Signature Spell as normal for a Dragonsoul Acolyte gaining the ability to use the selected 1st and 2nd level spells from Talented and Signature Spell abilities in defiance of their max Spell Pool level.
Lesser Aspect: Consume Essentia (Su): When you strike a creature that has essentia with your claws you drain 1 points of essentia from that creature per hit; essentia drained this way recovers at a rate of 1 point/hour. A successful Fortitude save (DC 10 +1/2 your class level + your Con modifier) negates this loss. When you successfully bite a creature with one or more soulmelds shaped they must make a Fort save (same DC) or have one soulmeld they possess immediately unshaped.
Greater Aspect: Incarnum Radiance (Su): Choose 1 alignment which you have. You may use Incarnum Radiance as an Incarnate of your class level and the chosen alignment 1/day; you are treated as having Share Incarnum Radiance for this effect.
Specialized Aspect: Knowledge of Timeless Souls (Su): Insight bonus to all Knowledge checks equal to +2 +1/3 class levels.

Mercury Dragon: (Dragons of Faerun)
Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Balance, Jump, and Tumble
Breath Weapon: Line of intense, burning light (Fire)
Energy Resistance: Fire.
Lesser Aspect: Protected Sight (Ex): You gain immunity to blindness and dazzle, and a +4 on saves vs any light or pattern effect.
Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

Mist Dragon: (Dragons of Faerun)
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral
Tutelary Skills: Bluff, Survival, and Swim
Breath Weapon: Cone of scalding steam (fire).
Energy Resistance: Fire.
Lesser Aspect: Caustic Slime Breath (Su): You gain a second breath weapon a line of caustic green slime. Any creature within this line must make a Fortitude save or be sickened for 1d6+3 rounds.
Greater Aspect: Mist Form (Su): By spending 2 Spell Pool Point you may assume a mist form. This functions like the spell Gaseous Form except it lasts until you dismiss it (as a standard action) and you retain full use of your breath weapons granted by Dragonsoul Acolyte and your fly speed in this form is equal to that granted by your Draconic Wings ability. Note: As your Spell Pool Powers are spell-like abilities that lack verbal and somatic components you may use them while in this form.
Specialized Aspect: Acid Resistance (Ex): You gain Acid Resistance and Immunity equal to what is granted by your Energy Resistance and Immunity class features.

Rattelyr Dragon: (Shining South)
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Climb, Hide, Move Silently.
Breath Weapon: Cone of fire.
Energy Resistance: Fire.
Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
Greater Aspect: Hood Extension (Su): You grow a cobra-like hood (this is Ex). As a standard action you may pay 2 Spell Pool Points to extend this hood. While this hood is extended you gain a spell turning effect (as the spell). Once this ability has affected 10 levels worth of spells, you are rendered unconscious, or you take a standard action to close the hood, the hood retracts once more, otherwise this ability lasts indefinitely.
Specialized Aspect: Rattle (Su): You grow a tail ending in a rattle, or your existing tail grows a rattle (this is Ex). You may not use this tail to attack (until you gain the Tail ability). As a standard action you may spend 2 Spell Pool Points to rattling this rattle forcing any non-dragon creature within 60-ft of you when you begin to shake the rattle must make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 2d6 rounds + 1 round/2 dragonsoul acolyte levels you possess; creatures with 4 or less hit dice are panicked instead; this is a mind-affecting fear effect. In addition you may shake this rattle as a free action, for as long as you are shaking this rattle creatures within 60-ft of you must make a DC 15 Concentration check to cast spells, use spell-like abilities, or other abilities which require concentration.

Sand Dragon: (Sandstorm)
Allowed alignments: Any Chaotic or True Neutral.
Tutelary Skills: Hide, Move Silently, Survival.
Breath Weapon: Cone of flaying grit which deals slashing damage (d8s).
Energy Resistance: Fire.
Lesser Aspect: Burrow (Ex): You gain a burrow speed equal to half your base land speed.
Greater Aspect: Sneak Attack (Ex): You gain the ability to sneak attack (as a the rogue ability) dealing +1d6 damage/5 dragonsoul acolyte levels you possess.
Specialized Aspect: Earth-dweller (Ex): You gain Tremorsense out to 5-ft per dragonsoul acolyte level, and as long as you are standing on the ground or burrowing you gain a +2 to attack rolls and opposed Strength and/or Dexterity checks against creatures that are touching the ground.

Shadow Dragon: (Draconomicon)
Allowed alignments: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
Tutelary Skills: Bluff, Hide, Move Silently.
Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down).
Energy Resistance: Beginning at 3rd level you gain a +4 bonus to saves against effects which inflict negative levels or energy drain and on saves to remove negative levels. Beginning at 7th level when you gain negative levels you may immediately make a Fortitude save to remove them; you do not suffer the penalty inflicted by the negative levels you are attempting to remove on this save and they still do not become permanent level loss if you fail this save unless you fail the save 24 hours later. Beginning at 11th level whenever you do gain 1 or more negative levels you may ignore their effects for a number of rounds equal to your Charisma modifier (track each negative level’s round ignored separately). Beginning at 15th level you are completely immune to negative levels and energy drain.
Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
Greater Aspect: Shadow Walker (Sp): You may pay 4 Spell Pool Points to use Shadow Walk as a Spell-like ability, 2 Spell Pool Points to use Dimension Door as a Spell-like ability, or 1 Spell Pool Point as a move action to teleport your land speed as a 2nd level spell-like ability. These effects ignore level limits on your Spell Pool.
Specialized Aspect: Shadow Merge (Su): In any condition of illumination other than full daylight you may hide without cover or concealment.

Steel Dragon: (Dragons of Faerun)
Allowed alignments: Lawful Neutral and Lawful Good.
Tutelary Skills: Bluff, Craft, Disguise, and Profession
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your class level.
Greater Aspect: Poison Breath (Su): When using your breath weapon you may release a cone of poisonous gas which, instead of dealing damage, deals 1d8 Constitution damage +1/2 the dice your breath weapon would normally do (this is a poison effect). A successful Fortitude save negates this Constitution damage, and effects which would normally add to the damage dealt by your breath weapon do not add to the Constitution damage dealt by this breath weapon. Any creature which had to save against this effect, whether they succeeded or failed, must make another Fortitude save 1 minute later or suffer 1d8 Constitution damage +1/2 the dice your breath weapon would normally do.
Specialized Aspect: Spell Shield (Su): Your spell resistance increases by 10 against spells of any level you can cast through your spell pool.

Song Dragon: (Monsters of Faerun)
Alignments allowed: Chaotic Good and Chaotic Neutral.
Tutelary Skills: Bluff, Disguise, and Perform
Breath Weapon: A cone of electrically charged gas (electricity).
Energy Resistance: Electricity.
Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Infiltrator’s Guises (Su): Designate 3 forms you have assumed with “Thousand Faces” when in these forms you are considered to be in your natural form for the purposes of True Seeing and similar effects, and cannot be forced from them to your natural form. In addition you can alter your body with “Thousand Faces” further allowing you to reinforce it. Whenever you use “Thousand Faces” choose one of Strength, Dexterity, or Constitution and gain a +2 bonus to it. Ignore penalties to Disguise for race, gender, and age when using “Thousand Faces”
Specialized Aspect: Truth’s Eyes (Su): As a free action you may simulate True Seeing for 1 round as a supernatural ability. You may use this ability a number of times per day equal to your dragonsoul acolyte level.

Web Enhancements
Both of these dragons are psionic dragons, one of them being a renegade breed of Gem Dragon while the other being a more generic psionic dragon, and use the Spell Pool for psionic powers accordingly.
Ectoplasm Dragon: (http://archive.wizards.com/default.asp?x=dnd/psb/20040123a)
Alignments allowed: Any Chaotic and True Neutral.
Tutelary Skills: Autohypnosis, Knowledge (Psionics), Psicraft
Breath Weapon: A burst of flaming ectoplasm (whitefire). This burst is situated anywhere within the range that you would have for a line breath weapon and is 5-ft in radius with a 30-ft line, 15-ft radius with a 60-ft line and its radius increases by 5-ft for every 20-ft your line increases after that point.
Energy Resistance: Fire.
Lesser Aspect: Ectoplasm Shaman: You can use Shaper powers, and the Ectoplasmic Form power, with your Spell Pool as if they were Wilder powers (or Sorcerer spells, although augmentation must still be paid for) and can select them as Talented and Signature Powers.
Greater Aspect: Astral Knight (Su): Ectoplasm laces your being. Your natural weapons are automatically considered ghost touch, and you may apply your natural armor against touch attacks (including incorporeal touch attacks). In addition you can coat your body with your ectoplasm to shield you from attacks. By spending 1 or more points from your Spell Pool as a standard action you reduce all hit point damage you would take except from mind-affecting effects by an amount equal to the number of Spell Pool Points spent; this functions similarly to energy resistance and Damage Reduction but applies even against untyped magical damage and gain half this bonus to Fortitude saves as a competence bonus. This ability lasts 1 minute per use, although you may pay a number of points equal to the amount used for this ability to extend it to 10 minutes, or equal to twice the amount use for this ability to extend it to 1 hour. While this ability is active your speed is reduced to one-half, you have an armor check penalty equal to half the amount of damage negation you paid for, and a maximum Dexterity bonus to AC equal to 6 minus the amount of damage negation you paid for.
Specialized Aspect: Whitefire (Su): By spending a point from your Spell Pool as a swift action you may cloak yourself in an aura of Whitefire. This whitefire persists as long as you pay 1 point from your Spell Pool each round to maintain it. Any creature striking you in melee, except with a reach weapon, takes 1d6 fire damage per die of damage your breath weapon deals; like your breath weapon this effect benefits from your Pierce Resistance class feature if you have it.

Obsidian Dragon: (http://archive.wizards.com/default.asp?x=dnd/psb/20030124b)
Alignments allowed: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
Tutelary Skills: Appraise, Knowledge (Psionics), Swim
Breath Weapon: A cone of fire.
Energy Resistance: Fire.
Lesser Aspect: Fiery Kineticist: You can use Kineticist powers with your Spell Pool as if they were Wilder powers (or Sorcerer spells, although you must still pay for Augmentation, if you are non-psionic). In addition when using a Power from the Psychokinesis discipline to deal fire damage you may pay a 1 Spell Pool Point surcharge to fully augment it instead of paying the full 4 points if this surcharge would result in a lower total cost.
Greater Aspect: World-Wright (Sp): You gain the ability to use the Genesis power 1/week (with its normal casting time) as a Psi-like ability.
Specialized Aspect: Raging Intellect (Ex): You gain a permanent +2 to your Intelligence, unlike normal Intelligence increases this increases your skill points retroactively.

Deities and Vestiges
Draconic gods, and even the vestige Ashardalon, might be considered accepted Tutelary Dragons depending upon the DM. In the case of gods this makes the character more directly a dragon priest, as they serve in that position to their Tutelary Dragon, and requires that the deity also be their Patron God. You are also expected to abide by any rules of conduct that they hold their clerics to, and they can cut off your ability to draw power from them as Tutelary Dragon as easily as a god can cut off their cleric.

At a DM's discretion Kurtulmak, the god of kobolds, can also be included as he is according to in universe mythology either the son of Tiamat or raised to godhood by Io.

Aasterinian
Allowable alignments: Any Chaotic.
Tutelary Skills: Bluff, Diplomacy, Sleight of Hand
Breath Weapon: A line of fire.
Energy Resistance: Fire.
Lesser Aspect: You may use spells from the Luck, Travel, and Trickery domains with your Spell Pool, and spell from them cost 1 less Spell Pool point (to a minimum of 1) to use.
Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect..
Specialized Aspect: Spiral of Degeneration (Su): You gain an additional breath weapon, a cone of chaotic magical energy which disrupts magic in the area. Any creature capable of casting spells loses 1 spell of each spell level they have up to spells with a level equal to your breath weapon dice (if you have 5d10 breath weapon they lose 1 spell of each level 5 or lower). Any magic items within the area have to make a Will save; on a failure single use items are destroyed, items with charges lose 1 charge per die of damage your breath weapon normally deals, and other items cease functioning for 1d6+1 rounds.

Astilabor
Allowable alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Appraise, Knowledge (Nobility and Royalty), Spot
Breath Weapon: Line of electricty.
Energy Resistance: Electricity.
Lesser Aspect: Expanded Hoard: You can benefit from a hoard of up to double the normal size.
Greater Aspect: Blessing of Wealth (Su): Items which you have that grant you enhancement bonuses to ability scores grant you +2 to that score. Enhancement bonuses you receive from magic armor, weapons, and shields are considered 1 higher (this does not apply to enhancement bonuses that the items have due to spells). Deflection bonuses, enhancement bonuses to natural armor, shield bonuses and armor bonuses you gain from magic items which grant them directly (as opposed to through being armor or shields) are increased by 1. Bonuses to your skill checks and saving throws from magic items are also increased by 1. Finally when using an item with daily charges you gain 1 bonus daily charge on that item each day.
Specialized Aspect: True Oligarch (Su): You know at a glance someone's relative wealth to you (greater, less, or equal). If you are wealthier than a creature you gain a +6 competence bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature.

Ashardalon: The red dragon who nearly won in a bid for godhood and became a powerful vestige (see Dragon Magic).
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Appraise, Knowledge (the Planes), Search.
Breath Weapon: Cone of Fire
Energy Resistance: Fire.
Spell Pool: An Ashardalon Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and they may expel a bound vestige as a standard action at no cost and with no penalty for doing so. They must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. Dragonsoul Acolyte has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time. An Ashardalon Dragonsoul Acolyte treats Ashardalon as a 7th level vestige to determine whether he can be bound.

An Ashardalon Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

If you have the ability to bind vestiges from another source (binder levels, vestige priest (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29) levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.



Dragonsoul Acolyte Level
Effective Binder Level
Maximum Vestige Level
Improved Binding


4
3
2nd
3rd


5
3
2nd
3rd


6
4
2nd
3rd


7
5
3rd
4th


8
6
3rd
4th


9
6
3rd
4th


10
7
4th
4th


11
8
4th
5th


12
9
4th
5th


13
9
4th
5th


14
10
5th
6th


15
11
5th
6th


16
12
6th
6th


17
12
6th
6th


18
13
6th
7th


19
14
6th
7th


20
15
7th
8th



Lesser Aspect: Tanar'ric Resistances (Ex): You gain Acid, Cold, and Electricity resistance 10 and a +4 bonus to save versus Poison.
Greater Aspect: Soul Dominion: You automatically succeed at all binding checks, and may have an additional vestige bound at a time (if you have multiple sets of maximum vestiges bound select one pool to apply this too). If you use your Spell Pool to expel or bind a vestige you may expel or bind 2 vestiges (up to your maximum number you may bind with your Spell Pool at once) instead of 1; you must pay Spell Pool Points for the durations of these vestiges separately but not to expel them or to bind them more quickly (for example expelling 2 vestiges as a free action would cost 1 spell pool point, while binding 2 max level vestiges for 10 minutes each would cost 6 Spell Pool Points as a standard action and 7 as a swift). Finally you may use vestige abilities that have a recharge time measured in rounds 1 round more quickly than normal (4 rounds instead of 5, 3 rounds with Rapid Recovery).
Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

Bahamut
Allowable alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Diplomacy, Knowledge (Religion), Sense Motive
Breath Weapon: A cone of cold.
Energy Resistance: Cold.
Lesser Aspect: Tempest Breath: You gain the Tempest Breath meta-breath feat (see Draconomicon) as a bonus feat and may apply it without increasing your breath weapon's recharge time.
Greater Aspect: Discorporating Breath (Su): You gain another breath weapon a line of blue-white energy. To use this breath weapon requires you to pay 3 Spell Pool Points and it deals double the normal dice of damage in d10s. Creatures and magic items struck by it are allowed both a Fortitude save and a Reflex save to half the damage, and any creature or object reduced to 0 hit points by this effect is disintegrated leaving only dust.
Specialized Aspect: Divine Grace (Su): You gain the Divine Grace ability as the paladin ability of the same name (you add Charisma to saving throws).

Chronepsis
Allowable alignments: True Neutral.
Tutelary Skills: Listen, Search, Sense Motive.
Breath Weapon: A cone which disintegrates living matter. Living creatures within the area take damage (in d8s) with a Fortitude save (instead of Reflex) for half, being turned to nothing more than a small pile of dust if they are reduced to 0 hit points.
Energy Resistance: Instead of the normal energy resistance at 3rd level you gain Acid, Cold, Electricity, Fire, and Sonic Resistance 5. This increases to 10 at 7th level, 20 at 11th level, and 30 at 15th level.
Spell Pool: You gain access to Divination spells all base class spell lists, and may treat such spells as 2 levels lower for the purposes of the Spell Pool. You may ignore the material component required for True Seeing to determine whether you can use it with your spell pool or not.
Lesser Aspect: Uninterfering Watcher (Su): As long as you are not interfering in events concerning a creature* you are protected by it as if by a Sanctuary spell. The Will save DC for this effect is 10 + 1/2 your dragonsoul acolyte level + your Charisma modifier. This protection resumes against a creature 1 hour after you have stopped interfering in events concerning them.
Fighting a creature or its allies is interfering with it. Trying to rob a creature is interfering with it. Traveling a road that the creature has decided to enforce a toll on is not, nor is simply moving through a creature's territory, but poaching a creature's food supply or animals would be as would be damaging its belongings. Aiding creatures attacking a creature is also interfering. Trying to stop a creature's plans is interfering with events concerning it, as is saving the creature's life.
Greater Aspect: Final Judgment (Su): You deal +3d6 damage with your natural weapons to creatures at below half health and they suffer a -4 penalty on all saving throws against your breath weapon. In addition when you kill a creature, or destroy an undead or deathless creature, you may determine the final destination of its soul, selecting which plane it ends upon; creatures you slay cannot return as a ghost, and ghosts you destroy cannot revive with their rejuvenation ability.
Specialized Aspect: Unseen Watcher: You gain the ability to use Invisibility as a spell-like ability at-will except it has a 1 round duration, or with its normal duration by spending 1 Spell Pool Point. By spending 1 spell pool point as a free action you may become invisible even to See Invisibility for that round (you must still be under an invisibility effect), by spending an additional 1 (total 2) you are invisible to special senses (blindsight, mindsight, life sense), and by spending another one (total 3) you cannot be seen even by a True Seeing effect.

Faluzure
Allowable alignments: Any Evil.
Tutelary Skills: Knowledge (Religion),
Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down)..
Energy Resistance: Cold.
Lesser Aspect: Paralyzing Touch (Su): As part of any natural weapon attack you make which successfully hits a target you may pay 4 Spell Pool Points to cause it to paralyze the target. The target is allowed a Fortitude save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier), and if they fail they are paralyzed for 1d4 rounds, increasing to 1d6 at 7th level, 1d8 at 11th, 1d10 at 14th, and 2d6 at 17th.
Greater Aspect: Body of the Night Dragon (Ex): Your flesh falls off in sloughs as life ceases throughout your body and the negative energy of Faluzure the Night Dragon fills you. Your type becomes Undead with the Augmented Dragon subtype (in addition to whatever other subtypes you may possess). You no longer have a Constitution score; Constitution based save DCs (such as your Breath Weapon's) are now Charisma based for you, and you gain bonus hit points equal to your Charisma modifier on each hit die. You also gain DR 5/bludgeoning.
Specialized Aspect: Electricity Resistance (Ex): You gain electricity resistance and immunity equal to that granted by your energy resistance and immunity class features.

Garyx
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Intimidate, Jump, Spot.
Breath Weapon: Cone of Fire
Energy Resistance: Fire.
Lesser Aspect: Flaming claws (Su): Your natural weapons (whether claws or not) gain the Flaming weapon quality.
Greater Aspect: Aspect of the Destroyer (Ex): Your melee attacks deal +5 damage per attack, this damage increases to +10 before multiplier on a critical hit. You gain a +5 bonus to Strength checks made to break objects and deal double damage to objects.
Specialized Aspect: Garyx's Strength (Ex): You gain a +2 untyped bonus to your Strength score.

Hlal
Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Bluff, Diplomacy, Sleight of Hand.
Breath Weapon: Line of Acid
Energy Resistance: Acid.
Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Master of Trickery: You may use Illusion spells as if they were 1 level lower for the purposes of your Spell Pool and select any Illusion spell considered Lv 0 for your spell pool as a Cantrip. You immediately gain a bonus Cantrip.
Specialized Aspect: Free of Restraints (Su): You may constantly act as if under the effects of a Freedom of Movement spell.

Kurtulmak
Allowable alignments: Lawful Evil, Lawful Neutral, and Neutral Evil
Tutelary Skills: Craft (Trapmaking), Knowledge (Architecture and Engineering), Search.
Breath Weapon: Cone of acid.
Energy Resistance: Acid.
Lesser Aspect: Trap Seeker (Ex): You gain the Trapfinding ability (as the rogue ability of the same name), and Trap Sense as a rogue of your level.
Greater Aspect: Builder of Works (Su): You can use any spell on the Cavern, Earth, and Kobold (http://archive.wizards.com/default.asp?x=dnd/we/20060420a) domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Make Whole as if it were a sorcerer spell, Fabricate as if it were a 4th level spell on your list, and Move Earth and Greater Stone Shape as 5th level spells.
Specialized Aspect: Slight Build (Ex): Your body shrinks slightly. You are treated as one size category smaller than your actual size whenever it is beneficial.

Lendys
Allowed alignments: Any Lawful.
Tutelary Skills: Concentration, Sense Motive, Spot.
Breath Weapon: Cone of cold
Energy Resistance: Cold.
Draconic Wings: Like Lendys's manifestation you lack wings. Instead you gain a supernatural ability to fly at your base land speed with good maneuverability.
Lesser Aspect: Unswerving Justice (Su): You gain a +4 bonus on Will saves against mind-affecting effects. If a creature attempts to use a mind-affecting effect on you, you gain a +2 morale bonus to attack and AC against that creature for a number of rounds equal to your Charisma modifier (minimum 1).
Greater Aspect: Pay like unto like (Su): As a standard action you may pay 4 Spell Pool Points to deal damage to 1 creature within 30-ft equal to the damage it dealt another single creature since the beginning of the target's last turn. There is no save to resist this effect and the damage is pure divine force which ignores energy resistance, damage reduction, and energy immunity.
Specialized Aspect: Eyes that See All (Su): You gain a +6 competence bonus to Spot and Search checks. By paying 2 Spell Pool Points you may use True Seeing as a spell-like ability on yourself only, while this ability is active your eyes glow brightly, producing bright light in a 60-ft cone ahead of you (this interacts with magical darkness as normal for magical light, and is considered a 6th level spell effect).

Sardior
Allowable alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Appraise, Knowledge (Nobility and Royalty), Spot
Breath Weapon: Line of force (d8s).
Energy Resistance: Cold.
Spell Pool: Sardior is a psionic dragon (and a gem dragon) and grants Wilder powers instead of Sorcerer spells.
Lesser Aspect: Deep Pool (Su): You gain 4 bonus Spell Pool Points.
Greater Aspect: Ruby of the Mind: Any power you use through your Spell Pool is always fully augmented (you do not have to pay 4 Spell Pool Points minimum)
Specialized Aspect: Unclosed Mind: You gain access to all Discipline power lists and gain 3 Spell Pool Points.

Tamara
Allowable alignments: Any Good.
Tutelary Skills: Diplomacy, Gather Information, Heal.
Breath Weapon: Cone of cold.
Energy Resistance: Cold.
Lesser Aspect: Touch of Tamara (Su): You gain the ability to heal creatures with a touch. This functions as a the Lay on Hands ability of a paladin of your level but you may spend points from your spell pool to refill it, 1 point refilling it by 25%, or 4 points fully; refilling this pool this way is a standard action.
Greater Aspect: Healing Grace: You may use your spell pool to cast Conjuration (Healing) spells from the cleric spell list as if they were Sorcerer spells 1 level lower; you may also cast Revivify with your spell pool despite its material component. In addition when using a Conjuration (Healing) spell you can use it as a swift action (if it is normally a standard action or less) or with a range of close if it is normally touch, or pay 1 Spell Pool Point to gain both benefits.
Specialized Aspect: Mercy of Tamara (Su): All attacks made by or against creatures within 30-ft of you deal nonlethal damage to living creatures unless the attacker takes a -4 penalty to hit, spells and spell-like abilities deal nonlethal damage in this area as well unless the caster succeeds on a DC 20 + Spell level Spellcraft check. You may suppress or reactivate this aura as a Standard action.

Tiamat
Allowable alignments: Lawful Evil, Lawful Neutral, and Neutral Evil
Tutelary Skills: Bluff, Intimidate, Spot.
Breath Weapon: When you gain this ability choose one of: Cone of Fire, cone of cold, cone of acid, line of acid, or line of electricity.
Energy Resistance: You gain immunity to the damage dealt by your chosen breath weapon.
Lesser Aspect: Prophet of the Dragonmother (Su): You gain a +4 bonus to Charisma based checks made to deal with Evil dragons and dragonblooded creatures and they instinctively recognize you as one of Tiamat's servants. In addition you are protected as from Evil dragons and dragonblooded creatures if by a Sanctuary spell (Will save DC 10 + 1/2 Dragonsoul Acolyte level + Charisma modifier), this effect is not broken if you attack a creature, but if you attack an Evil dragon or dragonblooded creature it is broken for all creatures present who are aware it was you. It begins working against them once more after 1 hour.
Greater Aspect: Visage of Tiamat (Su): By spending 3 Spell Pool Points as a swift action you can conjure forth four additional heads, each with the appearance of the head of one of the five chromatic dragons, your own head taking on the appearance of the fifth. You can make bite attacks with these heads (these attacks are identical to your pre-existing bite attacks), you head gains one of the flaming, frost, acidic, or shock weapon properties and each of these four heads get one of them until 1 has each and a second has acidic. If you use your Tutelary Dragon's breath weapon while this effect is active you fire a cone of cold, a cone of fire, a cone of acid, a line of electricity, and a line of acid; the areas of these breath weapons may overlap but if they do they do not deal any extra damage instead dealing to each target whichever energy type dealt by the overlapping areas that is most effective against that creature and forcing the creature to make a Reflex save for each area of effect they are in and are considered to have failed the save against the breath weapon unless they succeed at all of them. You must pay 1 Spell Pool Point at the beginning of each of your turns to maintain the heads for an additional round.
Specialized Aspect: Five Breaths of the Goddess (Su): By performing a 10 minute ritual you can change your breath weapon to one of the other options available at 1st level; your energy resistance/immunity abilities changing to match. By spending 1 Spell Pool Point you may do this as a standard action, by spending 4 Spell Pool Points you may do this as a Swift action, and by spending 6 Spell Pool Points you may do this as a free action.

Zaydos
2014-08-25, 01:32 AM
Tutelary Dragon List: 2nd Party (Dragon Magazine)

Dragon Magazine Compendium
Orange Dragon
Allowed alignments: Any Evil or True Neutral.
Tutelary Skills: Hide, Survival, Swim.
Breath Weapon: Line of explosive ooze. Breathed out as a line dealing no damage (Reflex negates). 2 rounds later it explodes in a 15-ft radius burst centered on each creature that failed their save dealing d8s for damage. Creatures covered in the slime take full damage (no save), while other creatures within the area of the explosion are allowed a Reflex save for half damage. You are immune to this damage, and no creature takes damage from a single instance of this breath weapon more than once regardless of how many overlapping explosion areas they are in.
Energy Resistance: An Orange Dragonsoul Acolyte does not gain energy resistance as normal. At 3rd level they gain +4 on saves vs Poison. At 7th they gain a Swim speed equal to their base land speed. At 11th level they gain the ability to breathe water as easily as air and use their breath weapon normally when underwater. At 15th level they gain immunity to poison.
Lesser Aspect: Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
Greater Aspect: Timed Detonation (Su): You can choose to have your breath weapon detonate immediately or up to 1 minute after use instead of 2 rounds later than initial use. This choice is made when you use your breath weapon, but you may spend a standard action to explode it prematurely.
Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

Purple Dragon
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Hide, Move Silently.
Breath Weapon: Cone of Force (d8s).
Energy Resistance: Force.
Lesser Aspect: Brilliant Burst Breath (Su): You gain a 2nd breath weapon. Instead of dealing damage this breath weapon manifests as a burst of light centered on yourself. Creatures other than yourself within the area must make a Fortitude save or be permanently blinded. This is a 10-ft radius when your line is 30-ft, increasing to 30-ft at 60-ft line, and is 40-ft smaller in radius than your line's length once your line extends beyond 60-ft.
Greater Aspect: Blade of Force (Su): By expending your breath weapon you can create a sword of glowing energy. You treat this as a held weapon, but do not apply your Strength bonus to damage with this weapon. Attacks made with this force sword ignore all physical barriers acting as an incorporeal touch attack and each hit deals half the damage of your breath weapon (no save). This blade lasts until the end of your turn.
Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

Yellow Dragon
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Balance, Swim, Tumble.
Breath Weapon: Cone of Salt dealing Dessication Damage (see Sandstorm, otherwise treat as untyped with no damage to non-living creatures) in d8s.
Energy Resistance: Dessication; this functions as normal but applies against dessication damage instead of one of the common energy types.
Draconic Wings: Instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
Specialized Aspect: Wind Racer (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 60-ft. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

Ferrous Dragons
Chromium Dragon (Dragon #356)
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Appraise, Bluff, Jump.
Breath Weapon: Line of solid ice (cold damage).
Energy Resistance: Cold.
Lesser Aspect: Freezing Crystals (Su): You gain a 2nd breath weapon a cone of freezing crystals which cling to a creature. A creature within this cone takes 1d4 Dexterity damage + 1 per 2 dice of damage your breath weapon would normally deal. A successful Fortitude save halves this damage.
Greater Aspect: Shatterfrost (Su): Your natural weapon attacks deal +2d6 cold damage, this cold damage benefits from your Pierce Resistances ability. In addition when you make an attack with a natural weapon you may spend 1 to 3 points from your spell pool as part of the attack dealing 2 points of Dexterity damage to any creature not immune to cold per point spent. A creature reduced to 0 Dexterity by this effect is rendered into a crystalline form, similar to if they had been the target of Flesh to Stone but becoming crystalline instead of stone (and thus vulnerable to shatter and similar effects).
Specialized Aspect: Ice Armor (Su): When wearing metal armor you may, as a standard action, spend Spell Pool Points to reinforce it with magically crafted ice. Your armor's armor bonus to AC increases by +1 per Spell Pool Point you spent, your armor check penalty is reduced by an amount equal to the points spent, your maximum Dexterity bonus to AC is increased by +1 per 3 points spent and any creature striking you in melee takes 2 cold damage per point spent. You may spend no more than 1 Spell Pool Point per 3 levels this way and these benefits last for 1 hour.

Cobalt Dragon (Dragon #356)
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Craft, Hide, Jump.
Breath Weapon: Line of magnetic force dealing Force damage (d8s); you are immune to the breath weapons of Cobalt dragons and they are immune to yours.
Energy Resistance: Electricity.
Lesser Aspect: Repelling Breath: When you use your force breath weapon (or other breath weapon which deals force damage) you also bull rush creatures in the line. When you bull rush a creature this way you make the check with a bonus of +4 + your Constitution + the number of dice the breath weapon would normally have dealt instead of using your normal size and strength modifier for bull rush checks. You may push a creature more than 5-ft with this ability as if you were moving along with them.
Greater Aspect: Thunder Snares (Su): By spending a standard action and a number of spell pool points you may create a series of electric runes which serve as traps for your enemies. These runes are subtle things requiring a Spot check DC 20 plus your class level to see (as a reaction or active spot check) or a Search check DC 10 plus your level to find (as an active action on the target's part). When a creature enters a square bearing one of these runes it triggers dealing 10d6 electricity damage in that square and all adjacent squares (Reflex halves). A creature does not trigger runes unless it enters a square with them it was not already in. You may only put 1 rune in any given square and no two runes may be closer than 10-ft from each other (there must be one square between each rune). These runes last 24 hours, but a successful Disable Device check (requiring 1 full round, DC is 15 + your class level) can be used to destroy them.
Specialized Aspect: Island of Solitude (Ex): As long as no allied creature is within 15-ft of you, you gain a +2 bonus to attack rolls, a +2 Dodge bonus to AC, a +4 bonus to melee damage, and +1 damage/die with your breath weapon.

Iron Dragon (Dragon #356)
Allowed alignments: Any Lawful and True Neutral.
Tutelary Skills: Disguise, Gather Information, Jump.
Breath Weapon: Cone of superheated sparks dealing half fire and half electricity damage (d10s).
Energy Resistance: Fire.
Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
Specialized Aspect: Gruaghlothor's Telepathy (Su): You gain telepathy out to 100-ft. In addition you may link with a number of willing creatures up to your Charisma modifier; this requires touching the creature and spending a standard action. You may read these creatures' minds as if using Detect Thoughts as a swift action at-will, this ability functions even when they are more than 100-ft away from you. As long as these creatures are within your telepathy range, you and them gain an additional +2 to hit when flanking a target with you or a creature you are linked to, and grant a +4 bonus instead of +2 when using aid another when dealing with each other as you act as a telepathic node to coordinate efforts.

Nickle Dragon (Dragon #356)
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Hide, Swim.
Breath Weapon: Cone of corrosive gas (acid damage, d10s).
Energy Resistance: Acid
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Cloud of Irritation (Su): You are continuously surrounded by a cloud of mild corrosive which irritates the skin and flesh of creatures within 20-ft of you. This irritation causes creatures within the aura to suffer a -4 penalty to AC, a -2 penalty to attack rolls and Dexterity based checks for as long as they are within this aura and 1d4 rounds thereafter. A successful Fortitude save prevents these penalties and grants immunity to this effect for 24 hours. Creatures non-living creatures, creatures immune to acid or with acid resistance 20 or higher, oozes, elementals, and plants are immune to this effect.
Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

Tungsten Dragon (Dragon #356)
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Gather Information, Spellcraft, and Survival.
Breath Weapon: Cone of blasting sand dealing half fire and half bludgeoning damage (d10s).
Energy Resistance: Fire.
Lesser Aspect: Immolation (Su): As a standard action you may cause 1 or more creatures within 60-ft of you to burst into flames. This costs 2 points from your Spell Pool per target and deals 1d6 fire damage per Dragonsoul Acolyte level to each target, who then catches on fire taking 1d6 fire damage + 1d6 per 4 Dragonsoul Acolyte levels you possess for a number of rounds equal to your Charisma modifier or 1/4th your Dragonsoul Acolyte level (whichever is smaller); this fire resists most attempts to extinguish it but total submersion in sand, water, or another similar substance will extinguish it. Targets are allowed a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte + your Charisma modifier) to half the initial damage and prevent them from catching on fire.
Greater Aspect: Concealing Sands (Su): By spending a point from your Spell Pool as a swift action you may surround yourself with a cloud of sand which extends from you 20-ft. This sand grants any creature within it concealment, and total concealment against creatures if they have at least 5-ft of sand between them and the creatures. This sand even obscures blindsight, granting creatures within it concealment even against creatures with blindsight. You can see through the sand with some skill, creatures outside of it gain concealment against you, but creatures within it gain no concealment against you.
Specialized Aspect: Hound Evil (Su): You can sense evil creatures within 30-ft as if you had blindsense. You know that such creatures are evil, and the strength of their aura of evil.

Planar Dragon
Adamantine Dragon (Dragon #321)
Allowed alignments: Lawful Good and Neutral Good.
Tutelary Skills: Heal, Intimidate, Tumble
Breath Weapon: Line of fire.
Energy Resistance: Fire.
Lesser Aspect: Adamantine Form (Ex): Your natural weapons overcome damage reduction as if they were adamantine. In addition you gain DR 2/adamantine.
Greater Aspect: Holding Breath (Su): You gain a 2nd breath weapon a cone of hold monster gas. Any creature within the area must make a Will save or be held for 1d4+1 rounds. This is a mind-affecting compulsion enchantment effect.
Specialized Aspect: Powerful Armaments (Ex): Your natural weapons deal damage as if you were 1 size category larger.

Arboreal Dragon (Dragon #321)
Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Climb, Spellcraft, Survival
Breath Weapon: Cone of thorns (d8s).
Energy Resistance: Acid.
Lesser Aspect: Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
Greater Aspect: Fey Curse: You may use Bestow Curse, Baleful Polymorph, Tasha's Hideous Laughter, Blindness/Deafness, and Geas/Quest from your spell pool as if they were each 1 level lower. By paying a 4 Spell Pool Point surcharge you may use Greater Bestow Curse and Otto's Irresistible Dance as if they were 5th level Sorcerer spells for the purpose of your Spell Pool, and by paying a 2 point surcharge you may use Insanity as if it were a 5th level spell for the purpose of your Spell Pool.
Specialized Aspect: Fey Warding (Ex): You gain sonic resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features and once you reach 15th level immunity to enchantment spells and effects.

Astral Dragon (Dragon #344)
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Knowledge (Religion).
Breath Weapon: Cone of scouring planar dust dealing untyped damage (d6s).
Energy Resistance: Instead of gaining energy resistance/immunity as normal you gain the following abilities. At 3rd level you gain the ability to detect extraplanar creatures as a 1st level spell-like ability usable at-will; this functions as detect evil except it reveals extraplanar creatures instead of evil ones and functions in a 30-ft radius around yourself instead of a 60-ft cone; on the 1st round you learn whether there are extraplanar creatures or objects within range, on the 2nd you learn the number of such auras within range, and on the 3rd round you can learn the location of each aura and the native plane of one creature or object with such an aura. At 7th level you gain DR equal to one-half your class level overcome with good or evil weapons (this is a supernatural ability). At 11th level you gain Astral Familiarity granting you a +8 to your Wisdom for the purpose of traveling through the Astral Plane. You do not gain an additional ability at 15th level (although your damage reduction continues to improve).
Lesser Aspect: Dismissing Breath (Su): You gain a 2nd breath weapon a line of planar energy which dismisses extraplanar creatures. Extraplanar creatures within this line must make a Will save or be returned to their home plane as the spell dismissal.
Greater Aspect: Null Gravity Aura (Su): You radiate an aura of null gravity. Within 60-ft of you the plane is treated as having no gravity as its gravity trait. Creatures cannot walk normally and flying creatures other than you must make a DC 15 Wisdom check to fly successfully. You may suppress or reactivate this ability as a swift action.
Specialized Aspect: Call Astral Curtain (Su): By spending 10 minutes, and 4 points from your Spell Pool you may create a portal to the Astral Plane. This portal remains open for 3 rounds. You are not considered extraplanar on the Astral Plane.

Axial Dragon (Dragon #321)
Allowed alignments: Any Lawful.
Tutelary Skills: Intimidate, Sense Motive, Spellcraft.
Breath Weapon: Cone of Force (d8s).
Energy Resistance: Acid.
Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
Greater Aspect: Implacable Form (Su): By spending 3 points from your Spell Pool as a Standard action you can gain immunity to one of the following for 1 hour: Mind-affecting effects; death effects; disease and poison; nonlethal damage; polymorph effects; cold damage; or sneak attacks and critical hits.
Specialized Aspect: Fire Retardant (Ex): You gain Fire resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features.

Beast Dragon (Dragon #321)
Allowed alignments: Neutral Good or Chaotic Good.
Tutelary Skills: Hide, Move Silently, Survival
Breath Weapon: Cone of cold and electricity. Half the damage dealt is cold and half is electricity (d10s).
Energy Resistance: Electricity.
Lesser Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
Greater Aspect: Mighty Horn (Ex): You gain a gore attack dealing 1d8 damage if medium sized usable as a primary natural weapon if you have no other primary natural weapons or choose to use them as secondary ones, or as a secondary natural weapon. This horn deals double damage on a charge and, if used as a primary natural weapon on a charge, damage as if it were your only natural weapon. In addition you gain a +2 to hit with your Gore attack on a charge.
Specialized Aspect: Cold Adapted (Ex): You gain Cold resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features.

Chole Dragon (Dragon #344)
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Intimidate, Sense Motive.
Breath Weapon: A cone of poisonous, insanity inducing gas. This gas deals 1d3 Wisdom and Charisma damage plus 1 per 2 dice your breath weapon would normally deal. A Fortitude save negates this damage, instead of a Reflex save, and like most poison a 2nd save is required 1 minute later.
Energy Resistance: Instead of gaining energy resistance and immunity as normal a Chole Dragonsoul Acolyte gains damage reduction equal to half their level overcome with Lawful weapons and damage. At 15th level this becomes DR X/-.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Fast Healing (Ex): You gain Fast Healing 2.
Specialized Aspect: Tentalces (Ex): You grow 4, 7, 9, or 13 tentacles and an equal number of runes across your body. You do not have full control of these tentacles. 2 of them can attack each round when you take a full attack action. The target of these attacks is chosen at random from the creatures within your tentacle range which you have not spent a 1 full round action to prevent your tentacles from attacking them within the last 24 hours. Your tentacles have 5-ft longer reach than is normal for a creature of your size and are secondary natural weapons which deal 1d3 damage if you are medium sized.

Concordant Dragon (Dragon #321)
Allowed alignments: True Neutral.
Tutelary Skills: Intimidate, Knowledge (the Planes), Sense Motive
Breath Weapon: Line of antithetical energy. This breath weapon deals damage in d6s, but deals double damage against creatures which are not Neutral in either alignment and no damage to True Neutral creatures.
Energy Resistance: Instead of gaining energy resistance/immunity as normal you gain various other abilities. At 3rd level you gain a +4 bonus on saves versus poison. At 7th you gain the ability to use Detect Chaos, Detect Evil], Detect Good, and Detect Law as spell-like abilities at-will. At 11th level you gain immunity to poison. Beginning at 15th level you are warded as if by a permanent non-detection effect (this is a supernatural ability).
Lesser Aspect: Thick Scales (Ex): Your natural armor improves by an additional +2.
Greater Aspect: Warden of Balance (Su): Your natural weapons deal +1d6 damage for each step removed from True Neutral the target's alignment is, and ignore any Damage Reduction overcome by aligned damage. In addition you may spend 4 Spell Pool Points to Smite any non-True Neutral creature as a paladin smites evil.
Specialized Aspect: Stand in the Center (Su): You are continuously surrounded by a Magic Circle against Alignment. You may select which alignment (Chaos, Evil, Good, or Law) this circle protects against, or change it at any time, by spending a Standard action and a Spell Pool Point.

Elysian Dragon (Dragon #344)
Allowed alignments: Any Good.
Tutelary Skills: Gather Information, Diplomacy, Perform.
Breath Weapon: A line of sonic force (d10s, sonic).
Energy Resistance: Sonic.
Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
Greater Aspect: Elysian Resistance (Su): You gain damage reduction equal to one half your class level overcome only by weapons/attacks which are evil and either slashing or piercing.
Specialized Aspect: Shrink (Su): By spending 1 or more Spell Pool Points as a standard action you shrink down a number of size categories equal to the points spent to a maximum of 3. Your ability scores do not change due to this transformation, although weapon damage dice, size modifiers to AC/Attack rolls, ability and skill checks, and your space/reach all change to reflect this size change. You remain shrunken this way for 1 minutes.

Gloom Dragon (Dragon #344)
Allowed alignments: Any Evil.
Tutelary Skills: Knowledge (the Planes), Sense Motive.
Breath Weapon: A cone of apathy inducing gas. All creatures within this cone must make a Will save (instead of a Reflex save) or be rendered apathetic and uncaring for 1d4+1 rounds. Treat creatures affected this way as dazed. Damaged dealt to an apathetic creature allows it a second Will save to end the effect prematurely. This is a mind-affecting effect.
Energy Resistance: Instead of gaining energy resistance or immunity your apathetic breath improves. At 3rd level the duration increases to 1d6+1 rounds. At 7th level creatures which fail their saves are considered helpless for the 1st round of the effect instead of merely dazed. At 11th level it is no longer considered a mind-affecting effect. At 15th level creatures which fail their saves are considered helpless for 2 rounds instead of 1.
Lesser Aspect: Wasting Wounds (Su): In addition to dealing their normal damage creatures struck by your claw attacks must make a Fort save (DC 10 +1/2 your dragonsoul acolyte level + your Charisma modifier) or contract Gray Wasting. Gray Wasting is a disease which has an incubation period of instant when inflicted this way and deals 1d4 Charisma drain. You gain immunity to Gray Wasting.
Greater Aspect: Consume Souls (Su): By spending 1 minute over the body of a creature slain within the last 30 minutes and spending 2 Spell Pool Points you may consume the soul of the deceased. This causes a tiny tomb-stone like growth to form from your body, bearing their name in small writing. As long as you live their soul is stored within you, and even once you die it requires a carefully worded Wish or Miracle coupled with a Resurrection or True Resurrection effect to revive the creature whose soul you consumed.
Specialized Aspect: Mists of Gloom (Su): You are surrounded by thin mists which feel those within with supernatural unease. These mists stretch 10-ft from you and any creature beginning their turn within these mists must make a Will save (DC 10 +1/2 your dragonsoul acolyte level + your Charisma modifier) or be shaken for as long as they are within these mists plus 1 round afterwards. Successfully saving against these mists does not confer immunity to their effects, but these mists may not drive a creature to higher than Shaken (i.e. they do not stack with themselves or other sources of fear).

Miscellaneous Dragon Magazine Dragons
Brainstealer Dragon (Dragon 337)
Special: Brainstealer dragons are psionic dragons and as such a brainstealer dragonsoul acolyte is a psionic dragonsoul acolyte.
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Gather Information, Survival.
Breath Weapon: Instead of a breath weapon a Brainstealer Dragonsoul Acolyte gains the ability to release a devastating mind-blast. This functions as a breath weapon for the purposes of recharge times and area. This is a mind-affecting enchantment (compulsion) effect with a caster level of your dragonsoul acolyte level and spell resistance applies against it and counts as a spell 1/2 your Dragonsoul Acolyte level. Any creature caught within the area must make a Will save (instead of a Reflex save) or be stunned for 1d4 rounds; unlike normal for a Breath Weapon the save DC for this effect is Charisma based.
Energy Resistance: Acid. In addition at 3rd level you gain immunity to Mind-Blast (including those of dragonsoul acolytes, brainstealer dragons, and illithids).
Fangs: Instead of fangs and a bite attack you gain a mass of mouth tentacles and a single Tentacles attack dealing the same damage as the bite attack granted by this ability would.
Lesser Aspect: Telepathy (Su): You gain telepathy out to 10-ft per dragonsoul acolyte level.
Greater Aspect: Extraction (Ex): You gain improved grab with your Tentacles attack. This ability functions on creatures up to 1 size category larger than you as long as you can reach their head. In addition if you manage to hold a creature in a pin for 1 round you may extract its brain. This normally kills the creature instantly, although it has no effect on creatures without brains (constructs, undead, elementals, plants, and oozes being the normal suspects).
Specialized Aspect: Mind of Control: You can use Telepath discipline powers as if they were Wilder spells. In addition you may use Psionic Charm, Psionic Suggestion, and Psionic Dominate for 1 less Spell Pool Point than normal (to a minimum of 1) and fully augment them for a 1 Spell Pool Point surcharge if that would be less than 4 (or 4 otherwise).

Dzalmus Dragon (Dragon 349)
Allowed alignments: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
Tutelary Skills: Hide, Intimidate, Spot.
Breath Weapon: A cone of vampiric gas which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
Energy Resistance: Instead of gaining normal energy resistance and immunity you gain a +4 bonus on saves versus enchantment and telepathy spells and effects. At 7th level whenever you would have to make a saving throw against an enchantment spell or effect you may roll twice and take the better result. At 11th level you gain immunity to enchantment and telepathy spells and effects. At 15th level this immunity applies to all mind-affecting effects.
Lesser Aspect: Plains Strider (Ex): You gain a +10-ft increase to your base land speed and trackless step as a druid.
Greater Aspect: Three Heads of the Dzalmus (Ex): You grow a pair of stunted draconic heads, little more than eyes, ears, and jaws. You gain all-around vision (Ex) granting you a +4 bonus to Search and Spot checks and immunity to flanking, in addition you gain 2 extra bite attacks (these are identical to your preexisting bite attack). If you normal head is removed you do not die for 1 round per Dragonsoul Acolyte level.
Specialized Aspect: Warrior in Solitude (Su): As long as their is no ally within 15-ft of you, you gain a +2 bonus to attack and weapon damage rolls, as well as AC and saving throws.

Hex Dragon (Dragon 343)
Allowed alignments: Any Evil or True Neutral.
Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft.
Breath Weapon: A cone of contact poison which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
Energy Resistance: Instead of gaining normal energy resistance and immunity you gain a +4 bonus on saves versus Poison and Disease, and a +2 on saves versus Death effects, Enchantment spells, and spells and effects which deal negative energy damage. At 7th level you gain immunity to disease. At 11th level you gain immunity to poison. At 15th level the bonus to saves from this ability doubles (to +8 and +4 respectively, although you are immune to poison and disease).
Lesser Aspect: Necromancer's Hex: You may treat Necromancy spells as if they were 1 level lower than normal for the purposes of your Spell Pool.
Greater Aspect: Extended Spell Pool: You can use Sorcerer spells 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 spell of the level granted by this ability and 1 spell of the highest level you would normally have. Spells of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
Specialized Aspect: Retributive Curse (Su): As a swift action you may spend a number of Spell Pool Points to curse a creature which injured you (dealt hit point or ability damage/drain) within the last round. This curse forces them to make a Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) or suffer an effect based on how many spell pool points you spent. For 1 point they are sickened for 1d4+1 rounds, for 3 they are blinded for 1d4 rounds, and for 4 they are nauseated for 1d3 rounds. Each Spell Pool Point you spend beyond the minimum to obtain the effect extends the duration by 2 rounds.

Time Dragon (Dragon #359)
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Knowledge (Arcana), Knowledge (History), Knowledge (the Planes).
Breath Weapon: Line of Ravaging Time. Creatures and objects within this line are temporarily aged 1 year per die of damage your breath weapon would normally deal and 1d4 Constitution damage + 1 per 2 dice of damage your breath weapon would normally deal and any object within the area's hardness is reduced by the same amount. These effects (except for the Constitution damage) last for 1 hour. A successful Fortitude save (instead of a Reflex save) negates this effect.
Energy Resistance: You do not gain the normal energy resistance and immunity of a Dragonsoul Acolyte. Instead at Lv 3 you become immune to Slow spells and effects. At Lv 7 you may haste yourself as a free action for up to 1 round per Dragonsoul Acolyte level each day. At Lv 11 you gain immunity to time based effects, such as a time dragon's breath weapons, Cast through Time, Deceleration, Déjà vu, Haste, Slow, Time Hop, Word of Momentary Disruption, unless you choose to let the effect affect you. Beginning at 15th level whenever any creature within 60-ft uses Time Stop you may choose to be transported with them into their apparent time, able to affect them and be affected by them as if not under the effects of Time Stop but otherwise under its effects as normal.
Lesser Aspect: Time Expulsion Breath (Su): You gain a 2nd breath weapon, a cone of time expulsion. Any creature within this cone must make a Will save or be expelled from time for 1d4+1 rounds. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Greater Aspect: Mastery of Time (Su): You are continuously affected as if by a Haste spell. In addition you may use Deceleration, Déjà vu, and Time Hop with your Spell Pool as if they were Sorcerer spells. By spending a 4 Spell Pool Point surcharge and providing the material component you may use Temporal Stasis with your Spell Pool as if it was a 4th level spell, or by spending a 4 Spell Pool Point surcharge you may use Time Stop with your Spell Pool as if it was a 5th level spell.
Specialized Aspect: Draconic Surge (Su): You may expend magical power to temporarily quicken yourself, acting in a sudden burst of speed. By expending 2 Spell Pool Points as a swift action you gain a bonus move action, or you may spend 3 Spell Pool Points to gain a Standard action.

Tome Dragon (Dragon #343)
Allowed alignments: Any Lawful or True Neutral.
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
Breath Weapon: A burst of explosive elemental force. This burst is situated anywhere within the range that you would have for a line breath weapon and is 5-ft in radius with a 30-ft line, 15-ft radius with a 60-ft line and its radius increases by 5-ft for every 20-ft your line increases after that point. When you use this ability select an element (air, earth, fire, or water) it deals sonic damage for air, piercing for earth, fire for fire, and nonlethal bludgeoning damage for water. This ability deals damage in d8s.
Energy Resistance: Instead of gaining Energy Resistance/Immunity a Tome Dragonsoul Acolyte gains the following abilities. At 3rd level they gain Detect Magic as a spell-like ability at-will. At 7th level they gain the ability to spend 1 Spell Pool Point to Empower a spell they activate through their Spell Pool. At 11th level they can spend 2 Spell Pool Points to Maximize a spell they activate through their Spell Pool. At 15th level they gain the ability to spend 3 Spell Pool Points to Quicken a spell they activate through their Spell Pool.
Lesser Aspect: Power of the Spell Pool: You gain a +2 to your Caster Level for all abilities cast through your Spell Pool and gain an additional 2 points in your Spell Pool.
Greater Aspect: Extended Spell Pool: You can use Sorcerer spells 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 spell of the level granted by this ability and 1 spell of the highest level you would normally have. Spells of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
Specialized Aspect: Power Overflowing: You gain an additional point in your Spell Pool for every 2 Dragonsoul Acolyte levels you possess.

Dungeon Magazine Dragon
Spinewyrm
Allowed alignments: Any Evil and True Neutral.
Tutelary Skills: Concentration, Escape Artist, Spot.
Breath Weapon: Instead of a true breath weapon you gain the ability to fire spines from your body. This functions as a breath weapon (same recharge timer, etc), except for each die of damage your breath weapon would deal you may fire 1 spine at a target within the range of your (potential) line breath weapon dealing 2d6 piercing damage as a ranged attack. You may divide your targets with these spines as you wish but must decide the number of spines per target before making any rolls, and if you hit a single target multiple times you may add together the damage from all successful spine attacks before applying Damage Reduction. For each die of damage your breath weapon would deal you may have these spines overcome DR as a material, damage type (slashing or bludgeoning), or alignment which you possess of your choice, and when you gain Pierce Resistance they also ignore the first 10 points of DR.

Any creature struck by a spine must make a Reflex save (your breath weapon DC) or have the spine become lodged in their flesh giving them a -1 penalty to attacks, saves, and checks; this save must be repeated for each spine which strikes them and the penalty is cumulative.
Energy Resistance: Instead of gaining Energy Resistance you gain DR ½ class level/magic beginning at Lv 3. At Lv 11 it becomes DR X/adamantine and magic and at Lv 15 it becomes DR X/-.
Claws: Instead of true claws you develop bony spines which extend from the back of your hands and your forearms; these function as claw attacks.
Spell Pool: Spinewyrms are psionic dragons.
Draconic Wings: Instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.
Lesser Aspect: Spines (Ex): Any natural weapon you possess grows bony spines causing it to deal slashing and piercing damage in addition to any damage types it may have already dealt. In addition all of your natural weapons inflict spines as a spinewyrm dragonsoul acolyte’s breath weapon, 1 spine per successful hit with a natural weapon.
Greater Aspect: Blades of the Spinewyrm (Ex): Your natural weapons each inflict 2 spines per hit with a Reflex save halving the number of spines received to 1 instead of negating them completely. In addition your Bite attack inflicts damage as if you were 2 size categories larger and gains +1.5 Strength damage instead of +0.5 as normal for a secondary natural weapon.
Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.



Dragonlance Setting Dragons
The other weirdly positioned 2nd/3rd party works for 3.5 Dragonlance also has its fair share of dragons.

Amphi Dragon: (Bestiary of Krynn)
Allowed alignments: Any Evil and True Neutral.
Tutelary Skills: Hide, Jump, Swim
Breath Weapon: Line of acid.
Energy Resistance: Acid.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Striking Tongue (Ex): You gain a long, striking tongue. Once per round, as a free action, you may make an attack with this tongue as a primary natural weapon, even if you use another primary natural weapon that round. This tongue has a reach of twice your normal melee reach and deals 1d8 + 1-1/2 your Strength modifier (as if it were your only natural weapon). You may use this tongue to make attacks of opportunity and may use it to disarm or trip opponents gaining a +2 to opposed checks made as part of these attempts.
Specialized Aspect: Acidic Skin (Ex): Your skin produces acid causing it to harm those that touch you. A creature grappling you, or striking you with a natural weapon, unarmed strike, or touching you takes 1d6+1/2 your Dragonsoul Acolyte acid damage.

Aquatic Dragon: (Bestiary of Krynn)
Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Disguise, Hide, Move Silently
Breath Weapon: Your breath weapon manifests in two different forms. If used out of the water it manifests as a cone of cold. If used underwater it manifests as a cone of inky darkness which slows creatures that touch it for 1d6+1 rounds (Fort negates) and which lingers in place for 1 minute.
Energy Resistance: Cold.
Draconic Wings: You do not gain the Draconic Wings ability. Instead at Lv 3 you gain a swim speed equal to your base land speed. At Lv 6 you gain the ability to breath water as easily as air. At Lv 10 you gain immunity to damage dealt by pressure.
Lesser Aspect: Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
Greater Aspect: Clear as Water (Sp): You can use Invisibility as a spell-like ability on yourself only at-will, and may use Greater Invisibility as a spell-like ability by spending 1 Spell Pool Point. By paying a surcharge of 4 Spell Pool Points you may even use Superior Invisibility from your Spell Pool as if it was a 5th level spell.
Specialized Aspect: Acid Resistant (Ex): You gain resistance/immunity to acid equal to your Energy Resistance/Immunity granted by class features.

Fire Dragon: (Bestiary of Krynn)
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Climb, Jump, Survival
Breath Weapon: Cone of Fire.
Energy Resistance: Fire.
Lesser Aspect: Chaotic Breath (Su): The damage from your breath weapon comes half from the pure essence of chaos. This renders half of the damage from your breath weapon effectively untyped, unaffected by energy immunity or resistance.
Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
Specialized Aspect: Igniting Breath (Su): Creatures damaged by your fire breath weapon must make a second Reflex save (same DC) or catch on fire for 1d4 rounds taking 1d6 fire damage per 2 dice of damage your breath weapon deals each round. Your Pierce Resistance ability applies to this damage. They may spend a standard action to attempt this save again to end this effect prematurely.

Frost Dragon: (Bestiary of Krynn)
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Climb, Hide, Spellcraft
Breath Weapon: Cone of Cold.
Energy Resistance: Cold.
Lesser Aspect: Cold Body (Su): Your natural weapons deal +1d6 Cold damage. This damage benefits from your Pierce Resistance ability.
Greater Aspect: Charged with Death (Su): Your breath weapon becomes charged with deathly energy dealing 1d6 Charisma damage +1 per 2 dice of damage your breath weapon deals. The target may make a Fortitude save (they must make this save in addition to the normal Reflex save) to halve this Charisma damage.
Specialized Aspect: Oblivion Breath (Su): A creature killed by your breath weapon vanishes, leaving only clothing and possessions. All memories of the victim vanish from the minds of those who knew them unless they have more hit dice than your Dragonsoul Acolyte level and succeed at a Will save against your Breath Weapon DC. The target cannot be revived short of a Wish or Miracle spell followed by a True Resurrection spell.

Sea Dragon: (Age of Mortals)
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Hide, Survival, Swim
Breath Weapon: Cone of superheated steam (fire).
Energy Resistance: Fire.
Draconic Wings: You do not gain the Draconic Wings ability. Instead at Lv 3 you gain a swim speed equal to your base land speed. At Lv 6 you gain the ability to breath water as easily as air. At Lv 10 you gain immunity to damage dealt by pressure.
Lesser Aspect: Rebuke Scaled (Su): This ability functions as Rebuke/Command undead but affects scaled Animals (reptiles and fish) instead of undead creatures. In addition you may communicate with any creature commanded by this ability as if under the effects of a Speak with Animals spell.
Greater Aspect: Lateral Lines (Ex): You gain Blindsight out to the range of 30-ft or out to any Blindsense range you possess whichever is greater.
Specialized Aspect: Seasense (Ex): When underwater you gain Blindsense out to 120-ft.

Zaydos
2014-08-25, 01:35 AM
Tutelary Dragon List: Homebrew

Sublime Dragons:
Certain dragons will be marked as sublime dragons. These dragons put the powers of the sublime way over arcane mastery. Like psionic dragons the Spell Pools of Dragonsoul Acolytes which dedicate themselves to these tutelary dragons function differently. Instead of being able to use various spells as Spell-like Abilities through the Spell Pool a Dragonsoul Acolyte can spend a single spell pool point to initiate a martial maneuver or enter a martial stance level 3 or lower, 2 Spell Pool Points to initiate a martial maneuver or stance level 4 to 6, or 3 Spell Pool Points to initiate a martial maneuver or stance level 7 or higher. A Dragonsoul Acolyte does not need to meet any prerequisites for the maneuver or stance other than the initiator level requirement to initiate a maneuver of that level, and uses their full Dragonsoul Acolyte level for their initiator level with maneuvers and stances initiated this way (but not for other purposes). A Dragonsoul Acolyte cannot initiate the same maneuver 2 rounds in a row with this ability but is otherwise not limited to readied/unexpended/known maneuvers when using this ability and in fact does not know, ready, or expend any maneuvers with this ability. Each Sublime Dragon grants access to a certain limited pool of disciplines.

Miscellaneous Dragons
Amber Dragon:
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Handle Animal, Hide, Survival
Breath Weapon: A cone of entangling sap. Creatures within the area must make a Reflex save or be entangled for 1d6 rounds + 1 round per die of damage your breath weapon would deal. Once you have 2 or more dice this effect immobilizes targets for 1 round per 2 dice of damage you would have dealt making them unable to move for that duration, and even on a successful save they are entangled for the duration they would have been immobilized. Once you have 5 or more dice a creature which fails its save is almost completely immobilized for 1 round per 5 dice of damage you would have dealt, leaving them unable to apply their Dexterity bonus to AC or take any actions which require bodily movement including speaking, and even on a successful save is immobilized for this duration.
Energy Resistance: Instead of gaining energy resistance an Amber Dragonsoul Acolyte gains the ability to Wild Shape as a druid. At 3rd level they can Wild Shape into a Small Animal 1/day. At 7th level they can use this ability 2/day and assume Medium sized forms. At 11th level they can use this ability 3/day and assume Large and Tiny sized forms. At 15th level they can use this ability 4/day and assume Huge and Plant forms.
Spell Pool: An Amber Dragonsoul Acolyte gains access to Druid spells instead of Sorcerer spells via their Spell Pool.
Lesser Aspect: Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
Greater Aspect: Magnetize (Su): By spending 3 points from your Spell Pool as a Standard action you may magnetize a target within 60-ft. If they are wearing metal armor or a metal shield their armor check penalty increases by 2 (to a minimum of -2), or to double their existing armor check penalty (whichever is worse) and suffer a -10-ft speed reduction if wearing medium armor and a -20-ft speed reduction if wearing heavy (this cannot reduce their speed below 5-ft), their arcane spell failure also increases by 20% or doubles (whichever is worse). They suffer a -2 to attack rolls with metal weapons, and cannot use ranged weapons with metal ammunition, and attacks against them using metal weapons (including metal ammunition) gain a +4 bonus to hit. In addition if they are near a metal wall or floor they are Slowed as per the spell unless they succeed on a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier).
Specialized Aspect: Magnetic Shield (Su): A magnetic force field surrounds you granting you a +3 Deflection bonus to your AC equal to, this bonus increases by +1 for every 6 Dragonsoul Acolyte levels you have beyond 6th. This bonus is doubled against attacks from metal weapons (including metal ammunition).

Argentum Dragon:
Alignments allowed: Any Lawful or True Neutral.
Tutelary Skills: Appraise, Bluff, Gather Information.
Breath Weapon: Line of energy that coalesces into a series of blades. Damage reduction applies against these blades but they deal slashing and piercing damage and overcomes damage reduction and regeneration as Magic, Lawful, Cold Iron, Silver, and Adamantine. This breath weapon deals damage in d8s, but once you gain the Pierce Resistance ability it ignores the first 5 points of a creature's Damage Reduction.
Energy Resistance: Cold.
Lesser Aspect: Rime Breath (Su): You gain a 2nd breath weapon a cone of cold dealing d8s for damage. Any creature within the area is must make a Fortitude save for half damage (instead of a Reflex save) and if they fail they are entangled for 1d4 rounds.
Greater Aspect: Channeling Fangs (Su): When you make a successful bite attack (even as part of a full attack action or attack of opportunity) you may expend spell pool points to cast a touch range spell and channel it through your bite affecting the struck creature.
Specialized Aspect: Warrior Spellburst (Su): 1/round as a free action you may spend up to 5 spell pool points to gain an insight bonus to attacks equal to the expended points and a bonus to damage equal to twice the number of points expended.

Ashwood Dragon:
Alignments allowed: Any non-Evil.
Tutelary Skills: Hide, Move Silently, Survival.
Breath Weapon: Line of fire.
Energy Resistance: Fire.
Spell Pool: You may cast spells from the Druid spell list and the Fire portion of the Wu Jen spell list instead of the Sorcerer spell list.
Lesser Aspect: Extinguishing Breath (Su): You gain a 2nd breath weapon a cone of thick white gas which extinguishes fires and slows creatures reflexes. This gas automatically extinguishes all non-magical fires within its area of effect, and acts as a targeted greater dispel magic (Caster level equals your Dragonsoul Acolyte level) on each magical fire within the area. Creatures within the area take 1d6 Dexterity damage + 1 per 2 dice of damage your breath weapon would deal, and Elementals with the Fire subtype take untyped damage in d10s from this breath weapon; a successful Fortitude save negates the Dexterity damage and halves the damage that would be dealt.
Greater Aspect: Warden of the Wild: You treat Druid spells and Fire aspected Wu Jen spells as if they were 1 level lower for the purposes of your Spell Pool.
Specialized Aspect: Face of Beasts (Su): You gain the Alternate Form ability and can use it to take the shape of any Large or smaller animal with hit dice equal to your Dragonsoul Acolyte level or lower. Any ability score bonuses from this class, your Scales ability, and your draconic wings abilities apply to this new form and you may use your breath weapon normally; you gain any natural weapons from this class that your new form does not already possess but do not increase the damage dice of those that they already have. While in this form you may speak normally despite your animal form.

Avenger Dragon:
Alignments allowed: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Diplomacy, Intimidate, Sense Motive.
Breath Weapon: Cone of holy fire; half of this breath weapon's damage is pure holy power and not affected by energy resistance or immunity. It still deals damage as d10s.
Energy Resistance: Fire.
Lesser Aspect: Awaken Inner Power (Su): As a swift action you may invoke the inner spiritual power of yourself and or one or more willing good aligned creatures within 30-ft. This costs 1 Spell Pool Point per creature (including yourself) which must be paid again at the beginning of each round to keep the effect active. Creatures under this effect gain a +4 sacred bonus to all ability scores, and a +2 sacred bonus to attack rolls, saving throws, and Caster Level but when it ends such creatures are exhausted until the end of the encounter and fatigued until they have rested for 1 hour thereafter.
Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

Barrow Dragon:
Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
Tutelary Skills: Appraise, Bluff, Jump
Breath Weapon: Cone of fire.
Energy Resistance: Fire.
Spell Pool: A Barrow Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Barrow Dragonsoul Acolyte may initiate maneuvers from Feral Hunter (http://www.giantitp.com/forums/showthread.php?306672-Feral-Hunger-%28Martial-Discipline%29), Stone Dragon and Tiger Claw disciplines.
Least Aspect: Treasure Sense (Su): By spending a standard action you can sense the direction and distance of all coins and gems within 100-ft.
Greater Aspect: Tyrant’s Fear (Su): By expending a spell pool point you may force a creature struck by your natural weapon or damaged by your breath weapon to make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d4 rounds; by expending 3 points (before they roll their save) you can increase this effect to frightened. In addition by expending 4 Spell Pool Points as a free action you can cause your Frightful Presence ability to function in your natural form in addition to when you are using Dragon Form for 1 minute.
Specialized Aspect: Draconic Charm: You gain the ability to use Charm Person and Suggestion as spell-like abilities by paying 2 and 3 Spell Pool Points respectively. Beginning at 13th level this expands to include Charm Monster for 4 Spell Pool Points, at 17th Dominate Person for 4 Spell Pool Points, and at 20th level Mass Suggestion for 8 Spell Pool Points.

Basillo Dragon:
Alignments allowed: Any Chaotic or True Neutral.
Tutelary Skills: Intimidate, Survival, Swim
Breath Weapon: You gain the ability to perform a song of destruction which functions like a breath weapon. This ability deals sonic damage as a breath weapon in a burst centered on yourself (a successful Fortitude save halves this damage, not reflex). This burst has an area of 5-ft away from you, increasing by 5-ft each time the area of your breath weapons increase and double that range when used underwater. You are immune to this breath weapon as are basillo dragons (but not other basillo dragonsoul acolytes).
Energy Resistance: Cold.
Draconic Wings: A basillo dragonsoul acolyte does not gain wings and cannot fly. Instead they gain a +30-ft increase to their swim speed, the Jet ability allowing them to run at 6 times their normal speed when swimming (8 times with the run feat), and immunity to the negative effects of pressure.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Lingering Song (Su): Any creature damaged by your song of destruction takes damage again on the next round dealing 3 less dice of damage, and the next until the damage reaches 0. Any metabreath feats do not apply after the initial attack, and the target is allowed a new Fortitude save for half.
Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm)).

Bellum Dragon:
Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
Tutelary Skills: Balance, Jump, Tumble
Breath Weapon: Cone of fire.
Energy Resistance: Fire.
Spell Pool: A Bellum Dragon is a Sublime Dragon for the purposes of their Spell Pool. A Bellum Dragonsoul Acolyte may initiate maneuvers from Iron Heart, Stone Dragon and Tiger Claw disciplines.
Least Aspect: Draconic Reserves (Su): You may spend 2 Spell Pool Points as a move action to gain a +2 morale bonus to saving throws for 1 + your Charisma modifier rounds (minimum 1). In addition you may make a 2nd saving throw against any ongoing effect affecting you (it must have allowed a save to avoid the effect in.
Greater Aspect: Extra Arms (Ex): You grow 2 additional arms. These are fully functional arms, and each end with a claw granting you 2 additional claw attacks beyond those already granted by this class with the same damage.
Specialized Aspect: Pounce (Ex): You gain the pounce ability (you may make a full attack on the end of a charge).

Black Lotus Dragon:
Alignments allowed: Any Evil or True Neutral.
Tutelary Skills: Hide, Move Silently, Swim
Breath Weapon: Cone of contact poison dealing 1d4 Strength damage + 1/2 dice your breath weapon would normally deal.
Energy Resistance: Instead of gaining energy resistance as normal you gain the following abilities. At Lv 3 you gain Poison Immunity. At Lv 7 you gain Acid Resistance 10, which increases to 20 at 11th level, and 30 at 15th.
Lesser Aspect: Black Lotus's Fragrance: Your Strength poison breath also deals 1d4 Constitution damage +1 per 2 dice your breath weapon would normally deal.
Greater Aspect: Deathly Miasma (Su): You are surrounded by a blackish gas out to 10-ft. This gas is a dangerous poison, and any creature entering or starting its turn in the miasma must make a Fort save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or take 2d4 Con damage; this poison has no secondary damage. This gas does little to obscure vision, but other creatures looking through it suffer a -2 penalty to Spot and Search checks if their line of sight to the object passes through the gas.
Specialized Aspect: Envenom Claws (Su): A magically potent poison coats your claws. Your claw attacks gain a poison with an initial and secondary damage of 1d6 Dexterity (Fort save DC is 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier). This poison is supernaturally fortified and ignores any save bonuses or immunity to poison the target has from spell effects or magic items.

Blood Dragon:
Alignments allowed: Chaotic Evil, Neutral Evil.
Tutelary Skills: Hide, Jump, Move Silently
Breath Weapon: Cone of searing hot, acidic blood dealing half acid and half fire damage (d10s).
Energy Resistance: Acid.
Lesser Aspect: Blades of Blood (Su): You can inflict 2 points of Constitution damage to yourself to grow a pair of claw-like tendrils of blood which strike at your foes. These function as secondary natural weapons and deal 1d4 damage (if you are medium sized) dealing an additional point of fire and acid damage per die of damage your breath weapon deals; damage from these claws is considered magic. You must take an additional point of Constitution damage per round or these claws fade once more. The Constitution damage you inflict yourself to create these claws cannot be reduced in anyway and cannot be healed as long as you maintain these claws; if for some reason you cannot take Constitution damage (you have none for example) you cannot use this ability.
Greater Aspect: Blood Drain (Su): Your natural weapons gain the Wounding magic weapon quality.
Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

Chitin-Skin Dragon:
Alignments allowed: Any Evil, and True Neutral.
Tutelary Skills: Hide, Jump, Move Silently
Breath Weapon: Line of Acid.
Energy Resistance: Acid.
Lesser Aspect: Sonic Burst (Su): You gain a 2nd breath weapon a burst of sound centered on yourself dealing Sonic damage (Reflex still halves). This burst has an area of 5-ft away from you, increasing by 5-ft each time the area of your breath weapons increase. You are immune to this breath weapon, and the sonic breath weapon of Chitin-Skin dragons and Sound Burst of other Dragonsoul Acolytes; Chitin-Skin dragons are immune to this ability.
Greater Aspect: Hunting Leap (Ex/Su): All jumps you make are considered running jumps (this is Ex). By spending 2 Spell Pool Points you may make a Jump check to move as a Swift action, or by spending 3 Spell Pool Points you can make a Jump check to move as part of a full-attack action; if you do so all your natural weapon attacks deal +2d6 damage until end of turn.
Specialized Aspect: Rebuke Vermin (Su): You gain the ability to Rebuke and Command Vermin as an Evil Cleric of your Dragonsoul Acolyte level Rebukes Undead. You are treated as a Cleric 1 level higher for every 4 Dragonsoul Acolyte levels you possess.

Coral Dragon:
Alignments allowed: Any Evil, and True Neutral.
Tutelary Skills: Hide, Jump, Move Silently
Breath Weapon: Instead of a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d4 rounds, this increases to 1d4+1 when you'd normally have 3 dice of damage and to 1d6+1 at 7.
Energy Resistance: Cold.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Sea Tyrant (Su): You gain a continuous Freedom of Movement effect, and as long as you are underwater you gain a +4 bonus to attack rolls, +4 dodge bonus to AC, and +2d6 damage with all natural weapons.
Specialized Aspect: Breath of the Sea (Su): You gain a second breath weapon, a cone of invigorating energy filled with the essence of the sea. Any creature with the aquatic or water subtype, or dragonblooded creature with draconic heritage of a dragon with either subtype (whether half-dragon, draconic template, or draconic heritage feat), caught within it (other than yourself) gains 1d6 temporary hit points per die of damage your breath weapon would normally do and is hasted; both the haste effect and temporary hit points last only 1d6+1 rounds.

Cyclopean Dragon:
Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Appraise, Craft, Decipher Script
Breath Weapon: Line of Electricity.
Energy Resistance: Electricity.
Lesser Aspect: Smite (Su): You may pay 3 points from your Spell Pool to smite a creature; this functions as a paladin of your Dragonsoul Acolyte level's Smite Evil but adds a +4 to hit instead of your Charisma modifier and functions on a target regardless of alignment.
Greater Aspect: Channeling Fangs (Su): When you make a successful bite attack (even as part of a full attack action or attack of opportunity) you may expend spell pool points to cast a touch range spell and channel it through your bite affecting the struck creature.
Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm)).

Dance Dragon:
Allowed Alignments: Chaotic Good, Neutral Good, and Chaotic Neutral.
Tutelary Skills: Balance, Perform, Tumble.
Breath Weapon: Line of concentrated music, intensified, sped up, and with its frequency heavily increased; deals sonic damage (d10s) and Fort (not Reflex) halves.
Energy Resistance: A Dance Dragonsoul Acolyte does not gain the normal Energy Resistance abilities. Instead at 3rd level their base Reflex save from Dragonsoul Acolyte levels becomes good (+2 +1/2 class level instead of +1/3 class levels; same base save as Fort or Will). At 7th level they gain Evasion. At 15th level they gain Improved Evasion.
Spell Pool: A Dance Dragon is considered a sublime dragon for a Dragonsoul Acolyte's Spell Pool. They grant access to the Desert Wind, Setting Sun, and White Raven disciplines.
Lesser Aspect: Battle Dance (Ex): When you are unarmored and not wearing a shield and carrying a light load you gain a bonus to your AC equal to your Charisma modifier + 1 per 3 Dragonsoul Acolyte levels; this functions like a monk's AC bonus. In addition you may make Perform (Dance) checks in place of Concentration checks.
Greater Aspect: Strafing Dance (Ex): As a full round action you may move up to double your speed and make a single attack with a natural weapon against any number of creatures you threaten during this dance (but only 1 attack against each creature). Whatever natural weapon you use during this ability is treated as a primary natural weapon and adds 1-1/2 times your Strength bonus (if positive) instead of just your Strength modifier.
Specialized Aspect: Spell Guard's Dance (Su): In any round you move at least 10-ft you gain Spell Resistance 8 + your Dragonsoul Acolyte level. As long as you move at least 20-ft this increases by 2 and you gain a +1 bonus to saving throws against Spells and Spell-like abilities. If you move at least 30-ft this Spell Resistance increases to 12 + your Dragonsoul Acolyte level.

Dark Cloud Dragon:
Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Bluff, Move Silently, Spot
Breath Weapon: Cone of Electricity.
Energy Resistance: Electricity.
Lesser Aspect: Storm Summoner (Sp): You may pay 3 Spell Pool Points to summon a storm elemental as a standard action; this storm elemental remains for 2 rounds per Dragonsoul Acolyte level you possess and this is considered a spell 1 level higher than the highest level you can access with your Spell Pool (1st if you do not have access to spells). If you have access to 1st level spells this effect summons a small storm elemental, when you gain 2nd level spells this increases to medium storm elementals, when you gain 3rd level spells this becomes a large storm elemental, at 4th level spells this becomes a huge storm elemental, and at 5th level spells this becomes an elder storm elemental. By choosing to summon a storm elemental one grade weaker (greater instead of elder, large instead of huge, etc) you may summon 1d3 instead, and by choosing to summon a storm elemental 2 grades weaker you can summon 1d4+1 instead.
Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

Dawn Dragon:
Allowed Alignments: Any Good.
Tutelary Skills: Appraise, Craft, Profession.
Breath Weapon: Cone of searing light; deals fire damage (d10s).
Energy Resistance: Fire.
Spell Pool: A Dawn Dragon is considered a sublime dragon for a Dragonsoul Acolyte's Spell Pool. They grant access to the Desert Wind, Devoted Spirit, and White Raven disciplines.
Lesser Aspect: Resist Blows (Su): You gain DR 1/magic per 3 Dragonsoul Acolyte levels you possess.
Greater Aspect: Radiant Aura (Su): You are surrounded by an aura of radiant light which produces bright light out to 30-ft per 2 Dragonsoul Acolyte levels (this is considered a light spell of 1/2 your Dragonsoul Acolyte level). Evil Outsiders and undead within the bright light of this aura take 4d6 damage per round and any undead creature within the bright light of this aura is considered to be turned as if by a cleric of your Dragonsoul Acolyte level, if they have too many hit dice to be turned by a cleric of that level they are unaffected. As a standard action you may spend 1 or more Spell Pool Points to intensify this aura, dealing 1d10 damage per Spell Pool Point spent to all Evil Outsiders and Undead within the aura (Will halves) and increasing your effective Cleric level for the aura's turn undead function by 1 per 2 Spell Pool Points spent.
Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

Death Dragon:
Allowed Alignments: Any Evil.
Tutelary Skills: Concentration, Intimidate, Knowledge (Religion).
Breath Weapon: Cone of of brownish gray gas with the gritty feel of crypt dust. Creatures within the cone gain 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Reflex save halving the negative levels inflicted (rounded down).
Energy Resistance: Beginning at 3rd level you gain a +4 bonus to saves against death effects, effects which inflict negative levels or energy drain and on saves to remove negative levels. Beginning at 7th level when you gain negative levels you may immediately make a Fortitude save to remove them; you do not suffer the penalty inflicted by the negative levels you are attempting to remove on this save and they still do not become permanent level loss if you fail this save unless you fail the save 24 hours later. Beginning at 11th level you are completely immune to negative levels and energy drain. Beginning at 15th level you are immune to death effects.
Spell Pool: You gain access to the Dread Necromancer spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
Lesser Aspect: Aura of Desecration (Su): By spending 2 Spell Pool Points you may use Desecrate as a spell-like ability except that it is always centered on yourself and you are considered to be an altar of a dark god for its effects.
Greater Aspect: Reanimating Breath: Any creature killed by your energy draining breath immediately revives as a wight (if possible) or a zombie (if not). Any resulting wight has an initial attitude of friendly. You do not automatically control the revived creature but you may choose to immediately gain control of it as if you had use Rebuke Undead; you must have available hit dice in your pool to command it.
Specialized Aspect: Rebuke Undead (Su): You gain the ability to Rebuke and Command Undead as an Evil Cleric of your Dragonsoul Acolyte level.

Deep Trench Dragon:
Allowed alignments: Any Evil or True Neutral.
Tutelary Skills: Appraise, Jump, Swim
Breath Weapon: Line of super-heated water; deals fire damage.
Energy Resistance: Fire.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Priest of Depths (Ex): You are immune to damage from pressure, and may see twice as far through water. In addition you may use any spell on the BlackwaterStormwrack, OceanStormwrack, or StormSpC domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use WaterspoutStormwrack as if it were a 5th level spell with your spell pool but suffer a 3 point surcharge when doing so.
Specialized Aspect: Mighty Claws: Your claw attacks deal damage as if you were 2 size categories larger.

Devastation Dragon:
Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Hide, Move Silently, Truespeak
Breath Weapon: A cone of force (d8s) which ignores hardness of objects and deals full damage against them.
Energy Resistance: Force; once you have obtained immunity you may pass through barriers made of force freely as if they were not there, in fact you must consciously choose to be affected by any Force effect in any way (this is a free action which can be performed outside of your turn).
Spell Pool: A Devastation Dragonsoul Acolyte does not gain access to the Sorcerer spell list with their Spell Pool. Instead they may use Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) invocations. They treat least invocations as 1st level sorcerer spells, lesser invocations as 3rd level sorcerer spells, and greater invocations as 5th level sorcerer spells, all regardless of the invocations' actual levels. When you gain your Talented Spells you instead select 2 Least Invocations you may use at-will, and when you gain your Signature Spell you instead choose a single Lesser Invocation you may use at this reduced cost.
Lesser Aspect: Accursed Words: You may use Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) malisons as if they were sorcerer spells of the same level (if you could not already use them). In addition when you use a malison it costs only 1 Spell Pool Point regardless of its level.
Greater Aspect: Soul of Apocalypse: You gain a +2 to your caster level for the purpose of Malisons and may use Least and Lesser Malisons as swift actions by paying an additional 2 Spell Pool Points. You may also spend 10 Spell Pool Points to call down an apocalyptic force. This counts as a 9th level spell-like ability and causes destructive energy to rain down dealing 10d6 fire, acid, or sonic damage (your choice) within a radius of 1 mile + 1 mile per additional Spell Pool Point beyond 10 which you spend. You are not damaged by this effect.
Specialized Aspect: Select 1 Path of the Apocalypse (see Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29)) you gain the first 2 Signs of that path.

Dry Dragon:
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Hide, Move Silently, Survival
Breath Weapon: A cone of desiccating sand. This deals half slashing and half desiccation damage (see Sandstorm for details on desiccation damage) in d8s.
Energy Resistance: Desiccation.
Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
Greater Aspect: Desert Skirmisher (Ex): You gain +1d6 damage per 4 Dragonsoul Acolyte levels with melee attacks in any round in which you move at least 10-ft. This damage is considered precision damage.
Specialized Aspect: Fire Resistance (Ex): You gain fire resistance and immunity equal to that granted by your Energy Resistance and Immunity abilities.

Ebony Dragon:
Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
Tutelary Skills: Appraise, Bluff, Spellcraft.
Breath Weapon: Line of eldritch energy (untyped, like eldritch blast, d8s).
Energy Resistance: Instead of gaining energy resistance or immunity you gain the following abilities. At Lv 3 you gain Spell Resistance 8 + your Dragonsoul Acolyte level. At Lv 7 this SR improves by 2 (to 10 + your DSA level), and again at Lv 11 (to 12 + DSA level). Beginning at 15th level you absorb spells which fail to penetrate your Spell Resistance gaining 4 temporary hit points per spell level, these temporary hit points last 10 minutes.
Spell Pool: An Ebony Dragonis considered a Sublime Dragon for the purposes of their Spell Pool. An Ebony Dragonsoul Acolyte may initiate maneuvers from Diamond Mind, Iron Heart, and Lunar Spirit (http://www.giantitp.com/forums/showthread.php?253718-Lunar-Spirit-%28Martial-Discipline%29&p=13783066#post13783066) disciplines.
Lesser Aspect: Dispelling Breath (Su): You gain a 2nd breath weapon a cone of dispelling energy. This breath weapon acts as an area dispel magic in its area with a caster level equal to your Dragonsoul Acolyte level and no cap to its dispel check bonus from Caster Level.
Greater Aspect: Spell Immunity (Su): Select up to 2 spells of each spell level 0 to 9 which allow spell resistance. Your spell resistance against these spells is considered infinite. By spending a standard action and 3 Spell Pool Points you may reselect one of these spells.
Specialized Aspect: Antimagic Scales (Su): You gain a +5 bonus to your AC against spells, including touch spells or attacks channeling spells. In addition any magical weapon striking you must make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or have its magical properties suppressed for 1 minute. Any creature striking you with a natural weapon or unarmed strike is affected as if by an area Greater Dispel Magic effect with a caster level equal to your Dragonsoul Acolyte level.

Eclipse Dragon:
Allowed alignments: Lawful Evil, and Neutral Evil.
Tutelary Skills: Bluff, Disguise, Heal.
Breath Weapon: Instead of a breath weapon you gain a profane touch. This ability uses the same recharge time as your breath weapon would/does and is used as a standard action requiring a melee touch attack. This touch deals 2d6 damage per die that your breath weapon would normally deal (it still gains Charisma based damage bonuses); this damage is pure profane energy and is not reduced by energy resistance or damage reduction and interacts with regeneration as damage from an evil spell.
Energy Resistance: Fire.
Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer spell list.
Lesser Aspect: Vile Darkness (Ex/Su): You gain a bonus Vile feat you fulfill the prerequisites for (this is Ex unless the feat itself is otherwise). In addition any attempt to detect or determine your alignment via means other than observing your actions reveals you to be Good aligned with an aura of good as a Good cleric.
Greater Aspect: Dark Pact (Su): You can make a dark pact with a creature. This grants the creature 1 bonus Vile feat it meets the prerequisites for and a +2 profane bonus to Strength, Constitution, Intelligence, and Charisma. You may also make 1 Suggestion to a creature in such a pact with you against which its spell resistance does not apply and which it does not gain a saving throw. The effects of this pact end after 1 week, or if the dragon is slain. Entering into this pact is a highly evil act that requires accepting all of one’s soul’s darkness and giving it free reign; any creature who accepts such a pact has their alignment immediately become evil. As the act of willfully accepting one’s own darkness is required for the pact to be completed a creature entering the pact will automatically know that it is an unquestionably evil act and must willingly accept that fact. Creating a dark pact requires 1 hour, 10 Spell Pool Points, and you may only have a number of dark pacts equal to your Charisma modifier (minimum 1) at a time. You may not create dark pacts with creatures with the Evil subtype, evil dragons, any creature with more hit dice than your Dragonsoul Acolyte level, or yourself.
Specialized Aspect: Profane Spell Shield (Su): You gain Spell Resistance 15 + your Dragonsoul Acolyte level against Divine spells; this spell resistance has no effect against arcane spells, spell-like abilities (unless flagged as divine spells in some way), or psionics, only functioning against Divine spells. If you already have Spell Resistance from another innate source (class feature, race, feat, soulmeld, vestige; not item or spell) you use either this spell resistance or that spell resistance + 10, whichever is better, when dealing with divine spells.

Electrum Dragon:
Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Knowledge (Arcana), Knowledge (Local), Knowledge (Nature)
Breath Weapon: Line of sound.
Energy Resistance: Sonic.
Lesser Aspect: Immobilization Breath (Su): You gain a 2nd breath weapon a cone of immobilizing gas which roots creatures in place. Any creature within this breath weapon must make a Will save or be immobilized (unable to move from their current square) for 1d4+1 rounds; they may still teleport and flying creatures can still hover or if they cannot fall 20-ft per round.
Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

Enyo Dragon:
Allowed alignments: Any Chaotic or Neutral Evil.
Tutelary Skills: Choose 3 disciplines. You treat these disciplines' associated skills as Tutelary Skills.
Breath Weapon: Cone of Force (d8s).
Energy Resistance: Force.
Spell Pool: An Enyo Dragon is a sublime dragon. You gain access to whichever three disciplines you chose to gain your Tutelary Skills from.
Lesser Aspect: Warrior's Reflexes (Ex): When you are unarmored and not wearing a shield and carrying a light load you gain a bonus to your AC equal to your Wisdom modifier + 1 per 3 Dragonsoul Acolyte levels; this functions like a monk's AC bonus and does not stack with a monk's AC bonus, although you may add your Monk level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for this effect. In addition you add your Wisdom bonus as an Insight bonus to Reflex saves and Initiative checks.
Greater Aspect: Twin Stance (Su): You may enter a 2nd martial stance through your Spell Pool while maintaining another you already have active. You may only maintain 2 stances at a time for a number of rounds equal to your Wisdom modifier after which point one of your stances end. Your 2nd stance activated must be one activated (and paid for) via your Spell Pool.
Specialized Aspect: Deflect Rays (Su): You gain Deflect Arrows as a bonus feat (this is Ex). In addition you may use this feat to deflect rays and ranged touch attacks as if they were arrows.

Feathered Dragon:
Allowed alignments: Any Good or True Neutral.
Tutelary Skills: Heal, Perform, Survival.
Breath Weapon: Instead of a breath weapon you gain the ability to invoke the wrath of the spirits; this functions as a breath weapon using the same recharge timer as your breath weapons from this class but deals damage to up to 1 target creature per die of damage your breath weapon deals, all creatures must be within 30-ft of you. Undead and aberrations take d10s for damage, while fey, animals, and magical beasts take only d6s, everything else takes damage in d8s. Each target is allowed a Will save to half the damage (instead of Reflex).
Energy Resistance: Instead of gaining Energy Resistance and Immunity as normal you gain a variety of abilities. Beginning at 3rd level you are immune to poisons. At 7th level you gain the Voice of Spirits ability (see below) and the Woodland Stride ability. At 11th level you gain Trackless Step (as a druid) and the ability to See Invisibility as the spell (this is an Su ability). At 15th level you gain the ability to use Invisibility as a spell-like ability by paying 1 Spell Pool Point.
Your connection with spirits has advanced to such a degree that you may speak normally in magical silence, the spirits acting as your voice allowing you to be heard as if there was no magical silence. This also allows it to cast spells with verbal components normally in such conditions.
Spell Pool: You gain access to the druid spell list and the Air, Good, and Healing domains instead of the Sorcerer spell list.
Lesser Aspect: Turning Breath (Su): You gain a breath weapon, a cone of positive energy which turns undead as a cleric of your Dragonsoul Acolyte level. While you still must make a Turning Check to determine the highest individual hit dice of undead which may be affected you do not roll turning damage instead having infinite turning damage.
Greater Aspect: Shed Flesh (Su): As a full round action you may, by paying 5 Spell Pool Points, become Incorporeal for as long as you desire. While Incorporeal you may use your natural weapons as incorporeal touch attacks against corporeal foes, using Dexterity to hit and adding Charisma to damage as if it were Strength (your Strength score becomes - while incorporeal). You are considered a summoned extraplanar creature for interacting with Protection from Evil and similar effects while incorporeal this way; becoming corporeal once more is a standard action which does not cost Spell Pool Points. You may not use this ability while on the Ethereal Plane. Alternatively you may use this ability to enter the Ethereal Plane while on a plane connected to it. You may return to the Prime as a standard action (this does not cost spell pool points) but cannot in an area warded by Protection from Evil or similar effects unless the opposite alignment to that which it protects against. By paying 3 Spell Pool Points you may return to the Prime and be Incorporeal, or while Incorporeal you may pay 3 Spell Pool Points to enter the Ethereal Plane where you will be corporeal.
Specialized Aspect: Poison Healing (Su): You may use Neutralize Poison at-will with a touch as a supernatural ability. In addition you may pay 1 Spell Pool Point and touch a creature to heal any effects from poison they are currently suffering (such as ability damage), this costs 3 Spell Pool Points to heal if they suffered ability drain. By paying 6 Spell Pool Points you may revive a creature that was killed directly due to poison as if with Raise Dead except they suffer no level loss.

Fog Dragon:
Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
Tutelary Skills: Hide, Move Silently, Swim.
Breath Weapon: Line of electricity. This breath weapon deals damage in d8s, but deals +2 damage per die against creatures made of metal or wearing metal armor.
Energy Resistance: Electricity.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Blindsight (Ex): You gain Blindsight out to 60-ft, doubling to 120-ft in the water.
Specialized Aspect: Fog Summoner: You can select Obscuring Mist as a cantrip and treat Obscuring Mist, Fog Cloud, Cloud of BewildermentSpC, Malevolent MiasmaSpC, Stinking Cloud, Contagious FogSpC, Solid Fog, Cloudkill, Mind Fog, Acid Fog, and Freezing FogSpC as if they were 1 spell level lower for the purposes of your Spell Pool.

Fungal Dragon:
Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
Tutelary Skills: Climb, Jump, Survival.
Breath Weapon: Line of Energized Spores which deal untyped damage (d6s). Any creature damaged by these spores must make a Fortitude save or be nauseated for 1 round/die of damage dealt.
Energy Resistance: Instead of gaining energy resistance a fungal dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
Lesser Aspect: Infectious Breath (Su): You gain a second breath weapon a cone of spores that infest an affected creature dealing 2 Con damage per round for 1 round per two dice of damage it would have dealt. A successful Fortitude save prevents this effect, and the damage can be halted by a Remove Disease spell.
Greater Aspect: Fungal Regeneration (Ex): You gain Regeneration 5 overcome by cold and fire.
Specialized Aspect: Plant Body (Ex): You gain certain plant-like traits, granting you immunity to stunning and poison and a 5% chance per Dragonsoul Acolyte level of negating critical hits and precision damage (becoming full immunity at 20th level).

Gorgonid Dragon:
Allowed alignments: Any Chaotic or True Neutral.
Tutelary Skills: Jump, Tumble, Survival
Breath Weapon: Cone of fire.
Energy Resistance: Fire.
Lesser Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
Greater Aspect: Deadly Fangs (Ex): Your bite damage increases by 2 dice sizes as if you had grown 2 size categories, and your bite attack gains a critical rating of 18-20/x3. Finally whenever you bite a creature you may make a trip attempt as a free action without needing a touch attack to initiate it, you gain a +4 bonus to this trip attempt and if you fail your opponent cannot react to trip you back.
Specialized Aspect: Hunter's Nose (Ex): You gain the Scent special quality and may track at full speed without penalty. Your scent is especially keen allowing you to detect things by scent at twice the normal range (60-ft, 120-ft if you are downwind of them, 30-ft if you are upwind of them, 10-ft to pin point their location).

Glacier Dragon:
Allowed alignments: Any Chaotic or True Neutral.
Tutelary Skills: Balance, Climb, Survival
Breath Weapon: Cone of Cold.
Energy Resistance: Cold.
Lesser Aspect: Keen Nose (Ex): You gain the Scent special quality.
Greater Aspect: Frigid Bite (Su): Your bite attack deals 2d6 cold damage (this benefits from Pierce Resistance) and 1d4+2 Dexterity damage per hit.
Specialized Aspect: Ice Walker (Su): You may move at full speed over ice and snow, suffering no penalty to skill checks due to snow or ice, and suffer no penalties to spot or listen due to snow storms. In addition you may climb across icy surfaces as if you were under the effects of a spider-climb spell.

Grim Crag Dragon:
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Balance, Jump, Swim
Breath Weapon: Line of fire.
Energy Resistance: Fire.
Lesser Aspect: Elemental Flesh (Ex): You are more elemental in nature, your flesh beneath your scales turning partially into elemental matter. When a critical hit or sneak attack is scored on you, there is a 5% chance per Dragonsoul Acolyte level (maximum 75% at 15th level) that the critical hit or sneak attack is negated and damage is instead rolled normally.
Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
Specialized Aspect: Pyromantic Spell Pool: You may treat spells with the fire descriptor as 2 spell levels lower (minimum 0) for the purposes of your Spell Pool. In addition you may ignore caster level caps on such spells, increasing your CL by 2 and the save DCs by 1 for all fire descriptor spells used through your Spell Pool.

Zaydos
2014-08-25, 01:36 AM
Tutelary Dragon List: Homebrew Part 2

Miscellaneous Dragons continued
Hooded Dragon:
Allowed alignments: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
Tutelary Skills: Autohypnosis, Bluff, Intimidate.
Breath Weapon: A cone of mystical gas. Any creature caught in this gas has it seep into them igniting them from the inside out. This deals half the normal damage of your breath weapon ability (in d10s) as fire damage and the creature must make a Fortitude save or take the same fire damage each round during your turn for 2 rounds. Multiple uses of your breath weapon do not stack for damage, but reset the duration each time.
Energy Resistance: Fire.
Spell Pool: A hooded dragon is a psionic dragon gaining access to the Wilder power list instead of the sorcerer spell list.
Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
Greater Aspect: Paralyzing Gaze (Su): You grow a cobra-like hood. You may infuse yourself with draconic power by spending 4 Spell Pool Points as a free action if you do you gain a Gaze attack with a range of 60-ft until the start of your next turn. Any creature affected by your gaze is Dazed for 1 round, a successful Will save (DC 10 +1/2 your Dragonsoul Acolyte Level + your Charisma modifier). If you focus your gaze on a creature (as a standard action) and they fail their save they are Paralyzed for 1 round instead of Dazed. This is a mind-affecting ability.
Specialized Aspect: Mind of Control: You can use Telepath discipline powers as if they were Wilder spells. In addition you may use Psionic Charm, Psionic Suggestion, and Psionic Dominate for 1 less Spell Pool Point than normal (to a minimum of 1) and fully augment them for a 1 Spell Pool Point surcharge if that would be less than 4 (or 4 otherwise).

Hymn Dragon:
Allowed alignments: Any Good.
Tutelary Skills: Disguise, Heal, Perform.
Breath Weapon: A cone of sound (sonic).
Energy Resistance: Sonic.
Spell Pool: Instead of gaining access to the Sorcerer spell list through your Spell Pool you gain access to the Cleric spell list. Likewise your Talented Spells and Signature Spell are chosen from the Cleric spell list instead of the Sorcerer list.
Lesser Aspect: Draconic Bard: You may use Bard spells as if they were Sorcerer spells (or Wilder powers, or whatever list you have access to) of their Bard spell levels (using whichever spell level you prefer); they retain their Bard level for save DCs and Globe of Invulnerability and the like even if they have a different level for a Sorcerer.
Greater Aspect: Healing Breath (Su): You gain a 2nd breath weapon a cone of healing energy. This energy heals all creatures within the area 1d8 hit points per die of damage your breath weapon would normally deal. This is a positive energy effect and damages creatures harmed by positive energy and no effect on creatures neither harmed nor healed by such. A successful Will save halves the healing or damage from this effect.
Specialized Aspect: Draconic Hymnist (Su): Select 1 draconic hymns (http://www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-%283-5-base-class-PEACH%29) you may sing this hymn by paying 1 Spell Pool Point per round you sing. You may choose to sing the same verse of a dragonic hymn for multiple consecutive rounds, without needing to wait 3 rounds between singing the same hymn. Initiating this song is still a standard action, and maintaining it is a free action. In addition you gain a number of ranks in Perform (Vocal) equal to your Dragonsoul Acolyte level +3 (if this would push you over your maximum ranks in Perform Vocal you may immediately retrain excess skill points).

Kraken Dragon:
Allowed alignments: Any Evil and True Neutral.
Tutelary Skills: Disguise, Perform, Swim.
Breath Weapon: A cone of mind-rending energy which deals damage in d8s. This is a mind-affecting effect which requires a Will save instead of Reflex to half, and the DC is based off of your Charisma modifier instead of your Constitution modifier.
Energy Resistance: Instead of gaining energy resistance a kraken dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
Lesser Aspect: Charming Drake: Treat the spells Charm Person, Charm Monster, Mass Charm Person, and Dominate Person as one level lower for your Spell Pool. In addition Enchantment and Telepathy spells, powers, and spell-like abilities you use get a +1 to their Save DCs.
Greater Aspect: Tentacles (Ex): You grow several long, constrictive tentacles. These four tentacles allow you to make tentacle attacks each acting as a secondary natural weapon dealing 1d4 damage (if you are medium sized). These tentacles have a reach 5-ft longer than is normal for you.
Specialized Aspect: Depths Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to twice your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based). In addition you are immune to damage from pressure.

Lepidodendron Dragon:
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Lawful Good, and Neutral Evil.
Tutelary Skills: Autohypnosis, Hide, Survival.
Breath Weapon: A ball of lightning which you fire at a single target as a ranged touch dealing electricity (d10s) damage (no saving thow).
Energy Resistance: Electricity.
Spell Pool: You gain access to the Druid spell list instead of the Sorcerer spell list.
Lesser Aspect: Wood Walker (Ex): You gain Woodland Stride and Trackless Step as the druid abilities of the same names.
Greater Aspect: Chain Breath (Su): When you use your ranged touch attack breath you may have it leap to another target within 30-ft of the original. This requires another ranged touch attack and deals the same damage. You may have it perform this leap again on this attack, but it may not leap to the same target twice. This may continue until one of the following happens: You miss, you strike an object, or there are no legal targets you wish to strike within range.
Specialized Aspect: Breath Barrage (Su): When using a touch attack breath weapon you may use it as a full round action to make multiple attacks with it. If your Base Attack Bonus is at least +6 you can make 2 attacks, if it is at least +11 you can make 3, and if it is at least +16 you can make 4, and if you are hasted you can make an additional attack. When you use your breath weapon this way you cannot apply metabreath feats to it, and it deals damage 1 die size smaller than usual, or 2 die sizes smaller than usual if you are making 4 or more attacks. Each use after the first, with the exception of the bonus for being hasted, suffers a -5 to hit, increasing to -10 and -15 on the 3rd and 4th non-hasted attack respectively. In addition when you make a full attack that includes a bite attack you may replace the bite attack with a breath weapon (even if not a ranged touch one), if you do so its damage is reduced by 1 die size.

Maleficence Dragon:
Allowed alignments: Any Evil.
Tutelary Skills: Concentration, Intimidate, Knowledge (Religion).
Breath Weapon: A line of soul disrupting energy which harms living creatures and the undead (constructs are immune). This deals damage in d8s and a Will save is used to half this damage instead of a Reflex save.
Energy Resistance: Instead of gaining energy resistance and immunity you gain the following abilities. At 3rd level you gain +4 to saves versus death effects, negative energy effects, and saves to remove negative levels. At 7th level you reduce damage you take from negative energy by 10. At 11th level this negative energy resistance increases to 20 and you may roll twice on any save this ability gives you a benefit to. At 15th level you gain total immunity to death effects, energy drain, and any negative energy effect.
Taint Suppression: If you select Maleficence Dragon as your Tutelary Dragon you gain the Taint Suppression ability (see Heroes of Horror page 89) at 1st level. At 4th level you no longer show symptoms when in tainted areas. At 9th level you become a creature of Taint; you no longer suffer effects from taint and your depravity and corruption scores are set to equal one-half your Charisma score +2 and cannot be increased or lowered.
Lesser Aspect: Tainted Blows (Su): You are wrapped in an evil and soul-rending force, a force which twists body and spirit. Your claws become tainted and any time you strike a creature with a claw attack they must make a Fortitude save (DC 10 +1/2 your dragonsoul acolyte level + your Constitution modifier) or gain 1 point of corruption and take 1d6 additional damage. Your bite attack, if any, inflicts this effect as well.
Greater Aspect: Tainted Breath: Your breath weapon now inflicts 1 point of depravity per 2 dice of damage it deals (or would deal if you are using a non-damaging breath) if the target fails their save against the breath. Note the effects of gaining more depravity than your current Wisdom modifier (Heroes of Horror page 62). In addition the soul of any creature killed or destroyed by your breath weapon is pulled into your tainted being where it is tortured to fuel your powers. Such a creature cannot be revived as long as you live and even once you are dead it requires a carefully worded Wish or Miracle followed by a spell to revive the dead and the creature is revived with 1 less than Severe Taint in both Corruption and Depravity if it did not already have higher taint totals.
Specialized Aspect: Aura of Fear (Su): You radiate an aura of fear. Any creature in the area must succeed on a Will save (DC 10 + 1/2 your dragonsoul acolyte level + your Cha modifier) or become shaken for as long as they are in the aura and for 1d4 rounds thereafter and take 1 point of Depravity (this never causes the creature to be stunned regardless of their Wisdom modifier). A creature who successfully saves cannot be affected by your aura of fear for 10 minutes, and must save each round until they succeed; each failure adds 1d4 rounds to the shaken effect but does not progress it further (although if they are shaken by another effect this effect will increase it to frightened). You may suppress or reactivate this ability as a free action at-will.

Moon Dragon
Allowed alignments: Chaotic Good, Neutral Good, and Chaotic Neutral.
Tutelary Skills: Disguise, Perform, Swim.
Breath Weapon: Cone of freezing gas (cold)
Energy Resistance: Handle Animal, Knowledge (Nature), Survival
Spell Pool: You gain access to the Druid spell list instead of the Sorcerer one.
Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Will save or be slowed (as spell slow) for 1d6+1 rounds.
Greater Aspect: Shifting Prowess (Su): You gain a +4 untyped bonus to Strength, Dexterity, or Constitution. As a swift action you may pay 1 Spell Pool Point to change which score this bonus it applied to. When using any ability to change your form which changes your ability scores this bonus doubles to +8.
Specialized Aspect: Goring Horns (Ex): You gain a pair of curved, bull-like horns, which you can use to make a gore attack as a secondary natural weapon dealing 1d6 damage (if you are medium) on a hit.

Necrocarnum Dragon:
Allowed alignments: Any Evil.
Tutelary Skills: Appraise, Bluff, and Spellcraft.
Breath Weapon: A cone of soul-shattering energy which deals 1d6 Constitution damage + 1 per 3 dice of damage your breath weapon would normally deal and reduces the target's essentia by an amount equal to the number of dice your breath weapon would normally deal (this essentia reduction lasts for 1 hour). A successful Fortitude save halves the damage and the essentia reduction.
Energy Resistance and Soul Pool: Like an Incarnum Dragonsoul Acolyte a Necrocarnum Dragonsoul Acolyte does not gain Energy Resistance or the normal spell pool ability. While they do still gain a small number of Spell Pool Points, their max spell level for the purposes of the spell pool is always 0. Instead they gain the ability to shape and bind soulmelds from the Incarnate list, gaining Soulmelds, Essentia, and Chakra binds based on their level as shown below. An Incarnum Dragonsoul Acolyte may use Essentia granted by this class to fuel abilities which normally require points from the Spell Pool at a rate of 1 essentia = 2 Spell Pool points (if an ability requires an odd number of spell pool points the excess point is wasted), essentia used this way is refreshed when spell pool points would be. In addition to the essentia you gain directly from leveling up, you gain the ability to harvest essentia from the death of creatures. You gain 1 point of essentia whenever a creature with at least 1 hit die within 30-ft of you dies, +1 per 6 hit dice they possess. You may only have an amount of essentia gained this way based upon your dragonsoul acolyte level and may not use this essentia to power abilities which cost spell pool points. Temporary essentia gained this way lasts for 1 hour and is then lost.


Level
Soulmelds
Essentia
Chakra’s Unlocked
Chakra Binds
Spell Pool Points
Necrocarnum Cap


3
1
0
-
0
-
2


4
2
0
-
0
3
2


5
2
1
Crown
1
3
3


6
2
1
-
1
4
3


7
3
1
-
1
5
5


8
3
1
Feet, Hands
1
5
6


9
3
2
-
1
5
6


10
3
2
-
2
5
6


11
4
2
Brow
2
6
7


12
4
2
-
2
6
8


13
4
3
Arms, Shoulders
2
6
8


14
5
3
-
2
7
9


15
5
3
Throat
3
8
10


16
5
3
-
3
9
10


17
5
4
-
3
9
11


18
6
4
Waist
3
10
12


19
6
5
-
3
10
12


20
6
6
Heart
4
12
14


You still gain Cantrips, Talented Spells, and Signature Spell as normal for a Dragonsoul Acolyte gaining the ability to use the selected 1st and 2nd level spells from Talented and Signature Spell abilities in defiance of their max Spell Pool level.
Lesser Aspect: Expanded Necrocarnum Capacity: The essentia capacity of any soulmeld you shape with the Necrocarnum descriptor is increased by 1, increasing by another 1 at 15th level.
Greater Aspect: Consume Essence (Su): Whenever you bite a creature that creature has one soulmeld it currently has shaped (at random) unshaped and any essentia the creature has in that soulmeld is lost and the creature recovers that essentia after 1 hour. If it does not have any soulmelds they instead take 2 points of Constitution damage. You gain essentia equal to any essentia a target loses or Constitution damage they receive due to this ability, but may only have 1 point of essentia gained this way per 4 Dragonsoul Acolyte levels; this temporary essentia lasts 10 minutes.
Specialized Aspect: Shield of the Heart (Ex): You are immune to ability damage and drain.

Occulus Dragon:
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
Breath Weapon: A Cone of Acid.
Energy Resistance: Acid.
Spell Pool: An Occulus Dragonsoul Acolyte does not gain access to the Sorcerer spell list with their Spell Pool. Instead they may use a series of eye rays as spell-like abilities. They may use one of these eye rays as a swift action, and all such rays require ranged touch attacks with a range of 60-ft. Available eye rays, the level they are gained, and the cost to use them are shown on the table below. Beginning at 8th level you may pay a 2 Spell Pool Point surcharge when using your eye rays to fire 2 rays as a single (swift) action, or beginning at 16th level 4 Spell Pool Point one to make 3 as a single action; this cost is in addition to the cost of each spell used in this volley and no ray can be used more than once as part of this volley.


Ray
Level
Effect
Spell Level
Cost


Inflict Wounds
4
1 or more d8s +CL level (max +5/d8) negative energy damage, Will save halves
# of dice or 1/2 Dragonsoul Acolyte level whichever is lower.
1 per die of damage dealt


Charm Person
4
Charm Person
1st
2


Exhaustion
7
Target is exhausted for 1 minute/caster level, Fort save reduces to Fatigue
3rd
2


Slow
7
Slows target for 1 round/caster level (Will negates)
3rd
2


Dispel Magic
11
Targeted dispel magic on target, pay 2 extra spell pool points for Greater Dispel Magic
3rd
3


Fear
11
Target is frightened for 1 round/caster level (Will negates)
3rd
3


Telekinesis
11
Move object up to 25 lbs as if with Telekinesis, creatures are allowed a Will save to resist.
4th
3


Charm Monster
14
Charm target as spell Charm Monster
4th
4


Daze
14
Dazes target for 1 round (this is a mind-affecting enchantment compulsion effect)
4th
2


Enervation
14
As spell Enervation (inflicts 1d4 negative levels for 1 hour)
4th
4


Dominate Person
18
As spell Dominate Person
5th
4


Flesh to Stone
18
As spell Flesh to Stone
5th
4


Sleep
18
Puts target to sleep for 1 minute/caster level (they may be awoken as normal for sleep spell); Will negates
5th
4


Death
20
As Finger of Death
7th
5


Disintegrate
20
As Disintegrate
6th
4

You still gain Talented Spells and a Signature Spell from the Sorcerer spell list as normal. You may pay an additional spell pool point to cast any of these spells, or other spell-like abilities fueled by your spell pool, through your eye stalks as long as they have a single target and a range other than personal. If you do so they are used as a swift action, and require a ranged touch attack with a range of 60-ft.
Lesser Aspect: Eye Stalks (Ex): You grow 4 eye stalks (from which you use your eye rays). These eye stalks grant you All-Around Vision (Ex), which gives you a +4 bonus to Search and Spot checks and renders you immune to being flanked.
Greater Aspect: Magic Suppressing Breath (Su): You gain a 2nd breath weapon, a cone of anti-magic which suppresses existing magical energy. This breath suppresses all pre-existing magical effects in the area for 1d6+1 rounds. The suppressing effect does not dispel effects, nor does it prevent new effects from being activated, but effects in existence before the dragon’s breath are treated as if they were in anti-magic for the duration. Creatures struck may cast spells, use spell-like abilities, and activate supernatural abilities, but magic items become inert for the duration, summoned creatures vanish only to reappear after the duration of this effect has passed. Supernatural abilities that cannot be voluntarily activated are also suppressed. Vestige pacts and soulmelds are suppressed for the duration as if affected by an antimagic field and still count against maximum number of pacts/soul melds.
Specialized Aspect: Gaze of Power (Su): Your normal (non-stalk) eyes merge together to form one large, cyclopean eye. You gain a gaze attack with this eye with a range of 30-ft. Any creature affected by this gaze attack must make a Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d6+1 rounds (this gaze cannot stack with itself). By spending 3 Spell Pool Points you may change this gaze into a Dazing Gaze for 1 round which dazes creatures which fail their save for 1 round; this is a mind-affecting effect. Beginning at 13th level you may make it Stun instead of Daze when using this ability. Beginning at 17th level you may pay 3 Spell Pool Points to instead make it an anti-magic gaze which creates an anti-magic zone within a 30-ft cone in front of you for 1 round. You must choose which gaze you are using as a free actin at the beginning of your turn and its effects last for 1 round.

Palladium Dragon:
Allowed alignments: Lawful Good, Neutral Good, and Lawful Neutral.
Tutelary Skills: Bluff, Disguise, Heal
Breath Weapon: A cone of magical gas which stuns those within it. Any creature within the cone must make a Will save or be stunned for 1d3 rounds, this increases to 1d4 when your breath weapon would deal 4 dice of damage, and 1d4+1 when it would deal 8 dice of damage.
Energy Resistance: Fire.
Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer spell list.
Lesser Aspect: Divine Blessing (Su): You can use your Charisma modifier instead of the normal ability score modifier for any and all saving throws.
Greater Aspect: Holy Dread (Su): Evil creatures within 30-ft suffer a -2 penalty to attack rolls, weapon damage, saving throws, skill and ability checks, and to their Caster Level.
Specialized Aspect: Frost Proof (Ex): You gain Cold resistance and immunity equal to that granted by your Energy Resistance and Energy Immunity class features.

Plasma Dragon:
Allowed alignments: Any Chaotic and True Neutral.
Tutelary Skills: Craft, Gather Information, Spellcraft
Breath Weapon: A line of plasma dealing half fire and half electricity damage (d10s).
Energy Resistance: Fire.
Lesser Aspect: Flames' Rebuke (Su): You gain the ability to Rebuke creatures with the Fire subtype as an evil cleric of your dragonsoul acolyte level Rebukes Undead (or as a cleric with the fire domain rebukes fire creatures).
Greater Aspect: Powerful Breath: Your breath weapon(s) damage dice increase by one size (d4 -> d6 -> d8 -> d10 -> 2d6 -> 2d8 -> 3d6 -> 4d6 -> 5d6... etc). You gain Maximize Breath as a bonus feat, if you already have it you gain another meta breath feat instead.
Specialized Aspect: Electricity Immunity (Ex): You gain Electricity Resistance and Immunity equal to that granted by your Dragonsoul Acolyte level.

Peanut Dragon:
Allowed alignments: Any Evil.
Tutelary Skills: Bluff, Spellcraft, Survival
Breath Weapon: A cone of sticky acidic peanut butter. This breath weapon deals d8s for damage, but any creature which fails their saving throw is entangled for 1d3 rounds.
Energy Resistance: Acid.
Spell Pool: A Peanut Dragonsoul Acolyte gains access to Druid spells instead of Sorcerer spells via their Spell Pool, and uses Intelligence instead of Charisma for the saving throw DCs of Spell-like Abilities used via their Spell Pool.
Lesser Aspect: Rebuke Plants (Su): You can rebuke and command plant creatures as an evil cleric rebukes and commands undead. You may use this ability 3 + Charisma modifier times per day (minimum 3).
Greater Aspect: Legume Dragonsoul (Ex): You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning.
Specialized Aspect: Sorcerous Mastery: You gain access to the Sorcerer spell list in addition to the Druid spell list.

Plague Dragon:
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Heal, Survival
Breath Weapon: A cone of disgusting, bacteria-ridden acidic sludge. This cone deals acid damage (in d10s), Reflex halves, and any creature which takes damage from this breath weapon must make a Fortitude save or become infected with Black Spit.
The disease’s name come from one of the more interesting symptoms, it colors the patient’s saliva and phlegm an ashy black. As a warning to caretakers the disease seems to spread through bodily fluids. This is a supernatural disease.
Incubation Period: 1d4+1 days. Fort save DC: 14; when infected directly through your breath weapon the DC is 10 + 1/2 your dragonsoul acolyte level + your Constitution modifier and set when you infect the target. Damage: 1d3 Constitution, and 1 Wisdom.
Energy Resistance: Acid. In addition you gain Disease Immunity at Lv 3.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Festering Wounds (Su): Your natural weapons inflict dangerous wounds that continually bleed. Any living creature damaged by your claws or bite attack is left with a wound that bleeds badly taking another 2 damage each round for a number of rounds equal to your Constitution modifier (minimum 1 round) or they are healed at least 2 points of hit points through magical healing per wound. Each attack inflicts a wound this way and the duration of each wound is tracked separately. Elementals, Oozes, and unliving creatures are immune to this effect.
Specialized Aspect: Power of Plague: You may use doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) invocations from the Apocalyptic Path of Plague with your Spell Pool. You treat Least Invocations as 1st level spells, Lesser Invocations as 3rd level spells, and Greater Invocations as 5th level spells. In addition you gain the ability to carry diseases without suffering their effects (this replaces your immunity).

Plains Dragon:
Allowed alignments: Any Chaotic or True Neutral.
Tutelary Skills: Gather Information, Survival, Swim.
Breath Weapon: A ray of searing light. This is a light-based ranged touch attack that deals d8s for damage with a range of your line breath weapon; this touch attack does not allow a saving throw.
Energy Resistance: You gain resistance to damage from light based effects (such as searing light, but not energy damage from them such as the red curtain of a prismatic spray) and eventually total immunity. In addition at level 3 you gain immunity to blindness. At 7th you gain a +4 on saves versus death effects, increasing to immunity at 15th level.
Lesser Aspect: Blinding Breath (Su): When using your breath weapon you may release a cone of blinding light instead of dealing damage. Any creature within the area must make a Fortitude save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
Greater Aspect: Spell Proof Hide (Su): You take 10 less damage from spells, spell-like abilities, and supernatural effects which deal damage. In addition you gain Spell Resistance 16 + your Dragonsoul Acolyte level (if you also have the Spell Resistance Lesser Aspect this increases to 18 + your Dragonsoul Acolyte level).
Specialized Aspect: Enchantment Proof Hide (Su): Your scales act to reverse the flow of magical energies within weapons that strike at you, turning their edge by their own magical might. You gain 2 points of damage reduction per 3 Dragonsoul Acolyte levels you possess. This damage reduction is penetrated only by non-magical weapons and attacks. For example at lv 12 you'd have DR 8/non-magic.

Racer Dragon:
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Balance, Jump, Tumble.
Breath Weapon: A Line of Electricity.
Energy Resistance: Electricity.
Draconic Wings: A Racer Dragonsoul Acolyte does not gain draconic wings as normal. Instead they gain a +10-ft enhancement bonus to land speed for every 3 Dragonsoul Acolyte levels they possess; this bonus functions when wearing light or no armor and carrying no more than a light load.
Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
Greater Aspect: Combat Strafe (Ex): You may move up to your speed as part of a full attack. This movement does not have to be all at once but can instead be spread out between multiple attacks. Alternatively as a full round action you may move up to twice your speed and make a bite attack as a primary natural weapon attack against any number of targets that are within reach at any point during this movement.
Specialized Aspect: Pounce (Ex): You gain the pounce special quality.

Renewal Dragon:
Allowed alignments: Lawful Good and Neutral Good.
Tutelary Skills: Heal, Hide, Swim.
Breath Weapon: A Cone or Line of Pacifying Gas (chosen when used). This breath weapon deals no damage instead making a creature unable to take any combative action (including defensive buffing or summoning) for 1d4+1 rounds if they fail a Will save. This is a mind-affecting effect, and any attack made against an affected creature immediately ends it for that creature.
Energy Resistance: Instead of normal energy resistance you gain the following abilities. At 3rd level you gain a +4 bonus on saves versus death effects. At 7th level if you would have to make a saving throw against a death effect you roll twice taking the better result. At 11th level you gain immunity to death effects. At 15th level you gain the ability to Forbid Death (Su); 1/day as an immediate action, you can prevent a single attack or effect from killing any creature within 60-ft. This only works on a spell, effect, or attack which would have killed one or more creatures within the range and completely negates all effects and damage of it within the range. For example if a fireball would kill a creature within range it could be used to prevent all damage from the fireball within the area, but any portion of the fireball’s area outside the range of this effect would not be prevented. You may, and often must, use this ability after damage has been rolled. If you would be killed by an effect or attack and the dragon has uses of this ability remaining this ability automatically activates even if the renewal dragon is unaware of the effect or attack and without it being required to use an immediate action to activate it.
Spell Pool: Instead of gaining access to the Sorcerer spell list through your Spell Pool you gain access to the Cleric spell list. Likewise your Talented Spells and Signature Spell are chosen from the Cleric spell list instead of the Sorcerer list.
Lesser Aspect: Healer's Soul: You treat Conjuration (Healing) spells as if they were 1 level lower for the purposes of the Spell Pool and may select Cure Minor Wounds as a cantrip but you may only use it as a cantrip to heal creatures up to 1/2 health. Beginning at 8th level you may select Cure Light Wounds, Faith HealingSpC, and Lesser VigorSpC as cantrips with the same restrictions on use. You may use RevivifySpC through your spell pool despite its normally too expensive material component.
Greater Aspect: Rejuvenation: You gain Fast Healing 4.
Specialized Aspect: Life Inviolate (Su): You are surrounded by an aura which preserves life of all creatures within it other than yourself. Creatures within 10-ft of you other than yourself cannot die, this does nothing to prevent them from being reduced to -10 or lower hit points or 0 Constitution. A creature with 0 Constitution is knocked unconscious. A creature which has less than -10 hit points, or 0 Constitution, or another condition which would normally kill them (not an instantaneous death effect) immediately dies if you move further than 10-ft from them or teleport or otherwise cease to be within 10-ft of them.

Saurian Dragon:
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Hide, Move Silently, Survival.
Breath Weapon: Line of acid.
Energy Resistance: Acid
Spell Pool: A Saurian Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Saurian Dragonsoul Acolyte may initiate maneuvers from Feral Hunter (http://www.giantitp.com/forums/showthread.php?306672-Feral-Hunger-%28Martial-Discipline%29), Stone Dragon and Tiger Claw disciplines.
Lesser Aspect: Petrifying Breath (Su): You gain a second breath weapon a cone of petrifying gas. Any creature within the area takes 1d4 Dexterity damage + 1 per 2 dice of damage your breath weapon would normally deal, if this Dexterity damage reduces their Dexterity to 0 they are instantly petrified. A successful Fortitude save halves this Dexterity damage.
Greater Aspect: Body of Stone (Ex/Su): Your natural armor improves by an additional +3 and you gain immunity to petrification; this is Extraordinary. In addition you gain damage reduction equal to half your class level overcome only by weapons which have their striking surfaces made of stone (including flint and obsidian); this is supernatural.
Specialized Aspect: Natural Arsenal (Ex): Your natural weapons deal damage as if you were 1 size category larger.

Sliver Dragon:
Allowed alignments: Lawful Evil, and Lawful Neutral.
Tutelary Skills: Bluff, Knowledge (Dungeoneering).
Breath Weapon: Line of electricity.
Energy Resistance: Electricity.
Hivemate: Beginning at 4th level a Sliver Dragonsoul Acolyte gains the Sliver subtype. Slivers are automatically considered your "Companions" (see Companions' Breath) without counting against your limit of companions.
Lesser Aspect: Companions' Breath (Su): You may designate a creature as a "Companion"; to do so you must touch them (as a standard action) and spend a spell pool point. That creature remains your Companion until they die (your own death does not sever such bonds) or you dissolve the bond (requiring a standard action and a spell pool point, but no range limit). You may have a number of Companions equal to your Charisma modifier (a reduction in Charisma does not dissolve bonds). Any companion within 100-ft of you gains the ability to use a breath weapon with the same area as any damaging breath weapon you possess which deals damage with dice 2 sizes smaller than your breath weapon but the same number (d12 -> d8, d10 -> d6, d8 -> d4, d6 -> d3, d4 -> d2, d3 -> 1/die); the save DCs for these breath weapons is 10 + 1/2 their hit dice + their Constitution modifier, and these breath weapons require 1d4 rounds between uses. Companions' breath weapons do not gain any non-damaging effects of your breath weapon.
Greater Aspect: Hivemind (Su): Your Companions' Breath ability now functions on companions within 1000-ft, or 1 mile if you also have Companions' Immunity. In addition you and your companions within that range share a hivemind, none of you are surprised unless all are surprised, and none are flat-footed unless all are, and none are flanked unless all are. In addition you all are considered to have the highest Int, Wis, and Cha from amongst your Companions and yourself for Will saving throws, skill checks, and ability checks. You and your companions may communicate telepathically within this range, and you may control any sliver other than a Queen, Overlord, Legion, Hivelord, Sliver Dragon, or Sliver Dragonsoul Acolyte with this ability within this range unless it is already controlled by one of the aforementioned.
Specialized Aspect: Companions' Immunity (Ex): Your Companions' Breath ability now functions on companions within 1000-ft. In addition your Companions within this range also gain your Electricity Resistance or Immunity granted by the Dragonsoul Acolyte class.

Soulshell Dragon:
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Spellcraft, and Use Magic Device.
Breath Weapon: Line of spiritual energy which deals untyped (d8s) damage to creatures within its area. A successful Fortitude save (instead of Reflex) halves this damage.
Energy Resistance: Instead of normal energy resistance you gain the following abilities. At 3rd level you gain immunity to fear. At 7th level you gain Slippery Mind (as the monk ability). At 11th level as long as you have a vestige bound you gain a +4 on Will saves against mind-affecting effects. At 15th level you gain immunity to mind-affecting effects as long as you have a vestige bound.
Spell Pool: A Soulshell Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and a Soulshell Dragonsoul Acolyte may expel a bound vestige as a standard action at no cost and with no penalty for doing so. A Soulshell Dragonsoul Acolyte must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. A Soulshell Dragon has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time.

A Soulshell Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

If you have the ability to bind vestiges from another source (binder levels, vestige priest (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29) levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.



Dragonsoul Acolyte Level
Effective Binder Level
Maximum Vestige Level
Improved Binding


4
3
2nd
3rd


5
3
2nd
3rd


6
4
2nd
3rd


7
5
3rd
4th


8
6
3rd
4th


9
6
3rd
4th


10
7
4th
4th


11
8
4th
5th


12
9
4th
5th


13
9
4th
5th


14
10
5th
6th


15
11
5th
6th


16
12
6th
6th


17
12
6th
6th


18
13
6th
7th


19
14
6th
7th


20
15
7th
8th



Lesser Aspect: Soul Hollowing Breath (Su): You gain a second breath weapon a cone of soul shrivelling gas which deals 1d6 Wisdom damage + 1/2 dice your breath weapon would normally deal. A successful Will save negates this damage.
Greater Aspect: Soul Dominion: You automatically succeed at all binding checks, and may have an additional vestige bound at a time (if you have multiple sets of maximum vestiges bound select one pool to apply this too). If you use your Spell Pool to expel or bind a vestige you may expel or bind 2 vestiges (up to your maximum number you may bind with your Spell Pool at once) instead of 1; you must pay Spell Pool Points for the durations of these vestiges separately but not to expel them or to bind them more quickly (for example expelling 2 vestiges as a free action would cost 1 spell pool point, while binding 2 max level vestiges for 10 minutes each would cost 6 Spell Pool Points as a standard action and 7 as a swift). Finally you may use vestige abilities that have a recharge time measured in rounds 1 round more quickly than normal (4 rounds instead of 5, 3 rounds with Rapid Recovery).
Specialized Aspect: Soul Protection (Ex): As long as you have a vestige bound you gain immunity to energy drain and negative levels.

Spellweave Dragon:
Allowed alignments: Any.
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
Breath Weapon: Your breath weapon takes the form of numerous missiles of concussive force similar to magic missiles. This deals force damage within the area with no save, striking unerringly like magic missile; as such it deals 1d4+1 per die of damage it would normally deal (it still gains 1/2 Charisma bonus damage increasing to full, but only 1/target). A Shield spell, Brooch of Shielding, or similar effect which protects against magic missiles protects against this breath weapon but each die of damage the breath weapon deals counts as one missile blocked.
Energy Resistance: Force.
Lesser Aspect: Chain Breath (Su): When you use your breath weapon additional missiles of energy shoot off. You gain 1 missile this way per die of damage your breath weapon deals, and each missile deals 1d4+1 damage, and can be blocked by any effect which blocks magic missiles. These missiles deal the same type of damage as your breath weapon and each strike a target within 30-ft of your breath weapon which was not within the area of the original effect; you may direct multiple missiles against the same target. If your breath weapon does not deal damage it does not gain the benefit of this ability. No secondary effects of your breath weapon are carried by these missiles.
Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Sorcerer spells and gain 2 additional Spell Pool Points.
Specialized Aspect: Metamagic Spell Pool: When activating a spell from your spell pool you may spend 2 Spell Pool Points to Empower it, 3 to Maximize it, or 4 to Quicken it. In addition you gain 2 bonus Spell Pool Points.

Zaydos
2014-08-25, 01:40 AM
Tutelary Dragons: Homebrew - Part 3

Miscellaneous Dragons continued
Spellwaste Dragon:
Allowed alignments: Chaotic Neutral, Chaotic Evil, and Neutral Evil.
Tutelary Skills: Hide, Move Silently, Spellcraft.
Breath Weapon: Your breath weapon is a cone of energy which distorts the magic within all creatures and the world itself. This deals d6s to creatures within the area, gaining +1 damage/die against dragons, aberrations, fey, undead, constructs, outsiders, and elementals, as well as any creature that can cast spells and any creature that is capable of using one or more spell-like ability, and an additional +1 damage per die (total of +2 damage per die) against creatures that cast spells as a sorcerer or have at-will spell-like abilities. This breath weapon does not damage normal objects, but damages magic items as if they were creatures capable of casting sorcerer spells. Instead of requiring a Reflex save to half this effect requires a Will save to resist.
Energy Resistance: Instead of gaining Energy Resistance/Immunity you gain Spell Resistance 8 + your Dragonsoul Ascendant level at 3rd level. At 7th level this increases by +5 against any spell which has a level you are capable of accessing through your spell pool. At Lv 11 this increases to Spell Resistance 11 + your Dragonsoul Ascendant level. At 15th level your bonus to your Spell Resistance against spells of levels you can access through your Spell Pool increases by +5 (to +10 for SR 21 + class level).
Lesser Aspect: Wild Power (Ex): Whenever you use a spell from your Spell Pool you gain a +1d4 bonus to your Caster Level. In addition you gain 2 additional points in your Spell Pool.
Greater Aspect: Create Spell (Su): By spending an additional Spell Pool Point when using a spell-like ability through your spell pool you may instead create a living spell of that spell which lasts for 1 round per caster level and has a caster level of your caster level and appears within range of the spell; you must be using a spell that is a legal target for the living spell template to use this ability. By spending another 3 additional Spell Pool Points (for 4 total) you get the effects of the spell and create a living spell as well. You can control the living spells and are able to give it telepathic commands from up to 100-ft away.
Specialized Aspect: Wild Magic Aura (Su): You may radiate an aura of wild magic. Whenever a creature attempts to cast a spell (including psionic powers or mysteries), or use a spell-like ability, within 60-ft of you must succeed on a Spellcraft check. The DC of this spellcraft check is 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier and the check suffers certain special bonuses and penalties. If they are casting a prepared spell, or using a spell completion or spell trigger item, they suffer a -5 to the check; if they are casting a divine spell, using a spell-like ability (unless it is at-will), invocation, or a mystery they gain a +5 to the check; if they are using an at-will spell-like ability (other than an invocation) or a warlock’s eldritch blast/doomsayer's malison/jinnblood's elemental blast (or equivalent as determined by the DM) they gain a +10 on the check. Should they succeed the check the spell acts normally, should they fail roll 1d20 and consult the table below; a wild mage’s (Complete Arcane) Student of Chaos allows them to roll on this table twice and pick the better result. This aura does not affect spell-like abilities cast through your Spell Pool; should multiple renditions of this aura stack only the strongest (highest DC) aura is rolled for.


#
Effect


1
Spell is wasted with no effect


2
Spell fails, and roll again on the Rod of Wonder random effects table


3
Spell targets a random creature(s) within area (if targeted, or ranged touch spell) or roll on grenade-like weapons deviation and roll 1d20 for how many squares away from target for Area of Effect spells or spells that create effects


4
Spell fails, but is not expended.


5
Spell works normally


6
Spell works as normal but then caster and target switch places; if the spell creates a free-standing effect (such as Solid Fog) caster and spell switch places (caster is moved to origin of the spell and the spell is treated as being centered on a corner of the caster’s square)


7
Spell is empowered


8
Spell is cast at caster level 1.


9
Spell is cast with a -1d8 to its caster level.


10
Spell is cast with a +1d4 to its caster level.


11
Spell fails but the caster creates a bolt of magical energy dealing 2d6 damage per spell level to any creature or object within 30-ft with a ranged touch attack.


12
Spell fails and all creatures within the wild magic aura heal 3 damage times spell level squared.


13
Spell is cast with a +6 to its caster level


14
Spell has any saving throw DCs increased by 2


15
Spell works as normal but the caster suffers 1d4+1 Con burn


16
Spell works as normal but the caster suffers 1d4+1 ability drain to whatever stat determines their casting


17
Spell works as normal but the caster gains a +4 enhancement bonus to all ability scores for 1 minute per spell level


18
Spell fails but caster gains flight 60-ft with good maneuverability for 1 minute per spell level.


19
Spell has any saving throw DCs associated with it reduced by 5


20
Spell functions normally but is not expended



Thermite Dragon:
Allowed alignments: Lawful Evil, Neutral Evil, or Lawful Neutral.
Tutelary Skills: Hide, Move Silently, Spot.
Breath Weapon: A line of superheated flames (fire).
Energy Resistance: Fire.
Lesser Aspect: Intensified Breath (Su): You may focus your breath weapon on one creature within its range. If you do so you make a ranged touch attack against that target and they do not get a saving throw to reduce damage dealt (they still get a saving throw against any rider effects or other effects including ability damage). In addition the breath weapon deals damage one die size larger (d6 -> d8 -> d10 -> 2d6 -> 2d8 -> 2d10 for these purposes).
Greater Aspect: Fueled by Infernos (Su): You are more than merely immune to fire damage. Whenever an effect, other than your breath weapon, would deal fire damage to you if you were not immune to fire you instead regain 1 hit point per 2 points of damage that effect would have dealt. In addition when using a breath weapon that deals fire damage you deal +1 damage per die + your Charisma modifier.
Specialized Aspect: Searing Breath (Su): Your fire breath ignores all fire resistance and deals half damage to creatures with fire immunity (but not those healed by fire).

True Linnorm:
Allowed alignments: Any Evil or True Neutral.
Tutelary Skills: Bluff, Hide, and Move Silently.
Breath Weapon: A cone of contact poison which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
Energy Resistance: Instead of gaining Energy Resistance and Immunity you gain the following abilities. At 3rd level you gain Immunity to Disease. At 7th level you gain Poison Immunity. At 11th level you gain the ability to see in darkness, even magical darkness, as easily as full daylight. Beginning at 15th level whenever your spell resistance prevents a spell you heal 4 hit points per spell level of the spell prevented that way.
Draconic Wings: A Linnorm is a land wyrm, as such a True Linnorm Dragonsoul Acolyte does not gain wings. Instead they gain Spell Resistance 10 + their Dragonsoul Acolyte level. If they have the Spell Resistance Lesser Draconic Aspect they gain an additional +2 Spell Resistance.
Lesser Aspect: Shadow Caller: You can use spells with the Darkness descriptor as if they were 1 level lower for the purpose of your spell pool. In addition your caster level for Darkness effects is increased by 2.
Greater Aspect: Poison Bite (Ex): Your bite attack gains a potent poison. This poison inflicts 1d8 Intelligence, Wisdom, and Charisma damage as its initial and secondary damage. The Fortitude save to resist this poison is 10 + 1/2 your class level + your Constitution modifier.
Specialized Aspect: Aura of Contagion (Su): You are surrounded by an aura of disease out to 10-ft. Any living creature entering this aura must make a Fort save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or be inflicted with filth fever with no incubation period taking 1d3 Dexterity and Constitution damage. A creature that successfully saves is immune to your aura of contagion for 24 hours; a creature that currently has filth fever suffers no effect from this aura.

Star Dragon:
Allowed alignments: Any Good and True Neutral.
Tutelary Skills: Diplomacy, Knowledge (Local), Sense Motive.
Breath Weapon: Cone of cosmic energy (untyped). It deals d6s for damage but any creature damaged by it gains fire vulnerability for 1d6+1 rounds, in addition during this period they must make a Spellcraft check (DC equals the saving throw DC + 5) each time they would cast a spell with the fire descriptor or the spell backfires dealing any damage it would normally have dealt to the caster themselves (no save allowed against this damage).
Energy Resistance: Fire.
Lesser Aspect: Sustenance of the Void (Ex): You do not need to breathe and may use your breath weapon underwater (unless it is fire based). In addition you treat each week without food or water as a single day for the purposes of starvation and dehydration and only need 2 hours of sleep a night.
Greater Aspect: Maze of Stars (Su): You cannot be the target of Divination spells or Clairsentience powers except by yourself, a Star Dragon, or from a caster with a caster level and character level at least 5 higher than your Dragonsoul Acolyte level, and do not appear under these Scrying effects if cast by someone who could not target you on an area you are within. In addition you may spend 6 Spell Pool Points to use Maze as a spell-like ability; you may pay an additional 2 Spell Pool Points to make it so the target can only make 1 Intelligence check to escape the maze every 2 rounds, or to increase the DC of the Intelligence check by 5 or 4 points to do both.
Specialized Aspect: Frost Proof (Ex): You gain Cold resistance and immunity equal to that granted by your Energy Resistance and Energy Immunity class features.

Sun Dragon:
Allowed alignments: Lawful Good, Neutral Good, and Lawful Neutral.
Tutelary Skills: Diplomacy, Sense Motive, Spot.
Breath Weapon: Cone of Fire.
Energy Resistance: Fire.
Lesser Aspect: Mind Shielding (Su): You gain a +2 on saving throws against mind-affecting effects and Spell Resistance 12 + your Dragonsoul Acolyte level against them.
Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
Specialized Aspect: Death Throes (Su): When you die your body explodes in a burst of fire dealing 2d8 fire damage per die of damage your breath weapon would normally deal within a 10-ft radius; a successful Reflex save (DC 10 + 1/2 your Dragonsoul Acolyte + your Constitution modifier) halves this damage. If you have 13 dragonsoul acolyte levels this increases to a 20-ft, and again to 30-ft once you have 17 dragonsoul acolyte levels.

Twilight Dragon:
Allowed alignments: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, and Lawful Neutral.
Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
Breath Weapon: Cone of Force.
Energy Resistance: Instead of gaining energy resistance a twilight dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
Lesser Aspect: Dispelling Breath (Su): You gain a 2nd breath weapon a burst of dispelling energy centered on yourself. You are unaffected by your own dispelling breath and it acts as an area dispel magic with a caster level equal to your Dragonsoul Acolyte level and no cap to its dispel check bonus from Caster Level. It begins as a 10-ft radius burst, increasing to 30-ft radius when your line breath weapon becomes 60-ft, and continuing to increase becoming 40-ft radius when your line breath weapon increases to 80-ft and by 20-ft whenever your breath weapon area increases thereafter.
Greater Aspect: Reactive Counterspell (Su): You are instantly aware whenever a spell or spell-like ability is cast within 120-ft of you, the location of the caster, and may make a Spellcraft check (DC 15 + Spell level) to identify the spell. As an immediate action you may spend 2 points from your Spell Pool to use Greater Dispel Magic to Counterspell the spell or spell-like ability (this is an exception to spell-like abilities being unable to be counterspelled). This is a supernatural ability.
Specialized Aspect: Twilight Grace (Su): You add 1 plus half of your Charisma modifier (minimum +1) as a bonus to all saving throws and a deflection bonus to AC.

Victory Dragon:
Allowed alignments: Chaotic Good, Chaotic Neutral, or Neutral Good.
Tutelary Skills: Gather Information, Heal, Perform
Breath Weapon: Line of sonic energy which deals d8s for damage, but gets +2 damage/die against aberrations. The saving throw to resist is Fortitude instead of Reflex.
Energy Resistance: Sonic.
Lesser Aspect: Reinvigorating Breath (Su): Gain a second breath weapon which is a cone of invigorating gas. Instead of dealing damage this gas grants second save (with a bonus equal to number of dice it would normally deal) against any effect that causes: Fear, Daze, Nausea, Stunning, or Paralysis.
Greater Aspect: Inspire Courage (Su): You may use the bardic music ability Inspire Courage a number of times per day equal to your Dragonsoul Acolyte level, as a bard 2 levels lower.
Specialized Aspect: Draconic Hymnist (Su): Select 1 draconic hymns (http://www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-%283-5-base-class-PEACH%29) you may sing this hymn by paying 1 Spell Pool Point per round you sing. You may choose to sing the same verse of a dragonic hymn for multiple consecutive rounds, without needing to wait 3 rounds between singing the same hymn. Initiating this song is still a standard action, and maintaining it is a free action. In addition you gain a number of ranks in Perform (Vocal) equal to your Dragonsoul Acolyte level +3 (if this would push you over your maximum ranks in Perform Vocal you may immediately retrain excess skill points).

Weaver Dragon:
Allowed alignments: Chaotic Good, Chaotic Neutral, or Neutral Good.
Tutelary Skills: Bluff, Gather Information, Knowledge (Local)
Breath Weapon: Cone of Acid.
Energy Resistance: Acid.
Spell Pool: You gain access to the Beguiler spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Without a Ripple (Ex): Your impact on the future is obscured. You cannot receive Insight bonuses. Your opponent's cannot receive Insight bonuses on attacks against you, saves against your effects, checks opposing yours, to their AC against your attacks, or any other way against you (for example if targeting you with a spell they would lose any Insight bonus to their caster level for that spell). Magic, short of direct divine intervention, cannot be used to predict your future or your actions, instead foreseeing a future in which you do nothing. Even the gods cannot casually predict your actions through magic or give answers as to what you will do.
Specialized Aspect: Words of Honeyed Shadows (Su): You gain a +6 profane bonus to Bluff, Diplomacy, and Gather Information checks.

Word Dragon:
Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
Tutelary Skills: Bluff, Spellcraft, Truespeak
Breath Weapon: Cone of Cold.
Energy Resistance: Cold.
Spell Pool: You gain access to utterances from the Truenamer lexicons instead of sorcerer spells. Treat Utterances from Lexicon of the Evolving Mind as one level lower than normal, those from the crafted tool as their actual level, and those from the perfected map as 2 levels higher. You must be able to speak to use this ability but do not actually make True Speak checks to perform these Utterances, instead automatically passing the basic check as the energies of dragonkind guide your tongue, but may choose to make a check to ignore Spell Resistance, use Quicken Utterance, or include a personal true name. In this case if the check fails the utterance still functions just without these benefits, except in the case of a Quickened Utterance where the Spell Pool Points are not expended but the action is wasted.
Lesser Aspect: Breath of Speechlessness (Su): You gain a 2nd breath weapon a cone of energy which robs those within it of their ability to use words. Any creature within the area of this breath weapon must make a Will save. On a failure they are unable to speak, make any communicative vocalizations, or perform any action which requires a verbal component or command word for 1 minute. A creature affected by this ability may attempt a Truename check (DC 15 + twice your Dragonsoul Acolyte level) as a standard action to end this effect prematurely. Your Signature Spell and Talented Spells are selected from amongst utterances instead of spells.
Greater Aspect: Word Born Flesh: When you use an utterance you may affect up to 1 + your Charisma modifier creatures (minimum 1) which share the same creature type and are all within 30-ft of each other; by spending 1 additional Spell Pool Point you can ignore the requirement that they share a creature type, or you may affect an additional number of creatures up to your Charisma modifier, or add 30-ft to the maximum distance between creatures; you may spend multiple Spell Pool Points to select the same option multiple times or different options. In addition you are unaffected by the Law of Sequence and may have 2 instances of the same utterance active at the same time. Finally all Utterances cost 1 less Spell Pool Point (minimum 1) for you to use.
Specialized Aspect: Words of Magic: When you gain this ability select one spell from any base class's spell list of each level you have access to via the spell pool. You can use those spells with your spell pool (and may select them as Talented and Specialized Spells). Whenever you gain access to a new level of spells/utterances from the Spell Pool you may select a spell of that level to be added to your list. In addition you gain 2 Spell Pool Points.

Gem Dragons
These are all non-epic gem dragons, as such they are psionic and can select the specialized aspect common to all gem dragons.

Jade Dragon
Allowed alignments: Any Lawful or True Neutral.
Tutelary Skills: Concentration, Knowledge (the Planes), Knowledge (Psionics).
Breath Weapon: A line of electricity.
Energy Resistance: Electricity.
Spell Pool: Instead of gaining access to the Wilder power list with your spell pool you gain access to Elements and Knowledge MantlesCPsi gaining their granted abilities. Whenever you gain access to a new level of powers from the spell pool you may select another Mantle and gain access to it. When you gain access to 3rd level powers, and again when you gain access to 5th level powers, you may select one mantle you have access to and gain its granted power. Powers that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool, and can be fully augmented for 3 Spell Pool Points instead of 4 if the base cost to use them is 2 or lower.
Lesser Aspect: Shield of Warding (Su): Ranged touch attacks directed at you have a 20% chance of being reflected towards their origin; this applies to all ranged touch attacks not just spells and is not a miss chance. An effect reflected by this ability has no effect on you.
Greater Aspect: Drain Power (Su): By paying 3 Spell Pool Points you can lace your breath weapon (any breath weapon you use) with an invisible swirling psychic force which strips energy from those that it hits. Any creature within the area of your Spell Pool loses 1 of (in descending order of priority): a prepared spell/spell slot of their highest level; power points equal to your dragonsoul acolyte level; a mystery of their highest level; an infusion of their highest level; their highest level readied martial maneuver; 4 Spell Pool Points; a daily use of a spell-like ability with limited daily uses; a daily use of another ability with limited daily uses; if they have none of these to lose they are instantly fatigued (no save).
Specialized Aspect: Divination Resistance (Su): You gain a +4 bonus to saving throws against Divination and Clairsentience effects and are constantly protected as if by a Non-Detection spell with a Caster Level of your Dragonsoul Acolyte level +2.

Quartz Dragon
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device.
Breath Weapon: Cone of acidic slime (acid).
Energy Resistance: Acid.
Lesser Aspect: Entangling Breath: Your acid breath weapon(s) entangle enemies that fail their saves for 1d4 rounds.
Greater Aspect: Master of Prescience: You may use all Clairsentience powers from any base class's power list with your spell pool and treat them as if they were 1 level lower. You need only pay 3 Spell Pool Points to fully augment a Clairsentience discipline power (but must still pay 4 if its level requires that for use).
Specialized Aspect: Clairsentient: You may use Seer powers and powers from the Communication, Knowledge, and Mental Power mantle lists with your Spell Pool. If you have the Master of Prescience Greater Aspect you gain 2 Spell Pool Points and 1/day may pay 6 Spell Pool Points to use a Clairsentience power on one of these lists that is 1 level higher than you can use with your Spell Pool as a psi-like ability or pay 10 points to use one 2 levels higher.

Ruby Dragon
Allowed alignments: Any Lawful or True Neutral.
Tutelary Skills: Autohypnosis, Intimidate, Sense Motive.
Breath Weapon: A cone of fire.
Energy Resistance: Fire.
Spell Pool: Instead of gaining access to the Wilder power list with your spell pool you gain access to Elements and Energy MantlesCPsi gaining their granted abilities. Whenever you gain access to a new level of powers from the spell pool you may select another Mantle and gain access to it. When you gain access to 3rd level powers, and again when you gain access to 5th level powers, you may select one mantle you have access to and gain its granted power. Powers that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool, and can be fully augmented for 3 Spell Pool Points instead of 4 if the base cost to use them is 2 or lower.
Lesser Aspect: Sense Heat (Su): You can sense the usage, and approximate level, of any spell, power, or ability with the fire descriptor or dealing fire damage, and the presence and size of any mundane fire, within 300-ft of you (if the ability does not have a spell level or equivalent, such as a supernatural ability, use one-half the HD or relevant level of the user). In addition this ability functions as blind-sight when dealing with creatures with the fire subtype. This ability is not blocked by lack of line of sight or line of effect.
Greater Aspect: Burning Focus (Su): By expending your Psionic focus as a swift action and spending 2 Spell Pool points you can deal 1d6 fire damage per 2 Dragonsoul Acolyte levels you possess (Pierce Resistance applies) to one target within 30-ft. This target is fatigued for 1d4+1 rounds afterwards. A successful Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) halves the damage and reduces the fatigue to 1 round. A creature immune to fire is also immune to the fatigue from this effect.
Specialized Aspect: Aura of Heat (Su): You radiate an aura of heat which deals 2d6 fire damage to any creature that begins its turn within 10-ft of you. Such creatures are also fatigued for as long as they remain within your aura and 1 round afterwards unless they succeed on a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) each round.

sirpercival
2014-08-27, 09:11 AM
NOUMENON DRAKE

Image! (http://033b529.netsolhost.com/WordPress/wp-content/uploads/2011/05/Unnamed-project-Character-Concept1.jpg)

The souls of dragons, ancient and powerful, permeate the land. Characters who learn to tap into this wellspring of energy find themselves aspiring to the Draconic Ideal.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

MAKING A NOUMENON DRAKE
A noumenon drake is a draconic meldshaper.
Abilities: Constitution (for hit points and meldshaping) and Charisma (for Ideals and other class features) are a noumenon drake's most important attributes.
Races: Azurin humans and the descendants of the Mishtai are the most common noumenon drakes.
Alignment: Any, though a noumenon drake may choose to express some Ideals over others based on her alignment.
Starting Gold: As bard.
Starting Age: As bard.

HD: d6

Class Skills
A Noumenon Drake has all skills as class skills.
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Table: The Noumenon Drake
LevelBABFortRefWillSpecialMeldsEssentiaBinds
1 +0 +0 +2 +2 Dragontouched, dragonmelds210
2 +1 +0 +3 +3 Ideal chakra bind (+1 capacity)321
3 +2 +1 +3 +3 Scales321
4 +3 +1 +4 +4 Chakra bind (crown, feet, hands)431
5 +3 +1 +4 +4 Ideal infusion431
6 +4 +2 +5 +5 Breath442
7 +5 +2 +5 +5 Ideal impetus552
8 +6/+1 +2 +6 +6 Axiom of spirit552
9 +6/+1 +3 +6 +6 Dual ideal, chakra bind (arms, brow, shoulders)562
10+7/+2 +3 +7 +7 Essential doctrine673
11+8/+3 +3 +7 +7 Rapid re-expression683
12+9/+4 +4 +8 +8 Ideal chakra bind (2 melds)693
13+9/+4 +4 +8 +8 Improved Ideal infusion7103
14+10/+5 +4 +9 +9 Axiom of being, chakra bind (throat, waist)7113
15+11/+6/+1 +5 +9 +9 Ideal chakra bind (+2 capacity)7124
16+12/+7/+2 +5 +10 +10Quick re-expression8134
17+12/+7/+2 +5 +10 +10Chakra bind (heart)8144
18+13/+8/+3 +6 +11 +11Ideal triad8165
19+14/+9/+4 +6 +11 +11Speedy re-expression9185
20+15/+10/+5 +6 +12 +12Axiom of will, chakra bind (soul)9205

Weapon and Armor Proficiencies: Noumenon drakes are proficient with all simple weapons, as well as any natural weapons they gain through soulmelds or class features. They are also proficient with light armor and shields (but not tower shields).

Ideals: A noumenon drake idolizes the ancient, powerful souls of dragons, and seeks to emulate this most fundamental aspect of being in her own life. She focuses on a few different types of dragons which most closely represent her personal philosophies, and trains herself to mimic the abilities of her chosen few. These sets of abilities are known as Ideals. Each day, a noumenon drake chooses to express an Ideal that she knows, gaining one or more special abilities from the Ideal depending on her skill at expressing it (represented by her Idealist level). The number of Ideals a noumenon drake knows depends on her Idealist level, which is the sum of her levels in all classes which grant the ability to express Ideals; the noumenon drake's ability to use Ideal powers and her number of Ideal power daily uses are also determined by her Idealist level. See Ideals (http://www.minmaxboards.com/index.php?topic=6529.0) for rules, as well as full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which the noumenon drake can access the abilities of her chosen Ideal. A noumenon drake can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below). The Ideal a noumenon drake expresses determines the energy type of her Scales and Breath class features, as well as which soulmelds can be bound to the Ideal chakra (see Dragonmelds and Ideal chakra bind , below). The caster level for any spell-like or supernatural abilities granted by a noumenon drake's Ideals is equal to her Idealist Level. (All Ideal powers which require spending one of these uses say so in the power description.)

Dragontouched (Ex): A noumenon drake gains Dragontouched as a bonus feat, even if she does not meet the prerequisites. In addition, any draconic feats she selects function as if her draconic ancestors were of the same type as any Ideal she expresses. For example, a noumenon drake with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if she switched the next day to the Gold Dragon Ideal, she would gain the benefit of Draconic Heritage (Gold) instead.

Dragonmelds (Su): A noumenon drake works with the primeval soul energy of dragons (and other species, as dragons have spread their progeny across almost every bloodline), shaping soulmelds of pure draconic animus. The Draconic Ideals that she knows and expresses guide her choices, as they guide every other aspect of her daily lives.

A noumenon drake can shape incarnum soulmelds, which are drawn from the combined list of soulmelds granted by the Ideals she knows (as described on the table below) and the list of draconic soulmelds, which are available to every noumenon drake. She knows and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a noumenon drake soulmeld is 10 + number of points of essentia invested in the soulmeld + the noumenon drake's Charisma modifier. Her meldshaper level is equal to her noumenon drake level.

A noumenon drake can shape only a certain number of soulmelds per day. Her base daily allotment is given on the table above; the maximum number of soulmelds that a noumenon drake can have shaped simultaneously is equal to her Constitution score minus 10, or the number of soulmelds allowed for her level, whichever is lower. At 1st level, she can shape one soulmeld at a time (assuming she has a Constitution score of at least 11). As she advances in level, she can shape an increasing number of soulmelds.

At 1st level, a noumenon drake also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. A noumenon drake's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1. Each round as a swift action, a noumenon drake can reallocate her essentia investments in her soulmelds if she wishes. A noumenon drake does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day.

Chakra binds: Beginning at 2nd level, a noumenon drake can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum; however, the Ideal chakra, described below, does not close a body slot), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that a noumenon drake can have active at any one time depends on her level (see the Binds column on the table above). At 2nd level, she can bind a soulmeld to her Ideal chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet, or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and she gains access to her soul chakra at 20th level.

Ideal chakra bind: At 2nd level, a noumenon drake gains access to a unique chakra: the Ideal chakra bind. This chakra is not associated with any location on the body, but rather represents her connection to the ancient, arcane soul energy of dragons and the Draconic Ideal. Only draconic soulmelds and the soulmelds associated with the noumenon drake's expressed Ideal may be bound to the Ideal chakra. Since the Ideal chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

Any soulmeld bound to a noumenon drake's Ideal chakra has an essentia capacity 1 higher than the normal capacity for her other soulmelds, which increases to +2 capacity at 15th level. At 12th level, the noumenon drake can bind two soulmelds to her Ideal chakra simultaneously, both of which gain the expanded capacity.

Scales (Su): Beginning at 3rd level, a noumenon drake's skin thickens, forming scales similar to those of a dragon. She gains a natural armor bonus equal to her Constitution modifier, and energy resistance equal to her Charisma modifier against the energy type associated with her expressed Ideal. If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she gains resistance against every energy type associate with each of her expressed Ideals.

Ideal infusion (Su): Starting at 5th level, a noumenon drake learns to infuse the incarnum she wields directly with the power of her draconic Ideal. If the noumenon drake has a soulmeld bound to her Ideal chakra, she may spend a use of her Ideal powers as a swift action and choose a soulmeld bound to her Ideal chakra. If the chosen soulmeld is associated with one of the noumenon drake's expressed Ideals, she treats that soulmeld as if it were filled to its maximum essentia capacity (including the increase due to the effects of the Ideal chakra bind); if it is a draconic soulmeld, she instead gains the ability associated with that soulmeld, described below. In either case, this lasts for 1 round; however, once per day the noumenon drake may invest essentia in this class feature to increase the duration by 1 round per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Draconic Soulmeld abilities:
Claws of the Wyrm: With your claw attack, you deal +2d6 energy damage with of the type associated with your expressed Ideal (split evenly among all energy types if you are expressing more than one Ideal) per invested essentia.
Dragon Mantle: The natural armor bonus granted by your Scales class feature becomes a deflection bonus instead.
Dragon Tail: Whenever you successfully confirm a critical hit with your tail attack, the affected creature must make a Fortitude save (using the soulmeld's DC) or be stunned for 1 round.
Dragonfire Mask: You can see invisible and ethereal creatures, as per the see invisibility spell.
Elder Spirit: You can spend a use of your Ideal powers as a standard action to rebuke or command a dragon or dragonblood creature as a cleric rebukes or commands undead, using your meldshaper level as your effective cleric level.


Breath (Su): Upon reaching 6th level, a noumenon drake unlocks a new reflection of the Draconic Ideal, gaining the ability to breathe a blast of energy at her foes. As a standard action, the noumenon drake deals 1d4 energy damage per three Idealist levels (rounded down) to all foes in a line of length equal to 5 feet per class level. Opponents gain a Reflex save (DC 10 + 1/2 Idealist level + Charisma modifier) for half damage; the type of energy is given by the noumenon drake's expressed Ideal. If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she chooses one type of energy associated with one of her Ideals when she activates the ability. Once she uses this ability, a noumenon drake may not use it again for 1d4 rounds.

In addition, a noumenon drake may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she increases the damage die size of her breath weapon by one step for each invested essentia.

Ideal impetus (Su): When a noumenon drake achieves 7th level, she learns how to enhance her draconic Ideals with her reservoir of soul power. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she gains an enhancement bonus to her Idealist level with her expressed Ideal equal to the amount of invested essentia. If the noumenon drake is expressing more than one Ideal, she must choose one, and may choose a different Ideal each time she reallocates her essentia. This ability does not allow the noumenon drake to access a new tier of abilities from her expressed Ideal, only increases her effective Idealist level for determining the effects of her Ideal powers.

Axiom of spirit (Su): Starting at 8th level, a noumenon drake learns to sense the fabric of soul energy which permeates living things. By spending a use of her Ideal powers, she gains the ability to see any creature with a soul, as per the Lifesense feat (except that it works on souled creatures instead of living creatures), for 1 round. In addition, once per day the noumenon drake may invest essentia in this ability to increase the duration of the effect by 2 rounds per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Dual ideal: A noumenon drake of 9th level or higher learns the ability to express two Ideals simultaneously, gaining the benefit of both Ideals. She can still only change one at a time with the Rapid Re-expression class feature (see below) or other means of changing her expressed Ideal.

Essential doctrine (Su): At 10th level, a noumenon drake learns the solemn truth that sometimes it is necessary to sacrifice a part for the good of the whole. As a move action, the noumenon drake can sacrifice her ability to use her Ideal powers (and her ability to spend uses of her Ideal powers for other effects) for any number of rounds. If she does so, she gains 1 temporary essentia per tier of Ideal powers that she has unlocked (i.e., 1 for Wyrmling powers, 2 for Juvenile, 3 for Adult powers, etc.), which lasts for an equal number of rounds. She may invest her temporary essentia as part of the same action.

Rapid re-expression (Su): Beginning at 11th level, a noumenon drake learns to change her focus more quickly than normal. Once per day, she can change her expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity. In addition, once per day the noumenon drake may invest essentia in this ability to gain an additional daily use of this ability per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Ideal infusion (Su): Whenever a noumenon drake of 13th level or higher uses her Ideal Infusion ability, the effect lasts for twice as long (2 rounds + 2 rounds per invested essentia).

Axiom of will (Su): Starting at 14th level, a noumenon drake is so steeped in residual soul energy that it becomes quite difficult for other creatures to control her actions or thoughts. By spending a use of her Ideal powers as an immediate action, the noumenon drake gains an insight bonus to saves vs a single mind-affecting effect equal to three times the amount of essentia invested in this class feature. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time.

Quick re-expression: Upon reaching 15th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Ideal triad: At 18th level, a noumenon drake learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals. She can still only change one at a time with the Rapid Re-expression class feature and similar effects.

Speedy re-expression: Beginning at 19th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a move action instead of a standard action.

Axiom of being (Su): Upon reaching 20th level, a noumenon drake takes control of her own life, becoming a force in the world on par with the dragons she idolizes. By spending a use of her Ideal powers as a full-round action, she may reshape and/or rebind any soulmelds she has shaped, allowing her to shape different melds, change occupied and bound chakras, and reallocate her essentia.

sirpercival
2014-08-27, 09:19 AM
NOUMENON DRAKE SOULMELD LIST

IdealSoulmelds
AdamantineAdamant Pauldrons, Athach Gauntlets (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Illusion Veil
AmethystNaga Hood (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Plain Masque (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Psychic Focus (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
ArborealGirallon Arms, Great Raptor Mask, Unicorn Horn
AstralBlink Shirt, Gravorg Sash (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Oblivion Cowl (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
AxialPauldrons of Health, Reverie Pauldrons (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Strongheart Vest
BattleCrown of White Ravens (http://www.minmaxboards.com/index.php?topic=1713.0), Mauling Gauntlets, Sighting Gloves
BeastDread Carapace, Sphinx Claws, Trance Bracers (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
BlackAnkheg Breastplate, Blackspawn Battlements (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Kraken Mantle
BlueBehir Gorget, Bluespawn Greaves (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Silvertongue Mask
BrainstealerIllithid Mask (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Madspawn Mantle (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds), Necrocarnum Boots (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6)
BrassBrass Mane, Desert Wind Cloak (http://www.minmaxboards.com/index.php?topic=1713.0), Sandmantle (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
BronzeGreenvise Mask (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Shambling Vest (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Tiger Claw Bracers (http://www.minmaxboards.com/index.php?topic=1713.0)
BrownGorgon Mask, Ironmaw Gauntlets (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Sundew Gloves (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
ChaosDisenchanter Mask, Dark Collar (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Umber Sash (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
Chiang LungKelp Clogs (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Sailor's Bracers, Stargazer Veil (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
Child of EberronReplace any one with Beast Tamer's Circlet
CholeGloves of the Poisoned Soul, Mantle of Blossoms (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Pseudonatural Belt (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
ChromiumCrimson Primate Paws (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Necrocarnum Vestments, Wormtail Belt
CobaltBluesteel Bracers, Filch Gloves (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Steelwing Mantle (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds)
ConcordantPlanar Chasuble, Planar Ward, Scrutiny Shroud (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
CopperImpulse Boots, Kruthik Claws, Phasm Shirt (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
CrystalAboleth Gills (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Charming Veil (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a), Crystal Helm
DeepNeothelid Gorget (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Landshark Boots, Sporebat Pendant (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
DzalmausChoker Vest (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Hydra Heads (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Shadow Hands (http://www.minmaxboards.com/index.php?topic=1713.0)
EctoplasmicAstral Vambraces (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a), Beholder Shroud (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Ettercap Claws (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
ElysianAsperi Shoe (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Daydream Gloves (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Phoenix Belt
EmeraldConsidering Cap (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Inconsequential Cloak (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Psion's Eyes (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
EtherealDreamer's Totem (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Lucid Crown (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Somnambulant Cincture (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
FangFlesh-Weaver Piercing (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Manticore Belt, Necrocarnum Spear (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6)
FivefoldNecrocarnum Gaze (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6), Threefold Mask of the Chimera
Flame of the ForgeReplace any one with Mage's Spectacles
ForceBigby's Cloak {link to follow}
Fortune's FangReplace any one with Lucky Dice
GloomFearsome Mask, Twist of Night (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Yellow Musk Bracers (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
GoldArmguards of Disruption, Devoted Spirit Amulet (http://www.minmaxboards.com/index.php?topic=1713.0), Lamia Belt
GreenChuul Bracers (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Greenspawn Mantle (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Topiary Garment (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
Guide of the WeakReplace any one with Lifebond Vestments
HexBrooch of Stars (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Light of the Grieving Lord (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Necrocarnum Circlet
HowlingBloodwar Gauntlets, Gibbering Mask (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Krenshar Mask (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
IncarnumIncarnate Avatar, Incarnate Weapon, Soulspark Familiar
IronSoporific Vambraces (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Tirbana Dermatoskeleton (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Warforged Soularmor (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds)
Li LungBlackrock Girdle (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Carrion Boots (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651),Fungusash (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
LightbringerReplace any one with Diadem of Purelight
LoredrakeReplace any one with Insidious Pendant (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
Lung WangCerulean Sandals, Myconic Growth (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Tendriculos Cincture (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
Master of the HoardReplace any one with Theft Gloves
MercuryDelusion Ribbon (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29) , Displacer Mantle, Mask of Faces (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
MistApparition Ribbon, Grell Robe (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Mirage Moccasins (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
NamelessReplace any one with Word of Demesne (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King)
NickelGaseous Galoshes (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Mauler Greaves (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Octopus Belt (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
ObsidianPsion-Killer Mask (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a), Stone Dragon Belt (http://www.minmaxboards.com/index.php?topic=1713.0), Wasp Stinger (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds)
OceanusFellmist Robe, Therapeutic Mantle, Waterveil Mask (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds)
OrangeCape of Needles (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Flame Cincture, Necrocarnum Mantle
Pan LungDuplicitous Gage (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Holocaust Bracers (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Voice Woven Into Power (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King)
Passion's FlameReplace any one with Rageclaws
PlatinumExalted Mantle of the Paladin (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Oaken Gloves (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
PrismaticSevenfold Shroud {link to follow}
PurpleMantle of the Fated (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Necrocarnum Aura (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6), Orcwort Tunic (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
PyroclasticMantle of Flame, Necrocarnum Weapon, Yrthak Mask
RadiantGreen Crown (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Green Heart ([url=http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Truthseeker Goggles
RattelyrLamia Belt, Primo Uomo Rhythm (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Thunderstep Boots
RaveningReplace any one with Necrocarnum Shroud
RedBriarvex Boots (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Finder's Vest (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Redspawn Talisman (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds)
RiddledReplace any one with Ring of the Diamond Mind (http://www.minmaxboards.com/index.php?topic=1713.0)
RubyBracers of Projection (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Prophet's Gaze (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)
RustDissolving Spittle, Rusted Cap (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Vitriolic Footsteps (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King)
SandAshworm Scarf (http://www.giantitp.com/forums/showthread.php?362223-Mastering-the-Perils-of-the-Soul-Soulmelds&p=17782127#post17782127), Delver Greaves (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Dry Headdress (http://www.giantitp.com/forums/showthread.php?362223-Mastering-the-Perils-of-the-Soul-Soulmelds&p=17782127#post17782127)
SapphireBattlebriar Cloak (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Slippers of the Setting Sun (http://www.minmaxboards.com/index.php?topic=1713.0), Wind Cloak
ShadowDiscontinuous Sash (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Shadow Mantle, Skiurid Shadow (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds)
Shen LungDrift Boots (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Elsewhale Collar (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds), Phase Cloak
SilverBow of Silver Flames (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds), Pegasus Cloak, Skirt of Silver Moonlight (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
SongSoulspeaker Circlet, Synchronous Symphony (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29), Treant Shroud (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
SpellhoardingReplace any one with Spellshard Talisman (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)
Stalking WyrmReplace any one with Hunter's Circlet
SteelDoorway-spanning Vambraces (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King), Iron Heart Vest (http://www.minmaxboards.com/index.php?topic=1713.0), Spellward Shirt
StyxAssassin Cowl (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Blackcloak (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651), Otyugh Mantle (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
T'ien LungAirstep Sandals, Basilisk Mask, Silvertongue Mask
TarterianNecrocarnum Gloves (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6), Necrocarnum Wake (http://www.giantitp.com/forums/showsinglepost.php?p=13759924&postcount=6), Nightmare Weapon (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
TimePhane Pocketwatch {link to follow}
TomeArcane Focus, Keeneye Lenses, Gem Shell (http://www.giantitp.com/forums/showthread.php?219328-3-5-A-few-totemist-soulmelds)
TopazDream Sigil (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds), Enigma Helm, Woad Cap (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
Tun Mi LungLightning Gauntlets, Phantom Veil, Vine Visage (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489)
TungstenBloodtalons, Tumblebrush Cloak (http://www.minmaxboards.com/index.php?topic=14469.0;msg=253489), Vitality Belt
WandererReplace any one with Wandering Shoes (http://www.giantitp.com/forums/showsinglepost.php?p=14629731&postcount=29)
WhiteFrost Helm, Urskan Greaves, Whitespawn Gauntlets (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds)
Wyrm of WarReplace any one with Brass Obi (http://www.giantitp.com/forums/showthread.php?281190-3-5-Sixteen-New-Soulmelds-Behold-the-Souls-of-The-King)
XorvintaalReplace any one with either Riding Bracers or Totem Avatar
YellowAcrobat Boots, Cyclone Cloak (http://www.giantitp.com/forums/showthread.php?26877-New-Soulmelds), Heart of Fire

Zaydos
2014-08-29, 05:37 PM
Dragonsoul Acolyte Tutelary Dragon List - Homebrew Part 4

Planar Dragons
Asphodel Dragon
Allowed alignments: Any Evil.
Tutelary Skills: Bluff, Hide, Spellcraft.
Breath Weapon: Cone of negative energy. Deals damage in d8s, creatures healed by negative energy only heal half the amount they would from that amount of damage. A Will save (instead of Reflex) halves this damage.
Energy Resistance: Positive Energy (resistance to damage from it, and eventually immunity).
Negative Energy Healing: Beginning at 3rd level you are healed by negative energy and damaged by positive energy (like an undead creature).
Spell Pool: You gain access to the Dread Necromancer spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
Lesser Aspect: Deathsense (Su): You can sense the presence of negative energy nearby. You can detect undead creatures and other creatures healed by negative energy within 60-ft as if with Blindsense except you do not need line of effect; you are aware of any such creature sensed this way and that they are being sensed this way (even if you can sense them with other senses). In addition you can sense the active use of negative energy within twice this range; this includes effects which deal negative energy, inflict negative levels, Necromantic death effects, and attempts to Rebuke Undead; you are aware of their use, their location, and can make a DC 15 + Spell level Spellcraft check to identify any spells involved.
Greater Aspect: Negative Energy Aura (Su): You radiate an aura of negative energy out to 15-ft. Any creature in this aura receives 3d6 negative energy damage each round, undead and creatures healed by negative energy are only healed 3 hit points each round. A successful Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) halves this damage for that round. You may suppress or reactivate this ability as a swift action.
Specialized Aspect: Rebuke Undead (Su): You gain the ability to Rebuke (or Control) Undead as an Evil Cleric of your Dragonsoul Acolyte level.

Custodian Dragon
Allowed alignments: Lawful Good and Lawful Neutral.
Tutelary Skills: Diplomacy, Intimidate, Sense Motive.
Breath Weapon: A line of frigid air (cold).
Energy Resistance: Cold.
Lesser Aspect: Draconic Polyglot (Su): Continuous Tongues effect.
Greater Aspect: Pacification Breath: You gain a 2nd breath weapon a cone of "pacification" gas. Creatures within this gas must make a Will save or be held (as Hold Monster no per round saves) for 1d4+1 rounds; this is a mind-affecting enchantment effect.
Specialized Aspect: Hear the Truth (Su): Continuous Discern Lies effect, in addition you gain an Insight bonus to Sense Motive checks to oppose Bluff checks equal to any bonus to Bluff checks your opponent receives from anything Supernatural or magical in nature (spells, items, etc).

Deimos Dragon
Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Concentration, Intimidate, Knowledge (the Planes).
Breath Weapon: A line of electricity.
Energy Resistance: Electricity.
Lesser Aspect: Dragon of Terror: You may cast Fear descriptor spells through your spell pool as if they were one level lower. When you use a Fear spell through your Spell Pool you gain a +2 to the save DC and a +1 to your Caster Level and may add your Dragonsoul Acolyte level to the amount of hit dice a creature may have to be affected by Fear descriptor spells you use through your Spell Pool.
Greater Aspect: Lord of Terror (Su): Fear effects you generate ignore bonuses to saves versus and immunity to fear or mind-affecting effects gained through spells or magic items. All Fear descriptor spells you cast through your Spell Pool cost 1 less Spell Pool Point (to a minimum of 1) and have their durations automatically doubled as if Extended. In addition you may make Demoralize attempts as a swift action.
Specialized Aspect: Amdusias's Horns (Ex): A pair of ram-like horns curve upwards from your head. You gain a gore natural weapon which deals bludgeoning damage. This is a secondary natural weapon dealing 1d6 damage if you are medium sized.

Demonweb Dragon
Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Bluff, Hide, Move Silently.
Breath Weapon: A cone of acid.
Energy Resistance: Acid.
Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
Greater Aspect: Mind Shielded (Su): You gain immunity to divination and mind-affecting effects as if protected by a Mind Blank spell; this is a continuous effect.
Specialized Aspect: Web Cast (Su): You can throw a web four times per day, and additional times each day by spending Spell Pool Points. This is similar to an attack with a net but has a maximum range of 100 feet with a range increment of 20 feet, and is effective against targets up to two size categories larger than you. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier. You can also create sheets of sticky webbing, creating a 10-ft by 10-ft square web by expending one use of this ability; this requires 4 full rounds of activity creating a 5-ft by 5-ft square of webbing each round. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

Dust Dragon
Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Hide, Move Silently, Survival.
Breath Weapon: A line of disintegration. This ability deals damage in d8s and deals full damage to objects ignoring hardness of objects. Any creature or object reduced to 0 or lower hit points by this effect is disintegrated (as the spell disintegration). A Fort save, not a Reflex save halves this damage. Objects made of adamantine are immune to this effect.
Energy Resistance: You do not gain energy resistance or immunity as normal. Instead at 3rd level you gain DR equal to half your Dragonsoul Acolyte level overcome by magic. At 7th level you gain immunity to disintegration spells and effects (including your breath weapon, or other effects which disintegrate objects/creatures such as Sphere of Ultimate Destruction).
Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
Greater Aspect: Winds of Wasting (Su): You may use Disintegrate as a spell-like ability by paying 4 points from your spell pool, and Gust of Wind by paying 1 Spell Pool Point. In addition as a standard action you may call up the Winds of Wasting by paying one or more points from your spell pool up to one-half your Dragonsoul Acolyte level in points. These winds whip about wearing away at all creatures and unattended objects within 30-ft of you. Any such creature or object takes 3d6 damage per Spell Pool Point spent, ignoring hardness and dealing full damage to objects, and if reduced to 0 hit points by this effect are left as nothing but disintegrated dust. Creatures and magic items within the area are allowed Fortitude saves to half this damage (DC 10 + 1/2 Dragonsoul Acolyte level + your Charisma modifier), and adamantine is immune to damage from this effect.
Specialized Aspect: Disruptive Aura (Su): You radiate an aura of disruptive energy out to 10-ft which disintegrates nearby creatures and objects. Creatures and unattended non-magical objects entering this aura or beginning their turn in this aura (in the case of unattended objects treat them as having their turn begin when yours does) take damage equal to your Charisma modifier; this effect ignores hardness except of adamantine objects. You may suppress or reactivate this aura as a swift action.

Elan Dragon
Allowed alignments: Any Good, or True Neutral.
Tutelary Skills: Heal, Spellcraft, Survival.
Breath Weapon: A cone of invigorating energy. Creatures other than yourself in this cone gain a +1 morale bonus to Strength, Dexterity, and Constitution +1 per die your breath weapon would deal (2 at 1 die, 11 at 10). This bonus lasts 1d4 rounds plus 1 per die your breath weapon would deal.
Energy Resistance: Instead of gaining energy resistance and immunity you gain the following abilities. At 3rd level you gain +4 to saves versus death effects, negative energy effects, and saves to remove negative levels. At 7th level you reduce damage you take from negative energy by 10, and become immune to effects which cause you to die from having too many temporary hit points. At 11th level this negative energy resistance increases to 20 and you may roll twice on any save this ability gives you a benefit to. At 15th level you gain total immunity to death effects, energy drain, and any negative energy effect.
Spell Pool: You gain access to the Sacred Healer (http://www.giantitp.com/forums/showthread.php?126750-My-attempt-at-a-healer-class-%283-5-core-class-PEACH%29) spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
Lesser Aspect: Repulse Undead (Su): By paying 1 or more Spell Pool Points you may Turn Undead (as a cleric of your Dragonsoul Acolyte level), you may pay an additional 2 or more Spell Pool Points up to 10 to increase your effective cleric level by 1 per 2 Spell Pool Points spent. You do not gain any Turn Undead attempts for the purposes of Divine Feats and Devotion Feats.
Greater Aspect: Battlefield Healer (Su): You may pay 2 additional Spell Pool Points to make any Conjuration (Healing) effect you use through your Spell Pool an Immediate action; if a creature is taking damage when you use a conjuration healing effect in this way you may heal it as it is applied. By paying 1 additional Spell Pool Point you may give any Conjuration (Healing) effect with a range of touch a range of close. By paying 3 additional Spell Pool Points you may ignore any material, XP, or focus components on a Conjuration (Healing) effect allowing you to use it with your Spell Pool
Specialized Aspect: Healing Breath (Su): You gain a 2nd breath weapon a cone of positive energy. Any creature in this cone that is damaged by positive energy takes damage in d10s, creatures that are healed by it are instead healed 2 hit point per die that would have been dealt; a successful Will save halves either effect. If this would heal a creature to above their maximum hit points the excess becomes temporary hit points which last 1 minute per die of damage your breath deals.

Farspawn Dragon
Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device.
Breath Weapon: A cone of madness inducing gas which deals 1d6 Wisdom damage + 1 per 2 dice your breath weapon would normally deal.
Energy Resistance: Instead of gaining the normal energy resistance ability you gain the following abilities. At 3rd level you gain Energy Resistance 5 to all energy types (Acid, Cold, Electricity, Fire, Sonic). At 7th level this increases to 10, then 20 at Lv 11, and 30 at Lv 15.
Spell Pool: A Farspawn Dragon is a psionic dragon and as such a farspawn dragonsoul acolyte gains access to Wilder powers instead of Sorcerer spells.
Draconic Wings: A Farspawn Dragonsoul Acolyte does not gain draconic wings. Instead they gain the ability to teleport their land speed as a move action. They may also spend 3 Spell Pool Points to teleport 10-ft as a swift action.
Tail: A Farspawn Dragonsoul Acolyte does not gain a tail attack instead gaining a tongue attack which deals bludgeoning, slashing, and piercing damage. They do not grow a tongue, instead their tail becomes capable of stretching out of your mouth in a dangerous spiking blow.
Lesser Aspect: Aberrant Blood (Su): Once per round, as a free action usable outside of your turn, when you take damage from a slashing or piercing weapon you may form your blood into a tentacle which lashes out at a target within your melee reach. This is a secondary natural weapon which deals 1d4 damage if you are medium sized.
Greater Aspect: Blindsight (Ex): You gain Blindsight out to a 60-ft range.
Specialized Aspect: Aura of Madness (Su): You radiate an aura of madness. Any creature within 10-ft of you suffers a -2 penalty to AC and saving throws, as well as Spot, Search, and Listen checks as they are plagued with dangerous hallucinations.

Gemini Dragon
Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Bluff, Spellcraft, Survival.
Breath Weapon: Altering breath; upon gaining this ability and whenever you use this breath weapon roll 1d6; this determines what your breath weapon will be the next time you use it (as you can use breath weapon once every 1d4 rounds you can easily use this ability out of combat to select the energy type in most cases). On a one it becomes a cone of cold, on a two it becomes a line of acid, on a three it becomes a cone of acid, on a four a line of electricity, on a five a cone of fire, and on a six you may pick one of these five options. This breath weapon deals d8s for damage.
Energy Resistance: Electricity.
Lesser Aspect: Schismed Mind (Ex): You are developing a second mind. Whenever you make a Will save you may make 2 saves and choose which one to use.
Greater Aspect: Second Head (Ex): You grow a second head. This head is capable of talking, looking about, and various other actions. 1/round this head may take an action which can be: Use a breath weapon which is a standard action; make a bite attack as a primary natural weapon (this bite is the same as your other bite attack); use a spell from your spell pool/Signature Spell/Talented Spell, you must pay a surcharge of 3 Spell Pool Points to do so; use a Cantrip; make a Diplomacy check as a full-round action or progress one by 1 round of action; make a Spot or Listen check; make a Concentration check to gain psionic focus; make a purely mental skill check which takes a full-round action or less. This head may also talk as easily as your normal head. You no longer die if you have a single head cut off, instead simply losing the benefits of having a second one until the first is regrown.
Specialized Aspect: Shifting Resistance (Ex): You gain resistance and immunity to whatever type of damage your Altering Breath deals currently (i.e. has been determined to deal on your next use). In addition your Altering Breath's damage increases from d8s to d10s.

Hellfire Dragon
Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
Tutelary Skills: Bluff, Diplomacy, and Spellcraft
Breath Weapon: Cone of Hellfire (d8s).
Energy Resistance: You gain resistance and immunity to damage inflicted by Hellfire. At Lv 3 you gain Fire Resistance 10. At Lv 7 you gain Cold Resistance 10. At Lv 11 you gain Acid Resistance 10. At Lv 15 you gain DR 1/4 Dragonsoul Acolyte levels overcome by magic.
Lesser Aspect: Deeper Darkvision (Su): Your darkvision functions even in magical darkness.
Greater Aspect: Stunning Prowess (Su): By paying 3 Spell Pool Points, as a swift action, you may make your next breath weapon used before the end of your turn force any creature damaged by it to make a Fortitude save (same DC) or be stunned for 1d4 rounds. By spending 3 Spell Pool Points, as a swift action, you may force any creature struck by 2 or more of your natural weapons to make a Fortitude save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or be stunned for 1 round. In addition you may use Power Word Stun with your spell pool as if it were a 5th level sorcerer spell by paying a surcharge of 4 Spell Pool Points.
Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

Luster Dragon
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Appraise, Craft, Search
Breath Weapon: A cone of petrifying gas. Creatures which fail a Fortitude save or slowed for 1d6+1 rounds. Creatures already slowed by this effect which are caught by it again that fail their Fortitude saves are petrified for 1 minute per die of damage your breath weapon would deal; this becomes a permanent petrification effect once you have 8 dice of damage. This can affect creatures which do not have fleshy bodies even petrifying air elementals, but creatures with the Earth subtype or immunity to petrification are immune; immunity to slow effects has no effect against this ability despite mechanical similarities the two are caused by completely different things.
Energy Resistance: Acid. At 7th level you gain immunity to petrification.
Draconic Wings: Instead of gaining wings and flight, you gain a second pair of small claws that lack significant manual dexterity (can hold light/small but sturdy objects) and your claws develop further allowing you to burrow at your land speed. You may leave standing tunnels behind you, and may as a full round action burrow 5-ft through stone.
Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
Greater Aspect: Petrifying Blows (Su): Each of your natural weapons strikes into a foe with magical augmentation to slowly turn them into lifeless stone. Each natural weapon attack you make deals 1d2 Dexterity damage to the target as part of their body turns, temporarily, into unmoving stone. If this causes their Dexterity to hit 0 then they are permanently petrified. Earth subtype creatures and creatures immune to Petrification are immune to this effect.
Specialized Aspect: Elemental Body (Ex): You gain immunity to Stunning and Poison and are no longer subject to critical hits.

Rainbow Dragon
Allowed alignments: Any Chaotic, and True Neutral.
Tutelary Skills: Hide, Move Silently, Perform
Breath Weapon: A cone of searing light (untyped) dealing d8s for damage; a Will save not Reflex halves this damage.
Energy Resistance: Light: You gain a scaling resistance to damage from light based effects as normal for a Dragonsoul Acolyte. In addition beginning at 3rd level you gain a +4 bonus to saves versus Blindness and Prismatic effects (such as Prismatic Spray, Prismatic Wall and the like). At Lv 7 this increases to immunity to blindness. At Lv 11 you gain total immunity to prismatic effects.
Lesser Aspect: Blinding Breath (Su): Blinding Breath (Su): When using your breath weapon you may release a burst of blinding light instead of dealing damage. This burst is centered on yourself and has an area of 10-ft away from you, increasing by 10-ft each time the area of your breath weapons increase. Any creature other than yourself within the area must make a Will save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
Greater Aspect: Imbue Hue (Su): As a standard action you can imbue a creature you can touch with a single hue, tinting them that color and filling them with its associated energy and powers. Imbuing a creature with a given hue costs you 2 Spell Pool Points and you may only have 1 creature imbued with any given hue at a time, and a single creature can only be imbued with a single hue at a time. Imbued hues last 1 minute dragonsoul acolyte level and a creature is allowed a Will save to resist being imbued with a hue.
Orange: The affected creature can See Invisibility as the spell, gains a +6 competence bonus to Search, Spot and Listen checks, and a +4 competence bonus on saves to disbelief illusions, but suffers a -4 to saving throws against gaze attacks, vision/color based spells and effects (such as illusions you do not get saves to disbelieve, hypnotic pattern, or the blinding effect of glitterdust), language based spells and effects, as well as any ability with the sonic descriptor or which deals sonic damage.

Blue: The affected creature gains a +4 competence bonus to Knowledge checks, but suffer a -4 to Spot, Listen, and Initiative checks. In addition they can gain a +2 bonus to their Manifester Level for psionic powers and psi-like abilities (but not Caster Level) as part of manifesting a power or using a psi-like ability but if they do so they suffer 2 points of Charisma burn each time they do so.

Red: The affected creature gains a +8 competence bonus to their Strength, but suffer a 20% miss chance with all attacks. In addition whenever the affected creature initiates a martial strike they can suffer 2 points of Constitution burn to get +2d6 damage with each attack made as part of it.

Yellow: The affected creature gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves and Initiative checks. They must also move at least one-half their base land speed each round or fall prone.

Green: The affected creature gains fast healing 5 and heals 1 point of ability damage per minute (but not drain or burn). They suffer a -2 penalty to all Will saves.

Violet: The affected creature gains a +6 competence bonus to Bluff, Diplomacy, Gather Information, and Intimidate, but suffers a -2 penalty to all Fort saves. In addition whenever they cast an arcane spell, use an infusion, or use a spell-like ability they may increase their CL by 2 but if they do they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

Indigo: The affected creature suffers 5 points of damage each round but gains a +2 competence bonus to all skill checks, saving throws, attack rolls, AC, and ability scores.

Specialized Aspect: Rainbow Armor (Su): You gain a Deflection bonus to AC equal to your Charisma modifier (min +1) and produce light out to 10-ft per point of Charisma modifier you possess (min 10-ft); this is considered a light effect with a spell level of your breath weapon damage dice for the purposes of interaction with darkness spells. You may activate or deactivate this ability as a free action.

Salt Dragon
Allowed alignments: Any Chaotic and True Neutral.
Tutelary Skills: Autohypnosis, Knowledge (the Planes), Spellcraft
Breath Weapon: Cone of dessication (d8s normally, d10s against things which take increased damage; see Sandstorm for dessication damage).
Energy Resistance: Dessication.
Lesser Aspect: Burrow (Ex): You gain a burrow speed equal to half your base land speed..
Greater Aspect: Desiccating Blows (Su): Your natural weapons desiccate opponents inflicting +1d6 desiccation damage per five dragonsoul acolyte levels on each attack.
Specialized Aspect: Blood to Salt (Su): As a standard action you may focus magical power against a target turning their blood, or other vital fluids, into salt. This requires you to spend 1 or more Spell Pool Points, up to 1 per 4 Dragonsoul Acolyte levels, and deals 1d4 Constitution damage to the target per Spell Pool Point spent (a Fortitude save halves this Constitution damage). Elementals without the Water subtype are immune. Vampires, despite lacking a Constitution score, take 8 points of damage per point of Constitution damage that would have been dealt.

Slime Dragon
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral.
Tutelary Skills: Intimidate, Knowledge (Dungeoneering), Swim
Breath Weapon: Cone of acid. This cone deals d6s for damage, but continues to deal damage for 1d2 rounds after the initial attack. A successful Reflex save for the first blast halves the entire damage for the effect.
Energy Resistance: Acid.
Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
Greater Aspect: Blindsight (Ex): You gain blindsight 60-ft.
Specialized Aspect: Shed Paraelemental (Su): Whenever you take 40 or more damage in a single round a Large Ooze Paraelemental is created (see Manual of the Planes) from your blood and ooze that you shed. This paraelemental serves you for a number of rounds equal to your Constitution modifier + your Charisma modifier (minimum 1 round) and then becomes indifferent to you. If you take 60 or more damage in a single round a Huge Ooze Paraelemental is instead created. If you take 80 or more damage in a single round it instead creates a Greater Ooze Paraelemental. 100 or more damage in a single round creates an Elder Ooze Paraelemental, and if you take at least 200 damage in a single round an Ooze Paraelemental Monolith (Dragon #347) is created.

Steam Dragon
Allowed alignments: Any Good and True Neutral.
Tutelary Skills: Autohypnosis, Heal, Spellcraft.
Breath Weapon: Cone of cold.
Energy Resistance: Cold.
Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
Greater Aspect: Dimension Well (Su): Other creatures within 30-ft of you are unable to teleport or perform planar travel. Any attempts to use such means to travel out of this area fails automatically (should a check based on CL be allowed through some special feature this is considered to have a CL equal to your class level). Any attempt to enter this area is met with similar failure, as are any summoning or calling spells that would bring something into this area. Naturally occurring portals are unaffected. You may shut down or reactivate this aura as a swift action.
Specialized Aspect: Fog Wings (Su): Fog, mist, and clouds, whether mundane or magical, do nothing to hamper your vision or movement (you can see through and move freely within a Solid Fog effect for example). In addition your fly maneuverability is increased by 2 stages (to a maximum of perfect) regardless of the source.

Dragons of the Seven Mounts
Heavenly dragons associated with the individual layers of Mount Celestia.

Lunia Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Heal, Sense Motive, Swim.
Breath Weapon: A line of gas which deals 1d6 Strength damage +1 per 2 dice it would normally have dealt; a Fortitude save negates this effect.
Energy Resistance: At 3rd level you gain the ability to breath water as easily as air and use breath weapons under water with no penalty and a swim speed equal to your base land speed. At 7th level you gain immunity to diseases. At 11th level you gain immunity to ability damage. At 15th level you gain the ability to use Detect Evil as a spell-like ability at-will.
Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer one.
Lesser Aspect: Peace Gas: Your non-poison Strength damaging breath weapon improves becoming a gas which more directly nullifies combat prowess. A Fortitude save no longer negates the effect, instead merely halving the Strength damage inflicted, and any creature which fails this save suffers a penalty to attack rolls equal to half your breath weapon dice for a number of rounds equal to your Constitution or Charisma modifier (whichever is higher).
Greater Aspect: Celestial War Magic: Whenever you cast a spell through your spell pool which targets yourself you may share it with one or more good aligned creatures within 30-ft (this functions like the Share Spells ability but applies as long as they remain within 30-ft and can be shared from up to 30-ft), to do so you must pay 1 spell pool point per creature that will receive this benefit.
Specialized Aspect: Soul of Good: As long as you are Good aligned you may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

Mercuria Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Heal, Ride, Tumble.
Breath Weapon: A cone of fire.
Energy Resistance: Fire.
Spell Pool: Instead of gaining access to the Sorcerer spell list with your spell pool you gain access to two domains from the following list, whenever you gain a new spell level for your spell pool, you gain an additional domain from this list. Spells that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool.

Air
Fire
Good
Law
Strength
Protection
War
CourageSpC
DragonSpC
EnduranceBoED
GloryBoED
Hero (shaman domain from OA)
Metallic Dragon (from a dragon magazine)
NobilitySpC
Wrath (BoED version)


Lesser Aspect: Hallowed Flames (Su): Your fire breath weapon(s) are laced with holy energy and ignore any fire resistance possessed by evil creatures; once you have Pierce Resistance this extends to any fire immunity they possess. In addition if you use a fire breath weapon against undead creatures they are turned as if by a cleric 2 levels lower than your Dragonsoul Acolyte level; you do not need to roll turning damage (you have infinite) but do need to roll a turning check as normal to determine maximum hit dice affected. You must be Good aligned to gain this Aspect, unless it is your Tutelary Dragon's lesser aspect.
Greater Aspect: Dragon of Justice (Su): Your natural weapons and any weapon you wield are considered to have the Holy property. In addition you gain the ability to Smite Evil as a paladin of your Dragonsoul Acolyte level by spending 2 Spell Pool points..
Specialized Aspect: Adept of War (Ex): You gain proficiency in all shields, armor, and weapons including exotic ones.

Venya Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Heal, Hide, Move Silently.
Breath Weapon: A line of electricity.
Energy Resistance: Electricity.
Draconic Wings: A Venya Dragonsoul Acolyte does not grow wings as normal instead gaining a supernatural ability to fly at their land speed with good maneuverability.
Lesser Aspect: Cloud Sprint (Su): By spending 1 Spell Pool Point as a swift action you can gain a fly speed as if you had the Draconic Wings ability granted by your Tutelary dragon for a number of rounds equal to your Charisma modifier; if your Tutelary Dragon does not grant flight this has no effect. Once you have gained your Draconic Wings ability you instead gain a +60-ft enhancement to your fly speed when you use this ability.
Greater Aspect: Stunning Exhalation: Creatures that fail their Reflex save against your breath weapon are stunned for 1d3 rounds.
Specialized Aspect: Chameleon (Ex): You can hide without cover or concealment (you still cannot hide if observed).

Solania Dragon
Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
Tutelary Skills: Balance, Climb, Jump
Breath Weapon: A cone of righteous energy which deals d6s for damage and uses a Will save in place of the normal Reflex save. This deals no damage to Lawful Good, Lawful Neutral, or Neutral Good creatures, and deals +1 damage per die against Chaotic Neutral or Neutral Evil creatures, and +2 damage per die against Chaotic Evil creatures. A Neutral Evil or Chaotic Neutral creature which fails its Will save is Sickened for 1d3 rounds. A Chaotic Evil creature which fails its Will save is Sickened for 1d4+1 rounds.
Energy Resistance: Cold.
Special: A Solania Dragon is a psionic dragon and like other Dragonsoul Acolytes of Psionic Dragons a Dragonsoul Acolyte that selects Solania Dragons as their Tutelary Dragon gains a single psionic power point. However Solania Dragonsoul Acolytes do not gain access to psionic powers with their Spell Pool instead gaining access to Martial Maneuvers.
Spell Pool: A Solania Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Solania Dragonsoul Acolyte may initiate maneuvers from Devoted Spirit, Diamond Mind, Iron Heart, and Stone Dragon disciplines.
Draconic Wings: A Solania Dragonsoul Acolyte does not gain Draconic Wings instead gaining Greater Battle Art at 10th level, and True Battle Art at 20th level.
Lesser Aspect: Battle Art of the Stone Dragon (Ex): Whenever you strike a foe in melee for lethal damage with a natural weapon you gain temporary hp equal to your constitution modifier (minimum 1). In addition your natural weapons overcome damage reduction as if they were Adamantine.
Greater Aspect: Dragon of Justice (Su): Your natural weapons and any weapon you wield are considered to have the Holy property. In addition you gain the ability to Smite Evil as a paladin of your Dragonsoul Acolyte level by spending 2 Spell Pool points.
Specialized Aspect: Archon (Ex): You gain immunity to petrification and you gain Electricity Resistance and Immunity equal to the amount granted by your Energy Resistance and Immunity class features.
Greater Battle Art (Su): You automatically confirm all critical threats when you strike a foe in melee, and may regain your psionic focus as a swift action when striking a foe in melee. In addition your natural weapons overcome damage reduction as if they were silver and/or cold iron.
True Battle Art (Su): Whenever you deal lethal damage to an Evil creature with a natural weapon all Good aligned creatures within 60-ft (including yourself) are healed 8 hit points.

Mertion Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Bluff, Heal, Spellcraft
Breath Weapon: A line of electricity. This line deals damage in d6s, but creatures caught in it must make a Will save in addition to their Reflex save for half damage. If they fail this Will save they are frightened for 1 round, this increases to 1d2 rounds when you obtain 3 dice of damage in your breath weapon, 1d3 when you have 6, and finally 1d4 when you have 9 or more. The frightened effect is mind-affecting and a fear effect.
Energy Resistance: Electricity.
Spell Pool: A Mertion dragon accesses spells from the Cleric spell list instead of the Sorcerer spell list.
Lesser Aspect: Breath of Evil Suppression (Su): You gain a 2nd breath weapon a cone of energy which nullifies evil magic. This breath weapon deals no damage but non-Good creatures within the area must make a Will save. On a failed save they cannot cast spells, or use spell-like abilities (this applies to psionics as well, and homebrew Supernatural casting-like systems at the DM's discretion) for 1d4 rounds if Neutral, or 1d6+1 rounds if Evil.
Greater Aspect: Battle Master (Ex): You are able to give commands and orchestrate forces even in the heat of the most fierce battle. You can direct a number of creatures other than yourself up to your Charisma modifier (minimum 1) and selecting these creatures (or reselecting them) is a swift action. You grant these creatures one of the following: +3 insight bonus to Attack rolls, +3 insight bonus to AC, or +3 insight bonus to all Saving throws. Creatures must be able to see and hear you to be affected by this ability, or you must be in telepathic contact with them. By spending 1 Spell Pool point as a swift action you may grant these bonuses to up to 5 times your normal allotment of targets (this action includes reselecting targets) for Charisma modifier rounds, and by spending 2 Spell Pool points as a swift action you may grant 2 of these bonuses for a number of rounds equal to your Charisma modifier.
Specialized Aspect: Telepathic Circle (Su): You can craft a telepathic bond between you and your Charisma modifier number of other creatures (minimum 1) that are within 30-ft of you; to do so requires 1 minute of group meditation. This bond lasts 24 hours or until you choose to end it and allows you and the selected creatures to communicate with each other as long as they are on the same plane as you are. You may only have one telepathic bond active at a time and forming a new one disbands the old one. You may disband a telepathic circle or drop a creature from it as a free action.

Jovian Dragon
Allowed alignments: Lawful Good and Neutral Good. A Jovian Dragonsoul Acolyte must maintain an Exalted pattern of behavior and should they act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats they suffer the same penalties as if they were no longer of a proper alignment to serve a Jovian Dragon and must seek atonement and a new Tutelary Dragon.
Tutelary Skills: Diplomacy, Heal, Knowledge (Religion)
Breath Weapon: A cone of holy smite which deals d8s for damage. It deals no damage to good aligned creatures, half damage to neutral creatures, and full damage to evil creatures. A Will save, instead of a Reflex save, halves this damage, and evil creatures which fail this save are blinded for 1 round.
Energy Resistance: Electricity.
Spell Pool: A Jovian dragon is a psionic dragon. As such as a Jovian Dragonsoul Acolyte draws upon the Wilder power list instead of the Sorcerer spell list.
Lesser Aspect: Breath of Justice's Leash (Su): You gain a 2nd breath weapon a cone of energy charged with holy vengeance. This breath weapon deals no damage when used, but any creature which fails their Will save against it takes damage as if from your breath weapon (in d8s) whenever they willfully commit an Evil act for the next 24 hours; a successful Will save negates each instance of damage individually. Note that attacking/fighting a creature counts as (at most) 1 Evil act for the purposes of this ability.
Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Wilder powers and gain 2 additional Spell Pool Points.
Specialized Aspect: Menace of Righteousness (Ex/Su): You are immune to petrification effects and Auras of Menace (this is Ex). In addition you are surrounded by an Aura of Menace like an archon's out to 10-ft.
A righteous aura surrounds you. Any hostile creature within your aura must succeed on a Will save (DC 12 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier; if you are an Outsider or Augmented Outsider you gain a +2 racial bonus to this DC) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.

Zaydos
2014-08-31, 02:31 PM
Dragonsoul Acolyte Tutelary Dragon List - Homebrew Part 5: This Time it's Ridiculous

Dragons of the Nine Hells
Infernal dragons associated with the individual layers of Baator.

Avernine Dragon:
Allowed alignments: Lawful Evil, and Lawful Neutral.
Tutelary Skills: Diplomacy, Intimidate, Sense Motive
Breath Weapon: Cone of Fire.
Energy Resistance: Fire.
Lesser Aspect: Fear Breath (Su): You gain a 2nd breath weapon a cone of fear inducing gas. Any creature within this cone must make a Will save or be frightened for 1d3+1 rounds. This is a mind-affecting, fear effect.
Greater Aspect: Dragon's Aura (Su): You gain the Draconic AuraDrM feat as a bonus feat, and the Double Draconic AuraDrM feat as a bonus feat if you fulfill its prerequisites, any Draconic Aura you possess has double its normal range. In addition enemies within your Draconic Aura suffer a -2 penalty to AC and saving throws; this is a mind-affecting, fear effect.
Specialized Aspect: Chaos Bane (Su): Damage you deal ignores the Damage Reduction of Chaotic creatures and your natural weapons deal +1d6 damage against Chaotic creatures.

Canian Dragon:
Allowed alignments: Lawful Evil, and Lawful Neutral.
Tutelary Skills: Intimidate, Knowledge (the Planes), Profession.
Breath Weapon: Line of solid ice (deals cold damage).
Energy Resistance: Cold
Lesser Aspect: Hellfire Breath (Su): You gain a 2nd breath weapon a cone of hellfire dealing d8s as damage; this damage increases to d10s once you have the 2nd Breath Weapon Dragonsoul Acolyte class feature.
Greater Aspect: Forged in Hell's Flames (Ex/Su): You gain immunity to fire and hellfire damage, and Acid Resistance 10; this is Extraordinary. You also gain damage reduction equal to half your level overcome by Good (this is Supernatural).
Specialized Aspect: Death Throes (Su): When you die your body explodes in a burst of hellfire dealing 2d6 hellfire damage per die of damage your breath weapon would normally deal within a 10-ft radius; a successful Reflex save (DC 10 + 1/2 your Dragonsoul Acolyte + your Constitution modifier) halves this damage. If you have 13 dragonsoul acolyte levels this increases to a 20-ft, and again to 30-ft once you have 17 dragonsoul acolyte levels.

Chain Dragon:
Allowed alignments: Any Evil.
Tutelary Skills: Climb, Hide, Move Silently
Breath Weapon: Line of acid.
Energy Resistance: Acid.
Lesser Aspect: Armor Eroding Breath (Su): Any creature which fails its Reflex save against your acid breath weapon (or any acid breath weapon you possess) has their AC reduced by 1 point per 2 dice of damage dealt by your breath weapon for 1 minute. This AC reduction cannot reduce a creature's AC by more than their Armor, Natural Armor, Shield, and Deflection bonuses to AC put together.
Greater Aspect: Chains (Ex): You grow several long, barbed chains. Two of these chains allow you to make chain attacks each acting as a secondary natural weapon dealing 1d4 damage (if you are medium sized). These chains have a reach 5-ft longer than is normal for you and deal bludgeoning and piercing damage.
Specialized Aspect: Seek Foe (Su): Whenever a creature damages you, you may, as a free action, declare it your Sworn Foe. You can sense the location of your Sworn Foes as if you had Blindsense with a range of 120-ft which does not require line of effect. By spending 2 points from your Spell Pool as a free action you can increase this to the equivalent of Blindsight in regards to your Sworn Foes for 1 round. You may also use Greater Scrying as a spell-like ability to target your Sworn Foe at a cost of 4 Spell Pool Points, or Discern Location to target your Sworn Foe for 8 Spell Pool Points. You may only have a number of Sworn Foes equal to your Charisma modifier (min 1) at a time, and attempting to declare another when you already have your maximum causes you to lose one. You do not lose Sworn Foes if your Charisma modifier drops until the next time you attempt to declare a creature your foe. If a creature dies for more than 1 minute this connection is broken and they are no longer your Sworn Foe. If you die for more than 1 minute you lose all Sworn Foes.

Dis Dragon:
Allowed alignments: Lawful Evil, Lawful Neutral, or Neutral Evil.
Tutelary Skills: Bluff, Gather Information, Hide
Breath Weapon: Line of sound (sonic).
Energy Resistance: Sonic.
Lesser Aspect: Draconic Diviner: You treat Divination spells as if they were 1 level lower for the purposes of your Spell Pool. Beginning at 11th level you may treat Divination spells as if they were 2 spell levels lower for the purposes of your Spell Pool.
Greater Aspect: Eyes of Dis (Su): You gain a continuous See Invisibility, can use True Seeing with a duration of 1 round per caster level at a cost of 3 Spell Pool Points, and can use Discern Location as a spell-like ability 1/day by expending 8 Spell Pool Points. Finally your Divination spells ignore effects and spells that prevent or mislead divinations of 8th level or less or of equivalent power.
Specialized Aspect: Urban Hide in Plain Sight (Su): Within a city of at least small city size, a Dis Dragonsoul Acolyte may hide without cover or concealment.

Maladominian Dragon:
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Disguise, Intimidate
Breath Weapon: Cone of Charisma draining gas. This gas deals 1d6 Charisma damage + 1 per 2 dice of damage your breath weapon would normally deal, a successful Fortitude save (instead of Reflex) halves this effect.
Energy Resistance: Instead of energy immunity a Maladominian dragon gains the following abilities. At 3rd level they gain immunity to disease. At 7th level they gain immunity to poison. At 11th level they gain Damage Reduction overcome by good or silver equal to half their Dragonsoul Acolyte level.
Spell Pool: A Maladominian Dragonsoul Acolyte gains access to the Bard spell list instead of the Sorcerer spell list. This includes for the purposes of Talented and Signature Spell choices.
Lesser Aspect: Decaying Breath (Su): You gain a 2nd breath weapon a line of curse laced energy which decays the bodies of creatures in its area. Any creature within the area of this breath suffers a penalty to Strength, Dexterity, and Constitution equal to 1d4 + 1/3 dice of damage your breath weapon would normally deal. This penalty lasts 1 minute and cannot reduce a target's ability score(s) to below 1. A successful Fortitude save negates this penalty.
Greater Aspect: Vile Beauty (Su): You have the nearly horrifying beauty of a young Maladominian Dragon, that which the old dragons covet more than all else. You gain a +4 bonus to all Charisma based checks made to deal with other creatures which can see you. You may pay 1 Spell Pool Point, as a free action, to charge this beauty with additional power for a number of rounds equal to your Charisma modifier (minimum 1). For this duration any creature within 60-ft of you which looks at you must make a Will save or be Charmed as if by a CL 10 Charm Monster spell (this is supernatural so Spell Resistance does not apply). Both of these effects are mind-affecting and do not affect dragons of any kind.
Specialized Aspect: Suppress Regeneration (Su): Regeneration does not convert damage dealt by your natural weapons to non-lethal damage. In addition any creature dealt damage by your natural weapons loses any regeneration or fast healing it normally would have for a number of rounds equal to your Charisma modifier (minimum 1 round).

Malbolgian Dragon:
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Hide, Move Silently
Breath Weapon: Line of Electricity.
Energy Resistance: Electricity.
Lesser Aspect: Sniper's Breath (Su): You may use any of your breath weapons as a ranged touch attack with a range 10 times its normal range (the length of the cone or line). If you do so the target is still allowed a save for half damage or to reduce/negate the effect as normal.
Greater Aspect: Fiery Lashes (Su): As a swift action you may conjure a whip of flame from each of your empty palms by paying 3 Spell Pool Points. You may use these whips to make natural weapon attacks dealing 1d4 damage (if you are medium) with a +10-ft increase to your melee reach, these attacks replace your normal claw attacks. Attacks made with these whips are considered melee touch attacks and deal fire damage instead of slashing, bludgeoning, or piercing damage. You must pay 1 Spell Pool Point each round to maintain these whips of flame, and may not hold objects in a hand which has such a whip.
Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

Nessian Dragon
Allowed alignments: Lawful Evil.
Tutelary Skills: Bluff, Disguise, Perform
Breath Weapon: A line of hellish red light which enfeebles the minds of those within it. Creatures caught in this line suffer a penalty to Intelligence and Wisdom of 1d6 + 1 per 2 dice of damage your breath weapon would normally inflict. This penalty cannot reduce these stats below 3 and lasts for 1 minute per die of damage it would normally do.
Energy Resistance: Fire.
Spell Pool: A Nessian Dragonsoul Acolyte gains access to Shadowcaster Mysteries instead of the Sorcerer spell list. They gain full benefit from Aspects which allow them to add spells or powers to the sorcerer/wilder lists, or reduce the level of a certain school or descriptor but do not gain access to the Sorcerer spell list directly. They can use these Mysteries as a normal Dragonsoul Acolyte uses sorcerer spells; they spend spell pool points to use any mystery of the appropriate level or lower. A Nessian Dragonsoul Acolyte gains their talented spells and signature spell from the list of spells they draw their spell pool spell-like abilities from. In addition a Nessian Dragonsoul Acolyte may select fundamentals in addition to the normal cantrip list for Dragonsoul Acolytes beginning at 4th level.
Lesser Aspect: Circle of Evil’s Power (Su): You radiate an aura of evil power out to 10-ft + 10-ft per 10 Dragonsoul Acolyte levels that suppresses all Protection from Evil, Magic Circle of Protection from Evil, Protection from Law, and Magic Circle of Protection from Law within this area. If your Dragonsoul Acolyte level is 11 or higher this ability also suppresses Holy Aura, Cloak of Chaos, Holy Word, and Word of Chaos spells within its range. You show up under Detect Evil and Detect Law as a Lawful Evil cleric.
Greater Aspect: Nessian Sorcery: You gain access to the Sorcerer spell list in addition to Mysteries. You may select Sorcerer spells for your Signature Spell, and gain an additional Talented Spell selected from the Sorcerer spell list. When using 4th level Enchantment or Illusion spells or Mysteries the Spell Pool Cost is reduced by 1.
Specialized Aspect: Imp Form (Su): You may assume the form of an imp, large or smaller monstrous spider, raven, rat, dire rat, or boar as if using the Alternate Form ability. You retain your natural weapons, scales, breath weapon, and physical ability scores granted by this class. If you assume an Imp form you may use any of its at-will Spell-like Abilities for 1 Spell Pool Point, Suggestion as a spell-like ability for 3 Spell Pool Points but no more than 1/day, and Commune as a spell-like ability for 8 Spell Pool Points but no more than 1/week to ask no more than 6 questions. At level 12 you gain the ability to turn into a dire boar or huge monstrous spider with this Aspect, at level 15 you gain the ability to turn into a gargantuan monstrous spider with this ability.

Phlegethos Dragon
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Diplomacy, Disguise
Breath Weapon: Cone of Fire.
Energy Resistance: Fire.
Lesser Aspect: Sickening Breath: Your fire breath is tainted by hellish pollutants. Any creature caught within the area of your breath weapon must also make a Fortitude save or be sickened for 1d4 rounds. Outsiders with the evil subtype, and Phlegethos Dragon (as well as Phlegethos Dragonsoul Acolytes) are immune to this sickening effect.
Greater Aspect: Devil's Charm: You can use Charm Monster as a spell-like ability 3 times per day, and each extra use beyond that costs only 1 Spell Pool Point. You may use Dominate Person for 1 less Spell Pool Point than usual (if you have access to it), and 1/day may spend a 6 Spell Pool Point surcharge to use Dominate Monster as a 5th level spell.
Specialized Aspect: Destroy Wards (Su): As a standard action you may spend 1 or more Spell Pool Points to instantly end all Protection from Alignment, Magic Circle against Alignment, and other similar effects which ward against Charm or mind-control. Continuously active Supernatural abilities which duplicate these effects and continuous magic items are not destroyed merely suppressed for 1d4 minutes. For 1 Spell Pool Point this ability affects such effects within 5-ft, for 2 it extends 30-ft, for 3 it extends out to 100-ft, for 4 out to 400-ft, for 5 out to 1000-ft, for 6 out to 1 mile, for 7 out to 3 miles, for 8 out to 5 miles, for 9 out to 10 miles, increasing thus forth with 3x, 5x, 10x (30 mi, 50 mi, 100 mi, 300 mi, 500 mi, 1000 mi, etc; 30 would be 100,000,000 miles; 15 would be global on a world the size of the Earth). This ability does not require line of effect.

Stygian Dragon:
Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
Tutelary Skills: Bluff, Gather Information, Swim
Breath Weapon: Cone of Cold.
Energy Resistance: Cold.
Draconic Wings: You do not gain Draconic Wings, instead gaining Styx Adaptation; Styx Adaptation works like the Lesser Aspect Sea Dweller but also grants immunity to the memory draining effects of the River Styx.
Lesser Aspect: Siren's Lure (Su): As a full-round action you can sing a keening song of loss and control. Any creature within 60-ft which can hear this song must spend their next turn attempting to get as close to you as possible; they must use their fastest movement modes possible (teleporting the distance if that is required) and may only avoid obstacles and hazards if they can move around those in some way without moving farther away from you. Once they reach you they may act normally for the rest of their turn. This is a mind-affecting, sound based, compulsion effect and a successful Will save not only negates the effect, it renders that creature completely immune to your Siren's Lure for 24 hours. When you use this ability you may expend 1 Spell Pool Point to increase the range to 100-ft or 2 Spell Pool Points to increase the range to affect all creatures which can hear you.
Greater Aspect: Stygian Spy (Su): You can read thoughts as if with the Detect Thoughts spell but it is continuously active and it only requires a swift action to focus on a creature's thoughts; the save DC for this effect is 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier. In addition you may force a creature whose thoughts your are perusing to forget information on a subject it is currently thinking about as a Standard action by spending Spell Pool Points. For a single spell pool point they forget 5 minutes of memories on the subject, increasing to 30 minutes for 2, 1 day's worth for 4, or all memories on the subject for 8; by doubling the number of points you spend you gain the lost memories for yourself and if you got at least a day's worth of information this way you may use the target's Knowledge skill modifiers for any Knowledge checks related to the subject for 24 hours. A target is allowed another Will save (same DC) to resist this effect.
Specialized Aspect: Touch of Styx (Su): The first time you strike a creature with one of your natural weapons each round they lose one prepared spell of their highest level as if it had been cast, or one readied maneuver of their highest level becomes un-readied; which spell or maneuver is lost this way is determined randomly. If the creature has both prepared spells and maneuvers spells are lost first.

Lung Dragons
These dragons are considered lung dragons and may select certain options based upon that kind (see spoiler in Tutelary Dragon List: 1st Party)

Fu Tsang Lung
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Disguise, Perform, Swim
Breath Weapon: Line of Magma dealing d6s for damage but dealing the same damage to all targets caught in it for 2 rounds after its use or until they spend a full round action to scrape it off.
Energy Resistance: Fire.
Lesser Aspect: Burrowing (Ex): You gain a burrow speed equal to half your base land speed.
Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
Specialized Aspect: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.

Jin Lung
Allowed alignments: Any Lawful or True Neutral.
Tutelary Skills: Appraise, Disguise, Perform
Breath Weapon:
Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
Lesser Aspect: Repulse Metal (Su): Metal does not strike the Jin Lung, nor does it strike you. Attacks made with metal weapons, or weapons including metal parts, suffer a -3 penalty to hit you.
Greater Aspect: Drain Luck (Su): Your natural weapons strip the luck from your foes. Any creature you strike with a natural weapon suffers a -1 penalty to attack rolls, saving throws, caster level, AC, ability checks, and skill checks. This penalty is cumulative up to a -3 penalty, and lasts for 1 minute with its duration resetting each time they are struck.
Specialized Aspect: Boon of Luck (Su): You may grant a creature a boon of luck as a full-round action by investing 1 Spell Pool Point into the boon. This boon lasts until you sever it as a full-round action and you do not recover spell pool points invested into a boon until after it has been severed and you next regain spell pool points. This boon grants the target a +1 luck bonus to all skill and ability checks, attack rolls, AC, and saving throws. If you die all such boons are instantly severed.

Mu Lung
Allowed alignments: Any Good and True Neutral.
Tutelary Skills: Disguise, Perform, Survival
Breath Weapon: A glob of acid. This functions as a ranged touch attack usable at up to 5 range increments (as a thrown weapon) with a range increment equal to the range of a cone breath weapon. This ability deals damage in d10s.
Energy Resistance: Acid.
Lesser Aspect: Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
Greater Aspect: Woods Priest: You may use Druid spells and spells on the Animal and Plant domains with your Spell Pool as if they were Sorcerer spells. Spells on the Animal and Plant domains are treated as 1 spell level lower for the purposes of your Spell Pool and you gain Calm Animals and Entangle as Cantrips.
Specialized Aspect: Camouflage (Su): You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment (this functions as the ranger ability of the same name except for its Supernatural nature).

Tai Yang Lung
Allowed alignments: Any Lawful and True Neutral.
Tutelary Skills: Bluff, Hide, Disguise
Breath Weapon: Instead of a breath weapon you gain the ability to release a Heat Pulse, or a wave of heat in a deadly pulse. This deals fire damage to all creatures within 5-ft of you (other than yourself) when it is used (same recharge as your breath weapon); when your breath weapon distance increases to 60-ft (line) this increases to a 15-ft range, and increases by 5-ft every time your breath weapon range increases thereafter (to 35-ft at 140-ft). This ability deals damage in d10s.
Energy Resistance: Fire.
Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your dragonsoul acolyte level.
Greater Aspect: Fire Absorption (Su): You are more than merely immune to fire damage. Whenever an effect would deal fire damage to you if you were not immune to fire you instead regain 1 hit point per 2 points of damage that effect would have dealt. In addition when you use your Heat Pulse ability you regain hit points as if your Heat Pulse had damaged you as well.
Specialized Aspect: Fiery Backlash (Su): Your Spell Resistance improves by 2. In addition whenever your spell resistance successfully prevents a spell or spell-like ability or you successfully make a saving throw to negate a targeted spell or spell-like ability that did not have an effect line you turn the magical energies back on that spell's caster. They take 2 points of damage per dragonsoul acolyte level you possess, half of this damage is pure divine energy while the other half is fire meaning only half of this damage is affected by effects which prevent or reduce fire damage. The caster is allowed a Will save (DC 10 + 1/2 your dragonsoul acolyte level + your Charisma modifier) to half this damage.


Epic Dragons:
Anarchic Dragon
Allowed alignments: Any Chaotic.
Tutelary Skills: Sleight of Hand, Tumble, and Use Magic Device
Breath Weapon: A cone of anarchic energy (counts as Chaotic spell/damage for the purposes of regeneration) which deals d8s for damage.
Energy Resistance: Instead of normal Energy Resistance/Immunity an Anarchic Dragonsoul Acolyte gains a variety of special abilities. Beginning at 3rd level ranged attacks made against you suffer a 20% miss chance; this is a supernatural quality. At 7th level you gain immunity to polymorph spells and effects. At 11th level you gain immunity to ability damage. At 15th level you gain immunity to ability drain.
Lesser Aspect: Universal Energy Resistance (Ex): You gain Acid, Cold, Electricity, Fire, and Sonic Resistance 5, increasing to 10 at Lv 12.
Greater Aspect: Polymorph Breath (Su): You gain a 2nd weapon a cone of polymorphing energy. Any creature that fails a Fort save against this effect are polymorphed as if by the Baleful Polymorph spell, transforming into a random animal (non-fatal forms only) and have to make a Will save as per the spell; as a Su ability this cannot be dispelled, but it can be removed with the Remove Curse, Break Enchantment, Limited Wish, Wish, or Miracle spells.
Specialized Aspect: Choose Fate (Su): When you would make a roll you may spend a number of Spell Pool Points to treat yourself as having rolled an unmodified number equal to twice the amount of Spell Pool points spent, up to the highest number on the die. You must choose to use this ability before making the roll and it does not trigger Vorpal weapons although it does otherwise count as a natural roll of the given number.

Cataclysm Dragon
Allowed alignments: Any Chaotic, or True Neutral.
Tutelary Skills: Handle Animal, Knowledge (Nature), Survival
Breath Weapon: When you gain this ability select an energy type (acid, cold, electricity, fire, or sonic). You gain a cone shaped breath weapon of that energy type.
Energy Resistance: Whichever type you selected for your breath weapon.
Spell Pool: You draw spells for your spell pool from the Druid spell list instead of the Sorcerer spell list.
Lesser Aspect: Weather Resistant (Su): You never need to make saving throws against wind, whether magical or mundane, and suffer no wind or weather based penalties to skill checks, attack rolls (this allows you to shoot an arrow straight through a whirlwind), or other penalties due to inclement winds or weather. You are immune to weather based effects.
Greater Aspect: Born of Cataclysm: You gain immunity to all 5 energy types. In addition your breath weapon becomes a roiling chaos of energy which deals damage to each target as if it were the energy type (acid, cold, electricity, fire, or sonic) that is most effective against that creature (i.e. if it has fire immunity it deals damage as not fire, if it has cold vulnerability it's cold, if it has cold vulnerability and cold resistance 20 and is dealing less than 60 damage it's not cold and if it is more than 60 damage it is cold).
Specialized Aspect: Elemental Spell Pool: You may use your spell pool to access the Wu Jen spell list in addition to the druid spell list.

Diamond Dragon
Special Note: Diamond Dragon is a variety of Gem Dragon; is a psionic dragon and can select Planar Gem as a specialized aspect.
Allowed alignments: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, Lawful Neutral.
Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device
Breath Weapon: A cone of psychic force. This is a mind-affecting effect which deals damage in d8s. Any creature with psionic power points lose psionic power points equal to the damage which would be dealt instead of taking damage, any damage in excess to their remaining power points is dealt as hit point damage still. A successful Will save halves this damage instead of a Reflex save.
Energy Resistance: Instead of gaining energy resistance a diamond dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
Lesser Aspect: Telepathy (Su): You gain telepathy out to 10-ft per class level.
Greater Aspect: Stunning Breath: Your cone of psychic force breath weapon stuns creatures which fail their save for 1 round.
Specialized Aspect: Mental Armor: When you use Inertial Armor or Force Screen with your Spell Pool it costs only 1 Spell Pool Point to use at half augmentation, and 2 at full augmentation. By paying a 3rd spell pool point you may treat your ML for these effects as if it were 50% higher. By paying 2 additional Spell Pool Points you may Quicken either power.

Malison Dragon
Allowed alignments: Any Evil.
Tutelary Skills: Bluff, Intimidate, Spellcraft
Breath Weapon: A cone of corrupting energy (untyped, d8s); counts as damage from an Evil spell for the purposes of overcoming regeneration. A Fortittude save halves this damage instead of a Reflex save.
Energy Resistance: Instead of gaining energy resistance and immunity you gain the following abilities. At 3rd level you gain +4 to saves versus death effects, negative energy effects, and saves to remove negative levels. At 7th level you reduce damage you take from negative energy by 10. At 11th level this negative energy resistance increases to 20 and you may roll twice on any save this ability gives you a benefit to. At 15th level you gain total immunity to death effects, energy drain, and any negative energy effect.
Lesser Aspect: Diseased Breath (Su): Any creature which fails their save against your breath weapon also contracts Faceless Hate (see Book of Vile Darkness page 30) with its normal incubation period. If they already have Faceless Hate but it has not finished its incubation period yet its remaining incubation period is reduced to 0 rounds.
Greater Aspect: Word of Curse (Su): You may use Bestow Curse with a range of 30-ft as a spell-like ability by expending 2 points from your Spell Pool, and may use Greater Bestow Curse with a range of 30-ft by expending 6 points from your Spell Pool. If you die you may, with your last breath, call down a curse on up to your Charisma modifier creatures (minimum 1) 1 of which must be whoever killed you and all of which must be within a mile (if your killer is not a creature or is not within a mile you may still curse Charisma modifier -1 other creatures). This functions as Greater Bestow Curse but cannot be removed short of a Miracle spell or divine intervention. Even a Wish spell cannot remove your death curse.
Specialized Aspect: Profane Shield (Su): You gain a deflection bonus to AC equal to your Charisma modifier.

Mithral Dragon
Allowed alignments: Any Good; a Mithral Dragonsoul Acolyte must maintain an Exalted pattern of behavior and should they act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats they suffer the same penalties as if they were no longer of a proper alignment to serve a Mithral Dragon and must seek atonement and a new Tutelary Dragon.
Tutelary Skills: Diplomacy, Heal, Sense Motive.
Breath Weapon: When you gain this ability select an energy type from among Acid, Cold, Fire, and Electricity, also select cone or line. You gain a breath weapon of the selected shape and energy type.
Energy Resistance: Whichever type you selected for your breath weapon.
Lesser Aspect: Turn Undead (Su): You gain the ability to turn undead as a cleric of your Dragonsoul Acolyte level. You must maintain an Exalted pattern of behavior to select this aspect and should you act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats you lose access to this ability until you gain a level at which point you may retrain this draconic aspect unless it is the Lesser Draconic Aspect of your Tutelary Dragon (in which case you will likely be exchanging it earlier when you select a new Tutelary Dragon).
Greater Aspect: Paralysis Breath (Su): When using your breath weapon may release a cone of paralyzing gas instead of dealing damage which paralyzes creatures that fail their Fortitude saves for 1d4+1 rounds.
Specialized Aspect: Soul of Good: You may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

Prana Dragon
Allowed alignments: Any except True Neutral.
Tutelary Skills: Hide, Move Silently, Survival
Breath Weapon: A cone of energy which rips the animating force from things, dealing untyped damage (d6s) to creatures and unattended magic items within the area and 1 point of essentia damage to the target per die of damage dealt. A Will save halves this damage and the essentia damage.
Energy Resistance and Spell Pool: A prana dragon is a dragon of incarnum much like an incarnum dragon and gains meldshaping like an incarnum dragon's except that they gain access to Incarnate soulmelds in place of soulborn soulmelds.
Lesser Aspect: Flow of Essentia (Ex): Your essentia capacity for one soulmeld per 4 Dragonsoul Acolyte levels is increased by 1. You select which soulmelds are affected by this ability each morning when you shape your soulmelds for the day.
Greater Aspect: Armored Meldshaper (Ex): You may freely bind soulmelds to a chakra and wear a magic item in the same slot.
Specialized Aspect: Shield of Heart (Su): You gain immunity to ability damage and drain that you do not inflict to yourself.

Regulator Dragon
Allowed alignments: Any Lawful.
Tutelary Skills: Autohypnosis, Knowledge (History), and Profession
Breath Weapon: A cone of absolute order. This energy deals the d8s of axiomatic damage (this is considered lawful for the purposes of regeneration), with a Will save to half instead of a Reflex save.
Energy Resistance: Instead of gaining energy resistance a diamond dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
Lesser Aspect: Curse of Order (Su): You may, as a swift action which costs 2 Spell Pool Points to activate, level a curse on any creature which has damaged you since the end of your last turn. This functions as a fully augmented version of deja vu (http://www.d20srd.org/srd/psionic/powers/dejaVu.htm) against the target, but has no range limit.
Greater Aspect: Stunning Breath: Your cone of absolute order breath weapon stuns creatures which fail their save for 1 round.
Specialized Aspect: Pierce Illusion (Su): You automatically gain a Will save at +4 to disbelieve any illusion you encounter. In addition you may use True Seeing as a spell-like ability by spending 4 Spell Pool Points.

Sublime Dragon
Allowed alignments: Any non-Lawful.
Tutelary Skills: Choose 3 disciplines. You treat these disciplines' associated skills as Tutelary Skills.
Breath Weapon: A Sublime Dragonsoul Acolyte gains the ability to perform a Rending Strike instead; this Rending Strike requires recharge as a breath weapon and uses the same timer as any breath weapon you gain as a Dragonsoul Acolyte. You may use your Rending Strike as part of any melee attack you make, adding a number of d8s to that attack's damage equal to the number of dice your breath weapon would deal (it also gains 1/2 Charisma modifier increasing to Charisma modifier as normal for your breath weapon); if that attack misses your Rending Strike is wasted. An attack declared a Rending Strike ignores Damage Reduction and hardness and may strike incorporeal creatures as if it was made with a ghost touch weapon.
Energy Resistance: A Sublime Dragonsoul Acolyte does not gain Energy Resistance/Immunity as normal. Instead at Lv 3 you gain Spell Resistance 8 + your Dragonsoul Acolyte level and a +4 to saves versus Transmutation spells and spell-like abilities as well as Psychometabolism powers and psi-like abilities. At Lv 7 this increases to Spell Resistance 10 + your Dragonsoul Acolyte level, with a +5 to your Spell Resistance against Transmutation and Psychometabolism. At Lv 11 you automatically save against all Transmutation and Psychometabolism effects unless you choose to fail and are considered to have Mettle against these effects. At Lv 15 your Spell Resistance increases to 12 + your Dragonsoul Acolyte level.
Spell Pool: A Sublime Dragon is a sublime dragon for the purposes of the Spell Pool. You gain access to whichever three disciplines you chose to gain your Tutelary Skills from.
Lesser Aspect: Rending Blows (Ex): Attacks you make with your natural weapons treats your target as if their DR and hardness was lower by an amount equal to 1/2 your Dragonsoul Acolyte level, this cannot result in negative DR. For example a 10th level Dragonsoul Acolyte with this aspect ignores DR 5 or less (regardless of its source or what is needed to overcome it) and would treat a creature with DR 10/- as having DR 5/-; so if they dealt 8 damage before damage reduction to a creature with DR 10/- they would deal 3 after damage reduction.
Greater Aspect: Sublime Shield (Su): You are immune to damage and ability damage from spells and spell-like abilities.
Specialized Aspect: Unhealing Wounds (Su): Your natural weapons and martial strikes deal damage which is extremely hard to heal. Damage dealt by any natural weapon you possess or any attack made as part of a martial strike ignores regeneration and cannot be healed by fast healing or natural healing. In addition it is always healed last by magic and magical attempts to heal it only heal 1 hit points per 4 points they would normally heal.

Umbra Dragon
Allowed alignments: Any Evil or True Neutral.
Tutelary Skills: Bluff, Hide, Move Silently
Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down).
Energy Resistance: Instead of gaining energy resistance and immunity you gain the following abilities. At 3rd level you gain +4 to saves versus death effects, negative energy effects, and saves to remove negative levels. At 7th level you reduce damage you take from negative energy by 10. At 11th level this negative energy resistance increases to 20 and you may roll twice on any save this ability gives you a benefit to. At 15th level you gain total immunity to death effects, energy drain, and any negative energy effect.
Spell Pool: An Umbra Dragonsoul Acolyte gains access to Shadowcaster Mysteries instead of the Sorcerer spell list. They gain full benefit from Aspects which allow them to add spells or powers to the sorcerer/wilder lists, or reduce the level of a certain school or descriptor but do not gain access to the Sorcerer spell list directly. They can use these Mysteries as a normal Dragonsoul Acolyte uses sorcerer spells; they spend spell pool points to use any mystery of the appropriate level or lower. A Umbra Dragonsoul Acolyte gains their talented spells and signature spell from the list of spells they draw their spell pool spell-like abilities from. In addition a Umbra Dragonsoul Acolyte may select fundamentals in addition to the normal cantrip list for Dragonsoul Acolytes beginning at 4th level.
Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
Greater Aspect: Extended Spell Pool: You can use Shadowcaster mysteries 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 mystery of the level granted by this ability and 1 mystery of the highest level you would normally have. Mysteries of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
Specialized Aspect: Shadow Armor (Su): You are constantly surrounded by a swirling armor of shadows which grant you a deflection bonus to AC equal to your Charisma modifier.

Network
2014-09-01, 01:57 PM
Cyber Dragonkin

Note: this class makes use of the Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=8693.0) subsystem by Garryl. Refer to the link for more details. Used with permission.

http://i41.servimg.com/u/f41/14/41/80/87/denize13.jpg
Image in widespread use on the internet. Original author unknown.

It doesn't matter whether I was an human or a dragon before, because steel makes me a dragon in all but name. Give up your flesh and bones, my friend, and see through the eyes of a robotic shell. Only then shall we become equals.

In some material planes, science has become more common than magic, and just as powerful. While all proof of the existence of dragons have often died out in these places, legends about these ancient magical beasts still abound. Some people of these distant realms relate to dragons or wish they would be one. The advance of cybernetics has made this dream partially possible since it allows humans to replace an increasing amount of their physical body for that of a dragonlike machine. This is a slow process that often requires years to complete, since the person must adjust to every change before the next one can take place.

Somehow this transformation process has made its way from one material plane to the next, compensating for the archaic technology of some worlds by using magic to refine the cybernetic pieces, or implant them.

Adventures: Cyber dragonkins can only access the next step in their transformation once they have fully adapted to the current step. Since mastery is gained through practice, cyber dragonkins often adventure as a way to make the adaptation period shorter.

Characteristics: This class favors melee combat, the use of cybernetics and gradual immunity to effects that affect living creatures. Cybernetic modules allow a selection of class features that can be changed daily, but most of them are about giving the character abilities that are typically associated with dragons. They can be further enhanced by attaching modules to sockets or allocating energy points in them.

Alignment: Cyber dragonkins can be of any alignment, since there is just as much good that comes with being a dragon as there is evil. For some reason, cyber dragonkins are almost always convinced that dragons (or a particular breed of dragon) are the purest form of whichever alignment they favor at the moment. If the game master uses the advices of the Adaptation section, cyber dragonkins may have originated from the Clockwork Nirvana of Mechanus, and in such case may have Lawful tendencies. Otherwise, a cyber dragonkin's original race has more impact on its alignment than his levels in this class do.

Religion: A cyber dragonkin's religion is mostly the same as what it was before he started his transformation. Those that are utterly convinced that they are real dragons will worship dragon gods, while those that prefer to think of dragons as the next step in human's evolution are more likely to worship human gods. True dragons that take levels in this class sometimes become too proud to worship any deity at all, believing that fully transformed cyber dragonkins are the most perfect creatures in existence.

Background: Cybernetics likely originated from some distant material plane, and so characters of this class are often simply those who stumbled upon it accidentally when they were younger. Following a trend amongst activators or their own instinct, these people decided they would push the limits of cybernetics by replacing more and more parts of their body with robotic pieces. Other people are convinced they were born as the wrong specie and travel the world for years in search of the thing that will make them dragons, before finally discovering the path of the cyber dragonkin. Lastly, dragons looking for a quick way to increase their power often discover how useful cybernetics could be, and use it to build upon their already impressive physiology and the bodies of their inferior servants.

Races: Curiously, true dragons often become cyber dragonkins for the sole purpose of using cybernetics to supplement their spellcasting. Members of dragonlike races (such as kobolds) also take this class in an attempt to accentuate their ressemblance to real dragons. Since the cybernetic replacement process is mostly an human invention, individuals of any humanoid race with a desire for dragonhood often turn to this path. Races that are distant from both humanoids and dragons (such as most aberrations, elementals, extraplanar outsiders and the like) are the least likely to become cyber dragonkins.

In some cases, it may seem that a creature's physiology would make it unable to receive cybernetic prostheses or grafts. However, this class is not intended to be inaccessible to characters of these races. The player and game master simply have to agree on a way to redescribe the class features to accomodate the character's special physiology. The game master may require that characters of really unusual races (such as elementals) make special research on cybernetic adaptation before being allowed to take the first level in this class.

Other Classes: Cyber dragonkins are primarily people, and so their reaction toward members of other classes will mostly depend on past experiences. Some cyber dragonkins will despise everyone who does not agree on the superiority of their way of life, while others will admire sorcerers for their inherent connection to dragons, and others yet will prefer the company of melee combattants with which they can share tips on how to best break the skull of an enemy.

Despite the admiration they receive from cyber dragonkins, sorcerers will often despise them for being wannabes. Wizards are too convinced of their superiority to everyone else to really care about dragon imitators, even if they have access to technology that no one else can use. Clerics of dragon gods will often enjoy the company of a cyber dragonkin, if only because members of both classes share common interests. Dragonslayers of any class will see cyber dragonkins as abominations to be destroyed, especially those who are actually true dragons. Finally, melee characters will often be in awe at a cyber dragonkin, if only for the sheer devastation that such character can cause in his wake.

Role: The cyber dragonkin fills the roles of a melee combattant, a scout, and a trap disarmer. Unlike the rogue, he is not capable of using subterfuge to get an advantage, and his skill points are sparse. On the other hand, the cyber dragonkin can be just as impressive in melee combat as a fighter or barbarian, while having many useful immunities.

Adaptation: This class is more or less a way to turn a person into a cyborg dragon. It would fit well into any setting with sci-fi, magitech or steampunk elements without any serious change (that is, the differences would be limited to cosmetics and fluff). It could also be the invention of a dragon wishing to turn his living servants into dragonlike constructs, and creating cybernetics as a result. Fianlly, a game master who wants to get away with cybernetics could replace it with incarnum.

GAME RULE INFORMATION
Cyber dragonkins have the following game statistics.
Abilities: A cyber dragonkin's most important ability score is Constitution, which is required to make the best use of his modules. Since the character's class features make him increasingly strong in melee combat, a good Strength score will help him in the long run, and Dexterity may be useful as far as armor class and initiative are concerned.
Alignment: Any
Hit Die: d8
Starting Age: Complex.
Starting Gold: 3d4x10 (75 gp)

Class Skills
The cyber dragonkin's class skills (and the key ability for each skill) are Appraise (Wis), Computer Use (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Heal (Wis), Knowledge (any, taken individually) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Cyber dragonkin


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Active Modules
Energy Pool
Socket Attachments


1st

+1

+2

+0

+2
Bloostream Regulator (+2), Technological Aesthetic

2

1

0


2nd

+2

+3

+0

+3
Least Socket Access

3

1

1


3rd

+3

+3

+1

+3
Bloostream Regulator (+4), Ultra Immune System

3

2

1


4th

+4

+4

+1

+4
Fortification (25%)

3

2

2


5th

+5

+4

+1

+4
Bloostream Regulator (+6)

3

3

2


6th

+6/+1

+5

+2

+5
Fortification (50%), Lesser Socket Access

4

3

2


7th

+7/+2

+5

+2

+5
Bloodstream Replacement

4

4

3


8th

+8/+3

+6

+2

+6
Fortification (100%)

4

4

3


9th

+9/+4

+6

+3

+6
Skeletal Reinforcement

4

5

4


10th

+10/+5

+7

+3

+7
Muscles of Steel (+2)

5

6

4


11th

+11/+6/+1

+7

+3

+7
Greater Socket Access

5

7

4


12th

+12/+7/+2

+8

+4

+8
Muscles of Steel (+4)

5

8

5


13th

+13/+8/+3

+8

+4

+8
Metal Scales (+1)

5

9

5


14th

+14/+9/+4

+9

+4

+9
Metal Scales (+2), Muscles of Steel (+5)

6

10

6


15th

+15/+10/+5

+9

+5

+9
Iron Jaw, Metal Scales (+3)

6

11

6


16th

+16/+11/+6/+1

+10

+5

+10
Core Socket Access, Metal Scales (+4)

6

12

6


17th

+17/+12/+7/+2

+10

+5

+10
Integral Armor (+2), Wings of the Wyrm

7

13

7


18th

+18/+13/+8/+3

+11

+6

+11
Integral Armor (+4), Tail of the Dragon

7

14

7


19th

+19/+14/+9/+4

+11

+6

+11
Integral Armor (+6), Superior Wings

8

15

8


20th

+20/+15/+10/+5

+12

+6

+12
Cybernetic Dragonhood, Integral Armor (+8), Size Increase

8

17

8



Class Features
All of the following are class features of the cyber dragonkin.

Weapon and Armor Proficiencies: As a cyber dragonkin, you are proficient with all simple weapons and with light, medium and heavy armors, but not with shields.

Activating: A cyber dragonkin's primary ability is activating modules, which are drawn from the Cyber Dragonkin module list. You know and can activate any module from this list. Your activator level is equal to your cyber dragonkin level.

A cyber dragonkin can activate only a certain number of modules at once. Your base concurrent allotment is given on Table: Cyber dragonkin.

At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time. This amount is equal to 1 + 1/6 your character level (rounded down), as normal.

As a swift action, you may reallocate your energy allocations amongst your active modules.

Bloodstream Regulator (Su): At 1st level, you receive your first prosthesis, grafted on your heart, brain, or any other organ that receives a great deal of blood influx. This prosthesis regulates the chemical composition of your blood, preventing graft rejection and giving you a +2 bonus on saves against poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This bonus increases to +4 at 3th level and +6 at 5th level.

Technological Aesthetic: What is the point of being a dragon if you don't look the part? You receive Technological Aesthetic (dragon-like) as a bonus feat, even if you don't qualify for it. This feat makes your modules more similar in shape to those of a dragon robot. If you already have the Technological Aesthetic feat, you instead gain any one Cybernetic feat you qualify for as a bonus feat.

The exact appearance of the cyber dragonkin's modules may vary from one to the next. For example, one that idealizes red dragons would paint his modules red, while one who prefers gold dragons would have all his modules seem to be made of gold.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column on Table: Cyber dragonkin). At 2nd level, you gain access to your Least sockets, allowing you to attach modules to your feet, hands, and visor. At 6th level, you gain access to your Lesser sockets. At 11th level, you gain access to your Greater sockets. At 16th level, you gain access to your Core socket.

Ultra Immune System: At 3rd level, your bloodstream regulator is greatly enhanced, granting you the Ultra Immune System feat, even if you do not meet the prerequisite. This feat gives you a +2 bonus on Fortitude saves to resist poison, disease (both natural and supernatural), and radiation sickness. This bonus is cumulative with the one from the Bloodstream Regulator class feature. Furthermore, you heal from ability drain as if it was merely ability damage. If you already have the Ultra Immune System feat, you instead gain your choice of Endurance, Great Fortitude, or any one Cybernetic feat you qualify for as a bonus feat.

Fortification (Ex): At 4th level, some of your least important organs are replaced with cybernetic prostheses, granting you a 25% resistance to critical hits and sneak attacks; this is the equivalent of the light fortification armor special ability. At 6th level, more important organs are replaced, and your resistance increases to 50%. Finally, at 8th level, all internal organs other than the brain are replaced, granting you immunity to critical hits, sneak attacks, and other forms of precision damage.

Bloodstream Replacement (Ex): At 7th level, your blood is replaced with synthetic blood. As a result, you become immune to poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This class feature replaces the Bloodstream Regulator class feature.

Skeletal Reinforcement (Ex): At 9th level, many of your bones are replaced or reinforced with plastic substitutes that also act as shock absorbers. You become immune to stunning, death from massive damage and coups de grace. In addition, your energy pool increases by 1 for every round in which you are hit by an attack that inflicts at least 50 points of damage on you (this ability can only give you 1 energy point per round, even if you suffer many attacks that deal more than 50 points of damage). These temporary energy points are cumulative, can be allocated normally, and last for 5 rounds (temporary energy points cannot be expended).

As a side effect of this class feature, you cannot be raised as a skeleton. On the other hand, you keep this class feature if you become a zombie.

Muscles of Steel (Ex): At 10th level, cybernetic muscles replace your biological ones, granting you a +2 inherent bonus to your Strength and Constitution score, and making you immune to ability drain, damage to physical ability scores, fatigue, exhaustion, energy drain, and supernatural diseases. The bonus to Strength and Constitution increases to +4 at 12th level and +5 at 14th level. Inherent bonuses cannot go above +5.

Metal Scales (Ex): Starting at 13th level, key parts of your skin are replaced with flexible scales of metal, giving you a +1 bonus to your natural armor (if you have no natural armor bonus, you are considered to have a natural armor bonus of +0). This bonus increases to +2 at 14th level, +3 at 15th level, and +4 (the maximum) at 16th level.

Iron Jaws: At 15th level, you receive a cybernetic jaw specifically designed to look like the mouth of a dragon. If you do not have a bite attack, you gain a bit attack as a primary natural weapon, dealing damage depending on your size (see the table below). If you already have a bite attack, the damage increases as if you had gained one size category.

Integral Armor (Ex): At 17th level, plates of armor are permanently fused to your body, granting you a +2 armor bonus to your armor class. If you are wearing an armor, the bonuses overlap (do not stack). In addition, you can enhance your integral armor as if it was a masterwork armor, if not for the fact that it is part of your body. However, you become unable to wear armors made for members of your race ; if you want to wear an armor, it must be one specifically tailored for you (which will cost double the price of a regular armor, if you are humanoid). The armor bonus of your integral armor increases to +4 at level 18, +6 at level 19, and +8 (the maximum) at level 20.

Wings of the Wyrm (Ex): At 17th level, you are grafted the dragon's most definiting characteristic : wings. You gain a fly speed equal to double your base land speed (clumsy maneuverability), and two wing attacks as secondary natural weapons that deal damage depending on your size (see the table below). If you already have a fly speed, use the best speed and the best maneuverability. If you already have wing attacks, the damage increases as if you had gained one size category.

Tail of the Dragon: After a dragon's wings, its tail is the most important part of its appearance. At 18th level, you gain a cybernetic tail akind to that of a dragon. You gain a tail slap attack as a secondary natural weapon, dealing damage depending on your size (see the table below). If you already have a tail slap attack, the damage increases as if you had gained one size category.

Superior Wings (Ex): At 19th level, your wings are enhanced. Thus, your fly speed increases by 10 feet. In addition, if you maneuverability is poor or clumsy, it increases by one type (from clumsy to poor, and from poor to average).

Cybernetic Dragonhood (Ex): After reaching the last step of cybernetic replacement, your body is little more than an engine of metal, commanded by what little flesh you still have left. You become immune to nonlethal damage, death effects, and necromancy effects. You no longer need to breathe, but must still eat and sleep if you needed to. Finally, you gain bonus hit points as if you were a construct of your size category (which is now one category higher than it was before, thanks to the Size Increase class feature). Finally, your physical and psychological connection to dragons gives you the dragonblood subtype (if you do not already have it nor the dragon type). You gain none of the other traits of the Construct or Dragon types.

Size Increase: At 20th level, your almost fully mechanical body is embedded in a stronger shell, and your size category increases by one (for example, a medium-sized character would become large), with the accompanying changes to space, reach, ability scores, natural armor, weapon damage, etc. If you were already of colossal size, your Strength score increases by 8, your Constitution score by 4, your natural armor by 5 and your natural weapon damage by one size category.

Natural Weapon Damage By Size


Size
Bite
Wings
Tail Slap


Fine
1d2
1
1


Diminutive
1d3
1
1d2


Tiny
1d4
1d2
1d3


Small
1d6
1d3
1d4


Medium
1d8
1d4
1d6


Large
2d6
1d6
1d8


Huge
2d8
1d8
2d6


Gargantuan
4d6
2d6
2d8


Colossal
4d8
2d8
4d6


Colossal+
8d6
4d6
4d8


Colossal++
8d8
4d8
8d6



THE EPIC CYBER DRAGONKIN
As of now, there is no indication on how Garryl intended epic cybernetics to work. Thus, there is currently no epic progression for the class, but one will come, eventually.

Network
2014-09-01, 01:59 PM
Cyber Dragonkin Module List


Module Name
Socket Attachment
Description


Arcanosynthesis *
Back, Helmet, Visor
While this module is active, you gain a +4 enhancement bonus on all Concentration, Spellcraft, and Use Magic Device checks, and you can use these skills untrained


Archon Plating *
Back, Helmet
You gain DR 1/- and a +2 enhancement bonus on saves against stunning and paralysis


Biofeedback *
Hands, Core
You gain DR 1/- and a +2 enhancement bonus on saves against poison and disease


Corrosion Inducement *
Feet, Helmet, Support
You can generate and launch a ray of acid as a standard action


Cryo Core *
Hands, Shielding, Core
You can fire a ray of cold as a standard action


Cybernetic Flamethrower
Hands, Support, Core
You can shoot a line of fire as a standard action


Dragonfire Rifle *
Arms, Helmet
You can create a nanorifle-like object that shoots great gouts of flame


Electric Discharge
Feet, Support, Shielding
Your natural weapons deal electricity damage


Energy Tank *
Hands, Shielding
You gain additional hit points equal to your activator level


Exploration Kit *
Feet, Visor
This module is designed to aid in exploration of mildly uninhabitable areas


Fiery Body
Back, Helmet, Shielding, Core
You can coat your body in fire


Holographic Projector *
Visor, Utility
You can project a holographic shroud around yourself, changing your visual appearance


Lightning Rod *
Hands, Back, Support
As a standard action, you can launch a bolt of electricity


Magic-Infused Weaponry
Hands, Arms, Core
Your natural weapons become magical

[/tr]

Napalm Sprinkler
Visor, Shielding, Support
You can spray napalm as a standard action


Plasma Beam *
Support, Energy Emitter
You and your equipment are immune to the damage caused by being on fire


Power Suit *
Utility, Shielding, Core
When you activate this module, choose a single category of armor with which you are proficient


Scan Visor *
Visor, Helmet
You gain a +4 enhancement bonus on all Knowledge checks about creatures, objects, and effects you observe


Sight Augmentation
Visor, Helmet
You gain a +2 enhancement bonus on Spot checks, plus darkvision out to 20 feet


Spell Breaker *
Helmet, Shielding, Core
You gain spell resistance equal to 5 + your activator level


Tactile Amplification
Feet, Back, Core
You gain tremorsense out to 30 feet


Wire Lashes
Arms, Back, Utility
You can attack with electric wires


X-Ray Scope *
Visor, Core
You gain a +2 enhancement bonus on your Disable Device and Search checks, and a +2 insight bonus on all saving throws to disbelieve illusions


* Modules by Garryl. They can be found here (http://www.minmaxboards.com/index.php?topic=8689.msg138688#msg138688).

Modules (1 of 2):
Cybernetic Flamethrower
Descriptor: Fire
Classes: Cyber Dragonkin
Prerequisites: None
Sockets: Hands, Support, Core
Saving Throw: Reflex partial

As a standard action, you may shoot a 5-foot-wide, 30-foot-long line of flame. Creatures and objects caught in the path of the flame must make a Reflex save or take 2d6 points of fire damage (or half that amount on a successful save). Creatures and flammable objects that fail their save also catch on fire.

This module generates a great amount of heat and overheats easily for this reason. When this power has been used, the module enters in cooldown for 1d4 rounds (including the one in which it was used). Socket attachments make use of this cooldown period.

Energy: Each energy point allocated to this module increases the damage dealt by 1d6 and increases the range by 10 feet.

Socket (hands)
When the module is in cooldown, your natural weapons and unarmed strike deal fire damage per hit equal to the amount of energy points allocated to this module (minimum 1), in addition to any other form of damage they may deal.

Socket (support)
You can shoot a line of fire at any time, even when the module is cooling down. The duration of the cooldown period stacks, but cannot go beyond 10 consecutive rounds. For each round by which the cooldown duration should exceed 10 rounds, you suffer 1d6 points of fire damage instead.

Socket (core)
You gain resistance to cold equal to 10 + twice the amount of energy points allocated to this module. This resistance to cold stacks with any other form of resistance to cold you may have. In addition, if the module is in cooldown when you are attacked by a weapon or effect that deals cold damage, the cooldown period is reduced by 1 round for every 10 points of cold damage that is negated by this module (the resistance to cold granted by this module is always applied before any other resistance or immunity to cold you may have). This cannot reduce the cooldown period to a duration lower than 0 round.

Electric Discharge
Descriptor: Electricity
Classes: Cyber Dragonkin
Prerequisites: None
Sockets: Feet, Support, Shielding
Saving Throw: None or Reflex half; see text

Your natural weapons and unarmed strikes deal electricity damage depending on your size, as shown in the table below.

Electricity Damage By Size


Size
Damage


Tiny or smaller
1


Small
1d2


Medium
1d3


Large
1d4


Huge
1d6


Gargantuan
1d8


Colossal
2d6



Energy: Each energy point allocated to this module increases the electricity damage inflicted by your natural weapons and unarmed strikes by 1.

Socket (feet)
Your feet are protected by an electrical insulator, giving you resistance to electricity equal to twice the amount of energy points allocated to this module, and a bonus on save against spells and effects with the Electricity descriptor equal to the amount of energy points allocated to this module (minimum +1).

Socket (support)
As a standard action, you may exhale a 20-foot-long cone of electricity. Creatures caught within the cone take an amount of electricity damage equal to 2d6, plus 1d6 * the amount of energy points allocated to this module. A Reflex save reduces the damage by half.

Socket (shielding)
Creatures who attack you with a natural weapon, an unarmed strike or a melee weapon comprised mostly of metal take electricity damage equal to 1d4 + the amount of energy points allocated to this module. A weapon is considered to be mostly made of metal if both the tip and the handle are metallic and connect to one another (so a character attacking with a sickle would take no damage, but one attacking with a spiked chain would).

The effect of this socket attachment can be suppressed and resumed as a free action, but the socket attachment is still considered to be there when it is unused.

Fiery Body
Descriptor: Fire
Classes: Cyber Dragonkin
Prerequisites: Activator level 15
Sockets: Back, Helmet, Shielding
Saving Throw: Reflex partial; see text

As a free action, you can coat your body in fire. The benefits of this are threefold: first, you and your equipment gain resistance to fire 10 when this module is in use, which stacks with any other source of resistance to fire. Second, creatures and objects that are hit by your natural weapons or unarmed strikes, as well as any creature that hits you in melee with such weapon, take fire damage depending on your size. Third, creatures and flammable objects that take fire damage because of this module must make a Reflex save or catch on fire.

Deactivating the flames on your body is a free action.

Fire Damage By Size


Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
3d6


Colossal
4d6



Energy: Your resistance to fire increases by twice the amount of energy points allocated to this module.

Socket (back)
This socket attachment is only useful if you have wings and a fly speed (the fly speed does not have to be due to the wings).

If you fly while your body is on fire, you can as a free action force an opponent within your reach to make a Reflex save. This action can be done at any time during your turn, even in the middle of movement, though a given character can only be affected by this ability once per round. Opponents that fail their Reflex save take 4d6 points of fire damage and catch on fire. Those that succeed on their save take a mere 2d6 points of fire damage.

If you are able to hover in place, you may shake your wings very fast as a full-round action that can only be done while hovering. All creatures that are in a radius equal to twice your reach and that are below you or at the same altitude as you (but not those that are above you) must make a Reflex save or take 8d6 points of fire damage and catch on fire. Creatures that make their save still take 4d6 points of fire damage.

Socket (helmet)
As a standard action, you may project a 10-foot-radius burst of fire in all directions around you. Creatures within the radius must make a Reflex save or take 8d6 points of fire damage and catch on fire. Those that succeed on their save still take 4d6 points of fire damage. Objects are not affected by this ability, which may be used once every 1d4 rounds.

You may use this ability even when your body isn't in flames.

Socket (shielding)
When your body is in flames, you gain resistance to cold equal to twice the amount of energy points allocated to this module (which stacks with any other source of resistance to cold) and a bonus to saves against spells and effects with the Cold descriptor equal to the amount of energy points allocated to this module (minimum +1). If you would normally be vulnerable to cold (for example, if you have the fire subtype), you take cold damage normally when your body in in flames (instead of taking 50% more damage), effectively negating that vulnerability.

Socket (core)
When your body is in flames, the fire damage caused to creatures attacking you with natural weapons or unarmed strikes is increased by the amount of energy points allocated to this module.

Magic-Infused Weaponry
Descriptor: Equipment
Classes: Cyber Dragonkin
Prerequisites: Activator level 4
Sockets: Hands, Arms, Core
Saving Throw: None

Your natural weapons and unarmed strikes gain a +1 enhancement bonus to attack and damage rolls and count as magical weapons for the purpose of overcoming damage reduction and attacking incorporeal creatures. In addition, you can deal lethal damage with your unarmed strikes at no penalty and are considered to be armed when using them.

Energy: Each point of energy allocated to this module increases the enhancement bonus by +1. If the enhancement bonus exceeds +5, your natural weapons count as epic weapons for the purpose of overcoming damage reduction.

Socket (hands)
This socket attachment grants you up to two claw attacks, but cannot give you more claw attacks than you have hands. If you already have claw attacks, they are considered to have the keen special ability (which doubles their critical threat range); the claw attacks gained from this socket attachment do not have this benefit. The base damage inflicted by your claw attacks is equal to the damage you would normally inflict with them or damage depending on your size, whichever would be higher. Refer to the table below for details.

Claw Attack Damage By Size


Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
2d8


Colossal
4d6



Your claws count as energy receptacles that share their energy allocation with this module.

Socket (arms)
You can attach a weapon to your arm so that it cannot be dropped easily. When your weapon is attached, that weapon benefits from this module as if it was a natural weapon, and you gain a +10 bonus on any roll made to keep from being disarmed of the weapon. Removing a weapon from your arm or attaching one to it is a full-round action that provokes attacks of opportunity. A weapon cannot be attached to your arm and to a locked gauntlet simultaneously.

As long as the weapon is attached, it counts as an energy receptacle and shares its energy allocation with this module. Suppressing this socket attachment or this module causes the weapon to detach from your arm automatically, but does not make you drop it. If the effect of this module is later resumed, you must attach the weapon again to gain the benefits of this socket attachment.

Socket (core)
Your natural weapons and unarmed strikes are considered to have the ghost touch special ability, allowing you to attack incorporeal creatures normally.

Napalm Sprinkler
Descriptor: Fire
Classes: Cyber Dragonkin
Prerequisites: Activator level 11
Sockets: Visor, Shielding, Support
Saving Throw: Fortitude partial; Reflex negates (see text)

You may spray napalm at a target within 100 feet of you as a standard action. You must make a ranged touch attack to hit. If successful, the target takes 8d6 points of fire damage and must make a Fortitude save or be sickened by the pain (creatures that take no damage are not affected). In addition, the napalm sticks to his skin, dealing an additional 1d6 points of fire damage each round and forcing him to make another Fortitude save or be sickened until his next round. A character must hold his breath for as long as he is exposed to napalm (characters that are immune to fire but do not have the fire subtype must still hold their breath, since the problem is caused by lack of oxygen rather than being a direct consequence of the napalm).

Creatures and flammable objects that touch a character soaked in napalm or are touched by him must make a Reflex save (DC 15) or catch on fire. Creatures that are grappling a napalm-exposed character catch on fire immediately (they are not entitled a saving throw). This does not apply if the character is doused in water (see below).

Once a character has been exposed to napalm, there are a few ways to take it off. The most sure way to do it is to roll one's body in mud, which only requires a standard action. Partial immersion in water does no good and only increases the damage dealt each round to 2d4 points (creatures with the water subtype always take the increased damage, even if they are not in contact with water), while complete immersion has no effect. Rolling oneself in sandy ground as a full-round action only works if the character succeeds on a Reflex save (DC 15). A desperate character could make the napalm ineffective by subjecting himself to an attack that deals at least 5 points of cold damage, even if that damage is negated by resistance or immunity to cold. Finally, dousing oneself in alcohol removes the napalm instantly, but also deals 3d6 points of fire damage to the character and 1d6 points of fire damage to any other creature or object within 5 feet.

The effect of being soaked in napalm does not stack with itself. If nothing is done to remove the napalm, it loses its potency 10 rounds after the last spraying to affect the character, stopping the effect.

Energy: Each point of energy allocated to this module increases the maximum range by 10 feet, the initial damage by 1d6 points, and the time it takes for the napalm to lose its potency by 1 round.

Socket (visor)
You may spray two shots of napalm at targets within 60 feet of you as a full-round action. You cannot spray both at the same target.

Socket (shielding)
Your body is covered by a special substance that protects you from fire and napalm. First, you gain resistance to fire 50, making you virtually invulnerable to napalm aspersion. Second, you can breathe smoke as if it had the normal amount of oxygen (this allows you to breathe normally, even when soaked in napalm). Third, you may coat your own body in napalm as a swift action. When coated in napalm, creatures and flammable objects that touch you (or that you touch or attack with a natural weapon) must make a Reflex save (DC 15) or catch on fire (creatures that are grappling with you are not entitled a saving throw). This coating is not detrimental to you thanks to the protection that this socket attachment grants you, but your equipment is still affected. The coating lasts 10 rounds or until you remove the napalm by another mean.

Socket (support)
You may breathe napalm in a 10-foot cone as a standard action (the length of the cone is not increased by the energy allocation). All creatures and object caught in the cone must make a Reflex save or suffer the effect of napalm as if you had succeeded on a ranged touch attack against them. You can only make use of this ability once every 1d4 rounds, and you cannot spray napalm during the waiting period.

Sight Augmentation
Descriptor: None
Classes: Cyber Dragonkin
Prerequisites: None
Sockets: Visor, Helmet
Saving Throw: None

When this module is active, you receive a +2 enhancement bonus to Spot checks and gain darkvision out to 20 feet. This darkvision overlaps (does not stack with) any form of darkvision you may already have.

Energy: Each point of energy allocated to this module increases the bonus to Spot checks by 2 and the range of your darkvision (gained by this module or otherwise) by 20 feet.

Socket (visor)
The acuteness of your sight is amplified. You can see twice as far as an human in dim light, or three times as far if you have low-light vision. If your activator level is at least 8, you can see four times as far as an human in dim light (or five times as far, if you have low-light vision) and twice as far in normal light.

The effect of this socket attachment stacks with other special qualities that multiply the range of your sight. In this case, consider that doubling twice amounts to tripling. For example, a true dragon with an activator level of 8 and with this module attached to the visor socket can see seven times as far as an human in shadowy illumination and three times as far in normal light.

Socket (helmet)
You can record visual information for ulterior usage. Activating or deactivating your video recorder is a free action, but any activation must last at least until the beginning of your next turn. You can have up to 10 rounds of recorded video at any time, and these rounds do not have to be consecutive. Deleting one round of video requires a swift action (only one round can be deleted at a time). Once recorded, a video cannot be falsified or modified. Since it is not a memory, it is not affected by spells and effects that alter or suppress memories. Only your sense of sight is recorded.

A video can only be accessed or deleted if you have the Sight Augmentation module allocated to your helmet socket. Witnessing a video takes as long as the length of the video, and you are unable to use your sight for other purposes during this time. Two characters with the Sight Augmentation module allocated to their helmet socket can connect their modules to each other, witness each other's video and even record the video of the other person (by activating their video recorder while watching the other's video), but not delete a video that does not belong to them.

Characters watching a video have access to the full visual acuity of the person recording it, including abilities such as darkvision, True Seeing and similar effects. However, they must make their own Search or Spot checks to notice details. Even the person who originally recorded the video makes new checks every time he watches it. This allows him to see things he missed the first time, assuming such things are still relevant.

Tactile Amplification
Descriptor: None
Classes: Cyber Dragonkin
Prerequisites: Activator level 4
Sockets: Feet, Back, Core
Saving Throw: None

This module gives you a sense of touch on par with that of a true dragon. You gain tremorsense out to 10 feet. If you already have tremorsense, the range stacks. If you have blindsense or blindsight, the range of your tremorsense is equal to the range of your blindsense or blindsight plus 10 feet.

Energy: Each point of energy allocated to this module increases the range of your tremorsense by 10 feet.

Socket (feet)
The range of your tremorsense increases by 10 feet. If your activator level is at least 10, it increases by 20 feet instead.

Socket (back)
You are capable of sensing tiny vibrations into the air. You gain blindsense out to the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsense you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the back socket and allocates one point of energy to it, the range of his blindsense and tremorsense will be 80 feet (60 feet from the base blindsense range, plus 10 feet from the module, plus 10 feet from the energy allocation).

Socket (core)
You gain blindsight out to half the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsight you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the core socket and allocates two points of energy to it, the range of his tremorsense will be 90 feet (60 feet from the blindsense range, plus 10 feet from the module, plus 20 feet from the energy allocation), while the range of his blindsight will be 45 feet.

Any range of blindsight that isn't divisible by 5 is rounded down to a multiple of 5.

Wire Lashes
Descriptor: Electricity, Equipment
Classes: Cyber Dragonkin
Prerequisites: None
Sockets: Arms, Back, Utility
Saving Throw: None

You can draw two wire lashes (one in each hand) from this module. You need as much time to draw a wire lash as you need to draw any other weapon, and you may dispose of it as a free action. When using your wire lashes, you cannot be disarmed, because they are tied to your hands. However, they can be sundered (they have 2 hit points and no hardness). Sundering a wire lash with a metallic weapon is a bad idea and will cause an immediate 2 points of electricity damage to the weapon's wearer because of the flow of electricity going through the wire lash. A sundered wire lash cannot be used until the module has been reactivated.

The wire lashes are treated as whips, but they deal 1d6 points of electricity damage in addition to the normal damage. This damage is applied even against a creature with an armor bonus or natural armor bonus that would protect against regular whips, and even if you are making a trip attempt instead of a regular attack. You are always considered proficient with your wire lashes, and you do not risk electrocuting yourself or your equipment accidentally when using them.

The wire lashes created by this module count as energy receptacles and share their energy allocation with this module.

Energy: Your wire lashes gain an enhancement bonus on attack rolls equal to the amount of energy allocated to this module, and the electricity damage they deal increases by twice that amount.

Socket (arms)
You threaten the area into which you can make attacks with your wire lashes. In addition, you may attack with your wire lashes without provoking attacks of opportunity.

Socket (back)
You can draw two more wire lashes from your back. These additional wire lashes can be wielded without hands. In effect, you could have four wire lashes at the same time and attack with all of them, and doing so would only require two of your hands. However, the additional wire lashes do not benefit from the energy allocation of this module.

Socket (utility)
You can use the wire lashes as two 40-foot long ropes connected to you, even though your attack range does not increase and you cannot detach the wire lashes from your body without damaging them. In addition, you can deactivate and resume the flow of electricity through your wire lashes as a free action (but you can only do one or the other each round); deactivation reduces the electricity damage caused by the wire lashes to 0.

When the electricity is deactivated, any character can handle the wire lashes as ropes without risk. If you resume the electricity through them, characters currently in contact with one of them take an amount of electricty damage equal to 1d6 + twice the amount of energy points allocated to this module (a character holding both wire lashes takes double damage). Characters taking damage will drop the wire lash immediately if doing so would not put them in a life-threatening situation. Those that cannot drop the wire lash (because they are tied to it or because dropping it would put them in even greater danger) take the damage again each subsequent round on your turn, until they are no longer in contact with the wire lash or until you deactivate the flow of electricity.

The wire lashes can hold any charge your Strength score would allow you to hold. Attaching a charge to your wire lash allows you to move it without using your hands.

You cannot attack with a wire lash that is being used for another purpose, such as tying a character or holding a charge. If an opponent is holding one of your wire lashes with his hands, you may pull on it as a free action (but only once per round per whip lash). Make an opposed Strength check against that opponent. Success means you have forced the opponent to drop the wire lash and may use it normally. Success by 5 or more means you have also put your opponent off balance and he must make a Balance check (DC equal to your Strength score) or fall prone. Failure by 4 or less implies the opponent keeps hold of the wire lash, but you may try again next round. Failure by 5 or more sunders the wire lash.

Network
2014-09-01, 02:00 PM
Reserved for modules (2 of 2)

Zaydos
2014-09-02, 02:34 PM
Tutelary Dragon List - Homebrew Part 6: Seriously?

Fey Dragons
Fey dragons are somehow connected with the Seelie and Unseelie courts of the fey.

Iron Rose Dragon
Allowed alignments: Lawful Evil, Lawful Neutral, Neutral Evil.
Tutelary Skills: Bluff, Sense Motive, Spot.
Breath Weapon: Cone of Cold.
Energy Resistance: Cold.
Lesser Aspect: Pacification Gas (Su): You gain a 2nd breath weapon a cone of pacifying gas. Creatures caught in the cone may not take any hostile actions (make attacks etc) for 1d3+2 rounds (they may however take total defense actions, cast buff spells, flee, etc), a successful Will save negates this effect. This is a mind-affecting, compulsion effect.
Greater Aspect: Eyes of the Court Lords (Su): You gain a continuous True Seeing effect except you also know the alignment and strength of alignment auras of any creature you view with this ability (as if with the 3rd round of each Detect Alignment spell; you do not suffer effects from overwhelming auras). You are able to see through mundane and magical fogs and weather effects with no penalty as well, ignoring concealment they offer and Spot check penalties. Finally you gain a bonus to Sense Motive checks to determine if someone is lying to you equal to your Dragonsoul Acolyte level.
Specialized Aspect: Mastery of Armor (Ex): You gain proficiency in all armor (including exotic armors). Medium and Heavy Armor no longer reduce your speed, and when wearing Medium or Heavy Armor their Armor Check Penalty is treated as 2 less and their Max Dex Bonus as 2 more.

Nightmare Dragon
Allowed alignments: Any Evil.
Tutelary Skills: Bluff, Hide, Move Silently.
Breath Weapon: A cone of aggression. Any creature caught in the cone is compelled to attack the nearest living creature they can see other than you for 1d3 rounds, if there are no other creatures within line of sight then they are simply dazed. This is a mind-affecting compulsion effect.
Energy Resistance: At 3rd level you gain +4 on Will saves against Compulsion effects. At 7th level you gain immunity to Compulsions. At 11th level you gain immunity to Nightmare, Phantasmal Horror, Weird, and any effect which draws upon your nightmares or invades your sleeping mind. At 15th level you gain DR equal to half your dragonsoul acolyte level overcome by magic weapons.
Lesser Aspect: Rebuke Animals (Su): You can Rebuke (or Control) Animals as an Evil Cleric of your Dragonsoul Acolyte level Rebukes Undead.
Greater Aspect: Living Nightmare (Su): You are constantly surrounded by a shifting hellscape of nightmare out to 10-ft. Any non-mindless creature other than yourself counts this area as difficult terrain, even if flying, and upon starting their turn within it or willingly entering it take 2d6 damage. This damage manifests as their own living nightmares strike at them and ignores all damage reduction, energy resistance, and the like; a successful Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) halves this damage. In addition creatures which fail their Will save are frightened for 1d6 rounds unless they make a 2nd Will save (same DC) in which case they are simply shaken for 1d6 rounds; this portion is a mind-affecting fear effect.
Specialized Aspect: Power from Nightmares: You gain the ability to use Astral Construct as if it was a sorcerer spell, paying only 3 Spell Pool Points to fully augment it. You may also use Phantasmal Killer as a 2nd level spell, Nightmare as a 3rd level spell, Invisibility as a 1st level spell, and Greater Invisibility as a 3rd level spell; you also get a 1 Spell Pool Point discount (minimum 1 Spell Pool Point) when casting these spells.

Oak Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Handle Animal, Knowledge (Nature), Survival.
Breath Weapon: Cone of electricity.
Energy Resistance: Electricity.
Spell Pool: You gain access to the Druid spell list and the Strength and Protection domains instead of the Sorcerer spell list.
Lesser Aspect: Lignifying Breath (Su): You gain a 2nd breath weapon a line of energy which causes creatures exposed to it to lignify becoming woody and plant like. This deals 1d6 Dexterity damage + 1 per 2 dice of damage your breath weapon normally deals, as parts of the creature grow temporarily wooden and stiff. A successful Fortitude save halves the Dexterity damage, and Plant creatures, as well as creatures with the Wood subtype are immune to this ability.
Greater Aspect: Aura of Protection (Su): Good aligned allies within 60-ft of you gain a Sacred bonus to AC equal to one fourth your Dragonsoul Acolyte level and half that as a Sacred bonus to all saving throws.
Specialized Aspect: Aura of Vitality (Su): Good aligned allies within 30-ft of you gain Fast Healing 1 per 4 Dragonsoul Acolyte levels as long as they are under half health. If you gain the Aura of Protection Greater Draconic Aspect this ability's range expands to match its.

Redwood Dragon
Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
Tutelary Skills: Intimidate, Knowledge (Nature), Spellcraft.
Breath Weapon: Cone of bright green energy which causes magic within creatures and upon them to turn back against them. This deals d6s for damage, with a Fort (instead of Reflex) for half damage, and creatures suffer a penalty to their saving throw equal to the number of active spell effects upon them.
Energy Resistance: Instead of gaining energy resistance or immunity you gain the following abilities. At Lv 3 you gain Spell Resistance 8 + your Dragonsoul Acolyte level. At Lv 7 this SR improves by 2 (to 10 + your DSA level), and again at Lv 11 (to 12 + DSA level). At Lv 15 you gain DR 3/cold iron.
Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
Greater Aspect: Sanctity of the Pristine Forest (Su): You gain an aura out to 30-ft which causes all spells and spell-like abilities, except those drawn from the Spell Pool, cast as Druids or Spirit Shamans, or spell-like abilities of fey, to suffer a 50% chance of failure. You may suppress or resume this aura as a standard action.
Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant).

Willow Dragon
Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
Tutelary Skills: Heal, Perform, Survival.
Breath Weapon: Cone of lethargy gas. Creatures in the cone must make a Will save or be fatigued for 1d6+1 rounds, suffering a -2 to saving throws against sleep effects for the duration; creatures immune to sleep are immune to this ability. Beginning at 7th level this upgrades to exhaustion. Beginning at 15th level you may choose to instead induce sleep with your gas, putting creatures that fail their saves to sleep (no hit dice cap) for 1d6+1 rounds instead.
Energy Resistance: Instead of gaining energy resistance a willow dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity..
Spell Pool: You gain access to the Druid spell list instead of the Sorcerer spell list.
Lesser Aspect: Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
Greater Aspect: Songs of Ending and Healing (Su): As a move action you may begin singing either a song of healing or a song of ending, continuing a song as a free action, although while singing you cannot perform any actions which require you to speak, or use bite attacks or your breath weapon unless you have multiple heads. A song of healing costs 2 Spell Pool Points to initiate and 1 Spell Pool Point per minute to continue it and grants creatures within 30-ft of you Fast Healing 5 while you sing; outsiders with the evil subtype, undead, and deathless instead take 5 points of damage per round while within the area of the song. A Song of Ending costs 3 Spell Pool Points to activate and inflicts a negative level on each other creature within range each round, and costs 1 Spell Pool Point each round after the first to maintain; when you begin a Song of Ending you may exempt any number of creatures you are aware of from its effects and creatures slain by its negative levels do not rise as wights.
Specialized Aspect: Fey Beauty (Su): You gain a supernatural, fey-like beauty, to rival even a nymphs; you gain a +4 competence bonus on Charisma based checks made to interact with humanoid creatures. As a standard action you may pay 3 Spell Pool points to make a Stunning Gance (Su) at any creature within 30-ft with a look; the target must make a Fortitude save (DC 10 + 1/2 class level + your Charisma modifier) or be stunned for 1d4+1 rounds. In addition you may, as a standard action, pay 3 Spell Pool Points to gain Blinding Beauty (Su) for 1 minute per Dragonsoul Acolyte level. While this ability is active any humanoid within 30-ft which looks directly at you must make a Fortitude save (DC 10 + 1/2 class level + your Charisma modifier) or be blinded for 1 day; you may dismiss this ability as a free action.


Meta-Dragons
Meta-Dragons are several varieties of partially mechanical dragons, living constructs of dragonkind. Many Dragonsoul acolytes that serve meta-dragons have a change in their spell pool drawing upon the powers of infusions instead of sorcerer spells. This functions the same, except instead of drawing spell-like abilities from the sorcerer spell list they draw them from artificer infusions of the same levels. The casting times of these infusions is reduced to a standard action if it would normally be longer. Those that do not have this change are noted.

Adaptive Manipulator Dragon
Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
Tutelary Skills: Bluff, Disable Device, Search.
Breath Weapon: A line of electricity.
Energy Resistance: Electricity.
Spell Pool: An AM Dragonsoul Acolyte uses the normal (sorcerer) spell list for its spell-pool.
Lesser Aspect: Trap Hunter (Ex): You gain Trapfinding as a rogue. In addition you gain a +1 to search checks to find traps, this bonus increases to +2 with a Dragonsoul Acolyte level of 6 and by another +1 every 4 levels thereafter (+3 at 10th, +4 at 14th, +5 at 18th), and you gain a +1 to AC and all saves against traps for every 4 Dragonsoul Acolyte levels you possess.
Greater Aspect: Far Seeing (Su): You can see and hear through the surface of any wall as long as that surface is within 20-ft of a surface you are touching. When using this ability you may pay 1 Spell Pool point to view through a location up to 200-ft away (using a specific 5-ft square as your sensor), 2 for up to 1000-ft away, 3 for up to 1 mile, 4 for up to 3 miles (this is the maximum), and may spend 2 Spell Pool points to cast a spell or spell-like ability through a surface you are viewing out of with this ability or to use your breath weapon through one. In addition you can use Scrying spells through your Spell Pool as if they were 2 spell levels lower.
Specialized Aspect: Information Network (Su): You can tap into the same information network as an AM dragon. You can consult these libraries through an Astral link, granting you a +6 bonus to Knowledge checks (this bonus does not stack with that provided by researching at a library or reference materials/Mw items). In addition you may spend 4 Spell Pool points to use a Legend Lore effect with a casting time of 1d4 minutes if the thing/person/place is at hand, 2d8 hours if you only have detailed information on the subject, and 1d4 days if you only have rumors.

Brightsteel Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Appraise, Jump, Spellcraft.
Breath Weapon: A cone of cold.
Energy Resistance: Cone.
Lesser Aspect: Constructed (Ex): Your type becomes Construct with the Living Construct subtype, Dragonblood subtype, and the Augmented subtype for your previous type.
Note: If you are naturally a living construct, select a Common Lesser Draconic Aspect and gain it instead.
Greater Aspect: Construct Body (Ex): You gain immunity to poison, paralysis, stunning, disease, death effects, necromancy effects, and any effect which allows a Fortitude save but does not affect objects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain or death by massive damage.
Specialized Aspect: Dragon Hunter (Su): Any weapon you wield, and your natural weapons, are considered to be Dragon Bane and gain half those benefits against Dragonblood subtype creatures (+1 increase to their enhancement bonus and +1d6 damage) this does not stack with the Bane property. In addition your Breath Weapon(s) and any Spell-like Ability used via your Spell Pool gain a +2 to their save DCs against Dragons, and a +1 to their save DCs against Dragonblooded creatures.

Clockwork Dragon
Allowed alignments: Any Lawful.
Tutelary Skills: Appraise, Autohypnosis, and Martial Lore.
Breath Weapon: A cone of slow gas. Any creature within the area must make a Will save or be slowed for 1d4+1 rounds. This does no damage.
Energy Resistance: A Clockwork Dragonsoul Acolyte does not gain energy resistance and immunity as normal. Instead at 3rd level they gain immunity to charm and slow effects. At 7th level you gain a 50% of ignoring precision damage and extra damage from critical hits. At 11th level you gain immunity to nonlethal damage and death from massive damage. At 15th level you gain immunity to critical hits.
Lesser Aspect: Haste Breath (Su): You gain a second breath weapon a cone of haste gas. Any creature within the area must make a Will save (they may choose to fail) or be Hasted as the spell for 1 round + 1 round per 2 dice of damage your breath weapon would normally do.
Greater Aspect: Overclock (Ex): Once per round you may take 40 damage to gain an extra move or standard action.
Specialized Aspect: Clockwork Body: You gain immunity to death effects, Necromancy spells and effects, and stunning.

Forgewright Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Craft, Profession, Sense Motive.
Breath Weapon: A line of fire.
Energy Resistance: Fire.
Lesser Aspect: Dispelling Breath (Su): You gain a 2nd breath weapon a cone of dispelling energy. This breath weapon acts as an area dispel magic in its area with a caster level equal to your Dragonsoul Acolyte level and no cap to its dispel check bonus from Caster Level.
Greater Aspect: Absorb Magic (Su): You gain Spell Resistance 11 + your Dragonsoul Acolyte level; if you have the Spell Resistance Lesser Draconic Aspect your spell resistance improves by 2 (to 13 + your Dragonsoul Acolyte level). If your spell resistance prevents a spell from affecting you, you regain hit points equal to 4 times the spell's spell level.
Specialized Aspect: Battle Plating (Ex): In addition to your scales you develop a thick lair of metal plating which grants you a +10 armor bonus to AC and gains a +1 enhancement per 3 Dragonsoul Acolyte levels you possess (for +13 at 9th, and +16 at 18th). This counts as medium armor and takes up the same body slot as armor or robes, except you may sleep in it freely. This armor has a Maximum Dexterity bonus of +5, a -2 armor check penalty, and a 20% arcane spell failure. You may have this plating enchanted, you must still pay for a +1 enhancement before adding special qualities but only the better enhancement applies.
Note: If you have Composite Plating this replaces your normal Composite Plating. If you have the Mithral Body feat you have a Max Dexterity bonus of +7, a +0 ACP, a 10% arcane spell failure, and treat this armor as Light. If you have the Adamantine Body feat you gain +1 to your AC, DR 3/-, and treat this armor as heavy whenever beneficial. If you have the Ironwood Body feat you have a Max Dexterity bonus of +7, a -1 ACP, and a 10% arcane spell failure rate. If you have the Unarmored Body feat I am confused by your actions and you should see if your DM will let you retrain it.

Ironrune Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Craft, Knowledge (Arcana), Use Magic Device.
Breath Weapon: A cone of force (d8s).
Energy Resistance: Force.
Lesser Aspect: Constructed (Ex): Your type becomes Construct with the Living Construct subtype, Dragonblood subtype, and the Augmented subtype for your previous type.
Greater Aspect: Ironrune Sorcery: You may use Sorcerer spells as well as Infusions with your Spell Pool. You gain an additional Spell Pool Point per 2 Dragonsoul Acolyte levels you possess.
Specialized Aspect: Redirect Spell (Su): When you are targeted by a spell you may spend a number of Spell Pool Points equal to the spell's level plus 1 as an immediate action to attempt to redirect the spell; this cost is reduced by an amount equal to the highest level infusion you may use with your Spell Pool (minimum 1 Spell Pool Point). You make a Charisma check with a +4 bonus opposed by the caster's own ability check using whichever ability score determines their spells' saving throw DC. If you win the spell affects the caster instead of you. This can affect rays, ranged touch, and melee touch spells as well as simple targeted spells.

Lodestone Dragon
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Appraise, Intimidate, Sense Motive.
Breath Weapon: A cone of cold.
Energy Resistance: Cold.
Lesser Aspect: Magnetic Cold: Your cold breath weapon(s) induce a magnetic weight in metal. Any creature which fails their save against your cold damaging breath weapon that is carrying at least 5 lbs of metal is treated as if they were carrying a load one category higher for the purposes of encumbrance (light becomes medium becomes heavy becomes lift off ground becomes push/drag becomes immovable).
Greater Aspect: Telekinetic Hand (Su): You can manipulate an object as if one handed from a range of up to 30-ft. You retain fine manual Dexterity while doing so and may use this ability to wield a weapon. If also wielding a weapon normally this counts as an extra off-hand weapon otherwise you may use it as your main weapon and still use both of your hands to hold objects or attack with natural weapons.
Specialized Aspect: Deflect Ray (Su): When you would be struck by a ray or ranged touch spell you may make a DC 15 Charisma check as an immediate action. If you succeed the spell misses as you magnetically divert it.

Pumpkin Dragon
Allowed alignments: Any Evil, or True Neutral.
Tutelary Skills: Handle Animal, Knowledge (Nature), Survival.
Breath Weapon: A line of fire.
Energy Resistance: Fire.
Spell Pool: You gain access to the Dread Necromancer spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
Lesser Aspect: Fear Breath (Su): You gain a 2nd breath weapon a cone of fear inducing gas. Any creature within this cone must make a Will save or be frightened for 1d3+1 rounds. This is a mind-affecting, fear effect.
Greater Aspect: Dread Spirits (Su): Spirits of souls lost to the negative energy plane surround you. Any creature within 10-ft of you is beleaguered by these spirits which give it a -2 penalty to: AC, attack rolls, melee damage rolls, saving throws, skill checks, and ability checks. This is a mind-affecting, fear effect.
Specialized Aspect: Phobi-magi: You may use Fear descriptor spells as if they were one spell level lower. In addition you gain a +1 to the save DC of any fear spell you cast, and your fear breath.

Gods and Vestiges
Jormund: (http://www.giantitp.com/forums/showthread.php?192656-Jormund-the-Sleeper-%28New-Draconic-Deity%29) The first meta-dragon and comatose god-vestige.
Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
Tutelary Skills: Craft, Sense Motive, Use Magic Device.
Breath Weapon: Cone of Force (d8s)
Energy Resistance: Force.
Spell Pool: A Jormund Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and they may expel a bound vestige as a standard action at no cost and with no penalty for doing so. They must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. Dragonsoul Acolyte has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time. A Jormund Dragonsoul Acolyte treats Jormund as a 4th level vestige to determine whether he can be bound.

A Jormund Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

If you have the ability to bind vestiges from another source (binder levels, vestige priest (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29) levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.



Dragonsoul Acolyte Level
Effective Binder Level
Maximum Vestige Level
Improved Binding


4
3
2nd
3rd


5
3
2nd
3rd


6
4
2nd
3rd


7
5
3rd
4th


8
6
3rd
4th


9
6
3rd
4th


10
7
4th
4th


11
8
4th
5th


12
9
4th
5th


13
9
4th
5th


14
10
5th
6th


15
11
5th
6th


16
12
6th
6th


17
12
6th
6th


18
13
6th
7th


19
14
6th
7th


20
15
7th
8th



Lesser Aspect: Enduring Warrior (Ex): You gain Endurance and Diehard as bonus feats. When at 0 to -9 hit points you may continue to act normally, and do not take damage each round (automatically stabilizing).
Greater Aspect: Soul Dominion: You automatically succeed at all binding checks, and may have an additional vestige bound at a time (if you have multiple sets of maximum vestiges bound select one pool to apply this too). If you use your Spell Pool to expel or bind a vestige you may expel or bind 2 vestiges (up to your maximum number you may bind with your Spell Pool at once) instead of 1; you must pay Spell Pool Points for the durations of these vestiges separately but not to expel them or to bind them more quickly (for example expelling 2 vestiges as a free action would cost 1 spell pool point, while binding 2 max level vestiges for 10 minutes each would cost 6 Spell Pool Points as a standard action and 7 as a swift). Finally you may use vestige abilities that have a recharge time measured in rounds 1 round more quickly than normal (4 rounds instead of 5, 3 rounds with Rapid Recovery).
Specialized Aspect: Heroic Surge (Su): When at less than half health you may pay 3 Spell Pool Points to gain an extra Standard or Move action. When at negative hit points this instead grants an extra Standard and Move action.

Nykthog: (http://www.giantitp.com/forums/showthread.php?193073-Nycthog-The-Beshadowed-Wyrm-%28Draconic-Deity%29) The gestalt god of Umbra dragons.
Allowed alignments: Any Evil.
Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft.
Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down).
Energy Resistance: Beginning at 3rd level you gain a +4 bonus to saves against effects which inflict negative levels or energy drain and on saves to remove negative levels. Beginning at 7th level when you gain negative levels you may immediately make a Fortitude save to remove them; you do not suffer the penalty inflicted by the negative levels you are attempting to remove on this save and they still do not become permanent level loss if you fail this save unless you fail the save 24 hours later. Beginning at 11th level whenever you do gain 1 or more negative levels you may ignore their effects for a number of rounds equal to your Charisma modifier (track each negative level’s round ignored separately). Beginning at 15th level you are completely immune to negative levels and energy drain.
Spell Pool: A Nykthog Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and they may expel a bound vestige as a standard action at no cost and with no penalty for doing so. They must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. Dragonsoul Acolyte has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time. A Nykthog Dragonsoul Acolyte treats Jormund as a 5th level vestige to determine whether he can be bound.

A Nykthog Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

If you have the ability to bind vestiges from another source (binder levels, vestige priest (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29) levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.



Dragonsoul Acolyte Level
Effective Binder Level
Maximum Vestige Level
Improved Binding


4
3
2nd
3rd


5
3
2nd
3rd


6
4
2nd
3rd


7
5
3rd
4th


8
6
3rd
4th


9
6
3rd
4th


10
7
4th
4th


11
8
4th
5th


12
9
4th
5th


13
9
4th
5th


14
10
5th
6th


15
11
5th
6th


16
12
6th
6th


17
12
6th
6th


18
13
6th
7th


19
14
6th
7th


20
15
7th
8th



Lesser Aspect: See in Darkness (Su): You can see in darkness, even magical darkness, as easily as broad daylight..
Greater Aspect: Shadow Mastery: You may cast Shadowcaster mysteries with your Spell Pool as well as bind vestiges. You may select Fundamentals as Cantrips and as your Signature Spell. You gain 2 Spell Pool Points.
Specialized Aspect: Shadow Merge (Su): In any condition of illumination other than full daylight you may hide without cover or concealment.

Thilgrim
Allowed alignments: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
Tutelary Skills: Intimidate, Knowledge (Nature), Survival.
Breath Weapon: Cone of cold.
Energy Resistance: Cold.
Lesser Aspect: Claws of Winter (Su): Your natural weapons gain the Frost property.
Greater Aspect: Power from Fear (Su): You may use Intimidate to demoralize creatures as a swift action. You gain a +2 morale bonus to Strength for each creature within 30-ft of you suffering from the shaken, frightened, panicked, or cowering condition.
Specialized Aspect: Winter Unhinered (Su): All Cold damage dealt to other creatures within 60-ft of you benefits from your Pierce Resistance ability. In addition all fire damage dealt to creatures or objects within that area is halved before resistance or vulnerability is applied.

Zaydos
2014-09-03, 09:21 AM
Dragonsoul Acolyte Feats, Racial Substitution Levels, and ACFs


Feats
Ability Focus:
See Monster Manual.
Special: You may not take Ability Focus (Spell Pool), you may however take it in specific spells accessed via the Spell Pool. If you do its effects do not stack with Spell Focus and Greater Spell Focus.

Alter Draconic Aspect: (General)
You may change one of your draconic aspects, gaining another in its place.
Prerequisites: Extra Draconic Aspect feat, 3 different Lesser Draconic Aspects.
Benefit: 1/day you may perform a 2 hour ritual of meditation to exchange one of your Lesser Draconic Aspects for another Lesser Draconic Aspect. You may not exchange the Lesser Draconic Aspect of your Tutelary Dragon in this manner.

Ambush Breath
You are adept at releasing a sudden blast of breath which catches a creature unawares before it can truly react to dodge.
Prerequisites: Breath Weapon, Dexterity 13+.
Benefit: When you use your breath weapon against a creature which would be denied its Dexterity bonus to AC if the breath weapon was an attack they do not receive any Dexterity bonus they might have to Reflex saves to half or avoid the effects of your breath weapon; this feat has no effect on Fort or Will saves the target might need to make against your breath.

Apocalypse-Soul Acolyte:
You draw upon the dragons of the last days, dragons not yet born, the last dragons before reality itself is gone.
Prerequisites: Path of the Apocalypse, 1st Sign, Hoard Capacity 1000 GP or greater.
Benefit: You may add your Doomsayer levels and your Dragonsoul Acolyte levels together to determine your breath weapons (both damage and area).

You add your Dragonsoul Acolyte level to your Doomsayer level to determine the highest grade of invocation you may select and to gain bonus Malisons, and your Doomsayer caster level. You may also add half of your Dragonsoul Acolyte level to your Doomsayer level to determine your access to Apocalyptic Signs (a Dragonsoul Acolyte 12/Doomsayer 6 would gain the 2nd and 3rd Signs as if a 12th level Doomsayer).

You add your Doomsayer level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

Azure Spell Force:
You can weave essentia into your spirit to reinforce its ability to handle the powers of the Spell Pool.
Prerequisites: Spell Pool, Constitution 13+.
Benefit: Once per day, you can invest essentia into this feat. You gain 2 Spell Pool Points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

You gain 1 point of essentia.

Bolster Flesh: (General)
You have learned to harden your flesh with the eldritch energies of the Spell Pool to ward off attacks.
Prerequisites: Spell Pool access.
Benefits: As an immediate action you may spend 1 or more Spell Pool points to gain Damage Reduction until the start of your next turn. You may choose either to gain, or increase your existing, damage reduction overcome by Magic at a rate of 3 points of DR per Spell Pool Point spent, or gain, or increase your existing, damage reduction that has no means of being overcome (DR X/-) at a rate of 3 points of DR per 2 Spell Pool Points spent.

Bolster Spirit: (General)
You have learned to wrap the eldritch energies of the Spell Pool around you to ward off other magics.
Prerequisites: Spell Pool access, Spell Resistance.
Benefits: As an immediate action you can spend 1 or more Spell Pool Points to increase your Spell Resistance by 3 per Spell Pool Point spent until the beginning of your next turn.

Dragonfire Acolyte: (General)
You gain a Lesser Draconic Aspect.
Prerequisites: Dragonfire Adept level 4+.
Benefit: When you select this feat you select one true dragon. You gain the Lesser Draconic Aspect associated with that dragon and 1 spell pool point. You are considered to be a Dragonsoul Acolyte of half your Dragonfire Adept level for the purpose of this Draconic Aspect. If it grants a Breath Weapon use your Dragonfire Adept breath weapon damage to determine its damage, this breath weapon retains a 1d4 recharge time but while it is recharging you may still use your Dragonfire Adept breath weapon normally unless you applied a metabreath effect to the breath weapon in which case you must wait for the rounds added by the metabreath feat before reusing your dragonfire adept breath weapon.

Dragonsoul Adept (General)
You are able to weave the enduring magic of a dragonfire adept and the powerful depths of the spell pool composed of the spirit of dragons born and unborn.
Prerequisites: At least one Dragonfire Adept breath effect, Hoard Capacity 1000 GP or greater.
Benefit: You may add your Dragonfire Adept levels and your Dragonsoul Acolyte levels together to determine both class's breath weapons (both damage and area).

You add your Dragonsoul Acolyte level to your Dragonfire Adept level to determine the highest grade of invocation you may select and which breath effects you have available.

You add your Dragonfire Adept level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

Dragonsoul Brewer:
You weave the power of draconic souls with the intoxicants that flow through your veins, pulsing through you. Fusing them into one strong whole.
Prerequisites: Dehydrating Touch, Hoard Capacity 2001 GP or higher.
Benefit: You may add your Intoxicanter levels and your Dragonsoul Acolyte levels together to determine both your dehydrating touch and your breath weapons (both damage and area).

Add your Dragonsoul Acolyte level to your Intoxicanter level to determine your daily uses of Intoxicating Touch and the save DCs for your Intoxicating Touch.

You add your Intoxicanter level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, your spell pool point capacity, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining the level of effects you can draw out from the Spell Pool.

Elemental Dragonsoul (General)
You are able to weave the elemental powers of your jinn heritage and the powerful depths of the spell pool composed of the spirit of dragons born and unborn.
Prerequisites: Detect Elementals, Elemental Blast, Hoard Capacity 1000 GP or greater.
Benefit: You may add your Jinnblood levels and your Dragonsoul Acolyte levels together to determine both your elemental blast and your breath weapons (both damage and area).

You add your Dragonsoul Acolyte level to your Jinnblood level to determine the highest grade of invocation you may select and to gain bonus Blast Invocations, and your Jinnblood caster level.

You add your Jinnblood level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

Emulate Value
You are able to perform spells and effects which have even more expensive material components.
Prerequisites: Spell Pool, Charisma 15+.
Benefit: You may use spells and spell-like effects with expensive material components costing up to 25 GP per level (instead of 5), foci costing up to 400 GP per level, and XP components of up to 5 per level.

Exaggerated Dragonsoul
You are able to fuel your feats of storied proportions with the power of draconic spirits forming the spell pool, and weave these same acts into feats of exaggerated prowess with the draconic energies within you.
Prerequisites: 3 Least Exaggerated Skills, Hoard capacity 2001+ GP.
Benefit: You may add your Tall Tale level to your Dragonsoul Acolyte level to determine your breath weapon's damage and area, as well as your Spell Pool capacity, gaining the Spell Pool ability if you do not already have it; although you do not gain the ability to soulbind, use spells, or activate maneuvers with less than 4 levels of Dragonsoul Acolyte nor do your Tall Tale levels add for the purposes of determining the highest level spells/maneuvers/soulbinding (see below for Incarnum). You may also add your Tall Tale levels to your Dragonsoul Acolyte level to determine your Scales ability, and your effective Dragonsoul Acolyte level for Draconic Aspects and to determine your Caster/Manifester/Initiater/Meldshaper/Effective Binder Level for abilities but not for access to abilities.

If you have 9 or more ranks in a skill and the Least Exaggerated Skill for that skill you may pay 4 Spell Pool Points as a free action to gain its Lesser Exaggerated Skill for 1 minute.

If you have 14 or more ranks in a skill and the Lesser Exaggerated Skill for that skill you may pay 4 Spell Pool Points as a free action to gain its Greater Exaggerated Skill for 1 minute.

If you have 19 or more ranks in a skill and the Greater Exaggerated Skill for that skill you may pay 6 Spell Pool Points as a free action to gain its Storied Exaggerated Skill for 1 minute.

Special: If your tutelary dragon offers incarnum you add your Tall Tale level to your Dragonsoul Acolyte level to determine your Essentia, Spell Pool Points, and Meldshaper level, but you do not add them together to determine chakras unlocked, chakra binds, or how many soulmelds you can shape.

Expanded Spell Font (General)
You may draw an exotic spell from your spell pool.
Prerequisites: Spell Pool ability.
Benefit: Select any spell of a level you can cast from your Spell Pool from any base class's spell list, or any base class's power list; you may also select from Sanctified and Corrupt spells as well as Invocations, Infusions, and Mysteries. This spell is considered to be a Sorcerer spell of its level for the purposes of your access to it from the Spell Pool. You may select an Utterance with this ability, those of the lexicon of the evolved mind count as 1 level lower, and those of the lexicon of the perfect map count as 2 levels higher.
Special: You may take this feat multiple times each time you take it you may select another spell.
Special: If you use psionic powers with your spell pool (your tutelary dragon is a psionic one) this feat counts as a psionic feat.
Special: If you cannot usually cast spells (or equivalent) with your Spell Pool (because your Tutelary Dragon grants Soulbinding, Incarnum, or Martial Maneuvers instead) you may select 1 of a level that would be available to you with a normal Tutelary Dragon and may use it treating yourself as being able to cast spells from your Spell Pool only for the selected spell.

Extra Draconic Aspect (General)
You manifest a wider breadth of draconic powers.
Prerequisites: 2nd Draconic Aspect.
Benefit: You gain a Lesser Draconic Aspect.

Extra Spell Pool Power: (General)
You gain additional Spell Pool Points.
Prerequisites: Spell Pool.
Benefit: You gain 2 Spell Pool Points.
Special: You may take this feat multiple times. The second time you take this feat, and every 3 further instances, it increases how many Spell Pool Points it grants by 1 for that instance and every future instance (2nd 3rd, and 4th instance grant 3, 5th, 6th, and 7th grant 4 each) to a maximum of 4 at 5+ instances of this feat.

Favored Spell Tap:
You can use a spell more easily with your Spell Pool.
Prerequisites: Ability to use spells or spell-like effects with your spell pool.
Benefit: Select one spell or spell-like effect you can access with your spell pool. It is considered 2 spell levels lower (to a minimum of 0) for determining its cost in your Spell Pool.
Special: You may take this feat multiple times, selecting a different ability each time.

Fuel Item:
Attuning yourself to a magical item you can use your spell pool to maintain its power through uses.
Prerequisites: Ability to use spells or spell-like effects (mysteries, utterances, etc) with your Spell Pool, Use Magic Device 8 ranks.
Benefit: Each day you may spend a 1 minute ritual to attune yourself to a Spell Trigger or Spell Completion item with a limited number of uses or charges. You gain the ability to use any spell the item is capable of producing as if it was on the list you draw from with your Spell Pool and 1 level lower than it actually is, to do so you must hold the item in hand.

Greater Animal Forms:
You can assume the forms of even larger and more powerful animals and smaller more stealthy ones.
Prerequisites: Animal Forms Lesser Draconic Aspect, Improved Animal Forms.
Benefit: When using your Animal Forms Draconic Aspect you may assume the form of a Large or Tiny animal in addition to those of Medium and Small animals. You must have at least 3 more hit dice than the assumed form to take it with this feat.

Greater Dragonfire Acolyte: (General)
You gain another more powerful Draconic Aspect.
Prerequisites: Dragonfire Acolyte, character level 11+.
Benefit: You gain the Specialized Aspect of whatever dragon you selected with Dragonfire Acolyte and 2 Spell Pool Points. You are considered to be a Dragonsoul Acolyte of half your Dragonfire Adept level for the purpose of this Draconic Aspect.

Hunter's Nose:
Your nose is keen enough to follow creatures and smell their approach.
Prerequisites: Hunter Lesser Draconic Aspect.
Benefit: You gain the Scent special quality.

Improved Animal Forms: (General)
You can assume the forms of larger and more powerful animals.
Prerequisites: Animal Forms Lesser Draconic Aspect.
Benefit: When using your Animal Forms Draconic Aspect you may assume the form of a Medium animal in addition to those of Small animals.

Improved Create Spell:
You are able to create longer lasting and enduring living spells.
Prerequisites: Create Spell Greater Draconic Aspect, Charisma 19+.
Benefit: When you create a living spell with your Create Spell Draconic Aspect you may pay an additional spell point to cause the living spell created this way to remain for 1 minute per caster level instead of 1 round per caster level.

Magical Beast Forms:
You can assume the form of magical beasts in addition to the mundane.
Prerequisites: Improved Animal Forms, Animal Forms Lesser Draconic Aspect.
Benefit: You can use your Animal Forms Draconic Aspect to assume the form of Magical Beasts as well as Animals, and of Dragons with 6 or less Intelligence which are not true dragons.

Martial Spell Font:
You are able to draw out a sublime technique with your Spell Pool.
Prerequisites: Ability to use Martial Maneuvers with your Spell Pool or Spell Pool and 5 ranks in Martial Study.
Benefit: Select 1 maneuver or stance that can be initiated by a martial initiator with an initiator level of your Dragonsoul Acolyte level. You may use that maneuver or stance through the Spell Pool as if you had a sublime dragon as your Tutelary Dragon.
Special: You may take this feat multiple times, you may choose a different maneuver or stance each time.

Martial Spell Stance:
You have fully consolidated the ways of a single stance drawn from the spell pool into your being.
Prerequisites: Ability to use a Martial Stance with your Spell Pool.
Benefit: Select 1 Stance you are able to use via your Spell Pool. You are considered to know the stance for all purposes (meeting maneuver prerequisites primarily) and can initiate that stance without paying any Spell Pool Points (you still must pay spell pool points to enter it with an Enyo Dragon's Greater Draconic Aspect).

Mediate Spell Pool:
You are able to serve as a mediator between the spell pool and other creatures, allowing them to tap into its essence through you.
Prerequisites: Charisma 17+, Spell-like or Sublime Spell Pool class feature.
Benefit: With a ritual taking 1 minute and requiring physical contact you may bestow upon a creature up to 1 Spell Pool Point per 2 character levels and the ability to use spell-like abilities and martial maneuvers through the Spell Pool; you lose the same number of Spell Pool Points. They are able to access the same spells and maneuvers as you are through your Spell Pool (including ones with levels modified with aspects). If they already have access to the Spell Pool or Spell Pool Points from another source those granted by this ability are tracked separately; they may only use your spells and maneuvers with the Spell Pool Points granted by this ability and may only use the Spell Pool Points granted by this ability to use your spells and maneuvers. The target loses any benefits from this ritual when your Spell Pool refreshes.

You may perform this ritual multiple times during a day, but each time after the first you must spend spell pool points equal to the number of times you have already performed this ritual in the day, these are in addition to those being bestowed (for example if you have performed it twice and are performing it a 3rd time to give a creature 4 Spell Pool Points you'd pay 6). No creature may be granted Spell Pool Points via this feat more than once per day.

Metabreath Specialist:
You are able to compartmentalize your Draconis Fundamentalis to allow your breath weapons to be stored in different chambers to more rapidly fire off breaths while using Metabreath effects.
Prerequisites: 2 or more breath weapons on the same recharge timer, 3 or more Metabreath feats.
Benefit: When you use a breath weapon augmented by metabreath feats the time increase for your breath weapon's recharge time only applies to that breath weapon used. If you use another breath weapon on the same timer while it is recharging you add the (non-metabreath) recharge time to its recharge time. For example you have 2 breath weapons that recharge after 1d4 rounds and use one Maximized which gives it a recharge time of 1d4+3 rounds, rolling a 2 for 5 rounds; after 2 rounds you'd be able to use the other breath weapon and if you Quickened it and got a 3+4 for 7, you'd be able to use the first breath weapon in 6 rounds (3 rounds recharge remaining + the 3 you rolled) and the second one again in 7.

Midnight Breath: (Incarnum)
You can invest essentia to make your breath weapon more dangerous and powerful.
Prerequisites: Constitution 13+, Breath Weapon, 3 or more hit dice.
Benefit: Once per day, you can invest essentia into this feat. The save DC of your breath weapon is increased by +1 per point of essentia invested in this feat and its hit point damage if any is increased by 2 per point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

You gain 1 point of essentia.

Necrocarnate Spell Pool
You can use necrotically harvested incarnum to power your spell pool.
Prerequisites: Tutelary Dragon (Necrocarnum dragon), Constitution 13+, Charisma 13+, Spell Pool.
Benefits: You may use essentia you harvest from creatures dying as spell pool points at a 1 for 1 ratio (such essentia is lost when expended as spell pool points).

Overdraw Spell Pool
Normally when your body and soul have reached their limits the powers of the draconic spirits will pull away from you making the Spell Pool inaccessible to you. You are able to power through this defense mechanism, drawing deep into the Spell Pool in an hour of need.
Prerequisites: Charisma 15+, Spell Pool access.
Benefits: You may, as a free action, pay Constitution burn to refill your Spell Pool. You take Constitution burn of X and regain X Spell Pool Points. Each time after the first you use this ability each day you regain 1 less Spell Pool Point (the 2nd time you use it you regain X-1, the 3rd X-2, the nth X-(n-1)). If you are immune to Constitution burn you cannot use this ability, and if the ability burn is reduced or prevented by some means an equal amount of Spell Pool Point gain is reduced or prevented. You cannot use this ability to increase your Spell Pool above its maximum.
Special: An undead creature with this feat may pay Charisma burn instead of Constitution burn; constructs do not have this option.

Recharge Breath:
You can use your sorcerous might to recharge your breath more quickly.
Prerequisites: Constitution 17+, Breath weapon with a recharge time measured in rounds, Spell Pool.
Benefits: As a swift action you may pay a number of Spell Pool Points equal to the time remaining for your breath weapon to recharge +1. If you do your breath weapon is instantly recharged.

Rejuvenating Spell Pool:
You can channel the power of the Spell Pool inward to heal and mend yourself.
Prerequisites: Charisma 15+, Spell Pool.
Benefits: As a standard action you may spend 1 or more Spell Pool Points to heal yourself hit points equal to your Dragonsoul Acolyte level per Spell Pool Point spent. Alternatively you can heal yourself 1 point of ability damage to one score per point spent, or 1 point of drain to one score per 10 points spent. By paying 4 additional Spell Pool points you may use any of these abilities as a Swift action.

Spell Breath:
You can intertwine your sorcerous might and your breath weapon, melding the two into a single powerful whole.
Prerequisites: Constitution 17+, Charisma 15+, Breath weapon, Spell Pool.
Benefits: When you use your breath weapon you may pay Spell Pool Points to intertwine a spell cast through your spell pool into your breath. If you do so your breath weapon takes 1 stage longer than normal to use (Swift -> Standard -> Full Round -> 1 Round -> 2 rounds, etc). This spell must have a casting time no greater than the action being used to activate your breath weapon and a range greater than personal and may not create an object or lingering effect such as a web, cloud, or wall (have an Effect line that describes an object that remains in the area). You must pay Spell Pool Points for the spell as normal and then pay an additional number of Spell Pool Points based upon its level for use in your spell pool; if it is a spell-like ability without a Spell Pool level use its Sor/Wiz level (if it has one), Cleric, Druid, Bard level in descending order (if none of these then use whatever it does appear on.

When you use this ability you infuse your breath weapon with the spell. In addition to its normal effects your breath weapon applies the spell to all targets in the area of effect. If the spell is normally a touch or ranged touch spell that does not allow a saving throw they are allowed a Reflex save (DC based upon the spell's level) to avoid its effects, otherwise they are only allowed the normal saves afforded by the spell. For example if you had a cone of fire breath weapon and chose to use this feat to apply Shocking Grasp to it, every creature in the area would have to make a second Reflex save against Shocking Grasp or take 5d6 electricity damage in addition to your breath weapon's damage. Alternatively you could apply Orb of Fire and they would only gain the usual Fortitude save against its daze effect, or you could apply Hold Person and affect the entire area and they'd have saves as normal.



Spell Level
SP Point Cost


0
4


1
5


2
6


3
6


4
7


5
7


6
8


7
8


8
9


9
9



You cannot apply Epic Spells to your breath this way.


Spell Focus:
See PHB
Special: Despite abilities used via your Spell Pool being used as Spell-like Abilities you may benefit from Spell Focus and Greater Spell Focus with them.

Unlock Spell Pool:
You are able to draw upon the eldritch powers of draconic souls even though the breed your soul resonates with most does not grant such powers through the Spell Pool.
Prerequisites: Ability to use Martial Maneuvers, Soulbinding, or Incarnum via the Spell Pool.
Benefits: Select any one school of magic. You can cast 1st level sorcerer spells from those schools through the Spell Pool.
Special: You may take this feat multiple times, each time you do it improves the spell level you have access to by 1, but you can never gain higher level spells through the Spell Pool than a Dragonsoul Acolyte with a spellcasting spell pool would have access to (2nd at 7th, 3rd at 11th, 4th at 15th, and 5th at 18th).
Special: If an aspect adds spells to your spell list for your spell pool at a level you have access to through this feat you can use them even if they are not sorcerer spells from the selected school; if it lowers the effective level for select spells you may only use them if they are of the proper school.

Dragonborn Dragonsoul Acolyte (Racial Substitution Level):

Reborn by Bahamut's power dragonborn dragonsoul acolytes are naturally inclined towards the most exalted of practices. They represent already the tenants of metallic dragons, taking things even a step forward, forsaking draconic greed and pride, swearing themselves instead towards the preservation and advancement of good where ever they can. They wield a blessed might that is only rivaled by the dragonsoul acolytes which serve Mithral Dragons.

HD: d12.

Requirements: To take a Dragonborn dragonsoul acolyte substitution level, a character must be a Dragonborn about to take their 1st, 9th, or 10th level of dragonsoul acolyte.

Class Skills: Dragonborn dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Bahamut’s Hoard: You forsake all wealth and magical items. You gain no benefit from magic items, and may keep no more than 3 weapons, a suit of armor, a shield, 100 GP in tools of your trade(s), and your hoard, you must still take your share of treasure, but must donate it at the earliest opportunity to causes that aid Bahamut’s will for the world and do not directly help you (paying a reliable person to foster a metallic dragon wyrmling, funding other dragon hunters who slay chromatic dragons, building a temple to Bahamut, aiding a good-aligned authority, funding the rebellion against a LE empire, all are examples of acceptable tithes, but funding your personal allies is not); if for some reason you will be unable to do so for an unforeseeable you may instead use this treasure to aid the agendas of Bahamut’s allies (funding an anti-Hextor awareness campaign, the construction of a wall around a dwarven settlement, hiring mercenaries to aid an inevitable in the service of Lendys). You may still use spell trigger and spell completion items that are loaned to you by other creatures or acquired while you have not yet had the chance to dispose of them in an appropriate manner, but may not use such items to directly target yourself.
You gain Sacred Vow and Vow of Poverty as bonus feats and do not lose them as long as you abide by the limitations of the above and remain non-Evil in alignment.

This ability augments (does not replace) your hoard ability.

2nd Draconic Aspect (Dragonborn) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Dragonborn Dragonsoul Acolyte gains a Specialized Dragonborn Draconic Aspect.

Specialized Draconic Aspect (Dragonborn): Soul of Good: As long as you are Good aligned you may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

Frightful Presence (Ex): You gain frightful presence with a range of 10-ft per class level. Whenever you attack, cast a spell, or make your presence known in a violent manner (a standard action which can include a demoralization attempt) creatures within this area with less hit dice than you must make a Will save (DC 10 +1/2 dragonsoul acolyte levels) or be shaken for 4d6 rounds; creatures with 5 or less hit dice which fail this save are panicked instead.

This ability replaces your Draconic Wings.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Darkvision 60-ft, Dragonblooded, Bahamut’s Hoard
-
250 GP


9th
+6
+6
+3
+6
Second Draconic Aspect (Dragonborn), Penetrate Resistance, Dragon Form (Large)
10
20,250
[tr]
10th
+7
+7
+3
+7
Draconic Body (+2 Strength), Frightful Presence, Skill Aptitude
11
25,000



Dwarf Dragonsoul Acolyte (Racial Substitution Level):

Dwarf Dragonsoul Acolytes are those amongst the dwarf who find their souls drawn almost magnetically to the power of dragons. They can be the noblest of heroes, like shining bronze, unyielding in their defense of their settlements, representing those traits that dwarves share with metallic dragonkind; traits both noble, like honor, bravery, and self-sacrifice, and base, such as the greed and pride which serves to dull the edge of dwarven nobility. Others are black hearted scoundrels whose greed and pride consumes them, making them like the red wyrms which war against dwarvendom, twisting their body even as it twists their spirit, giving them the appearance and power of the great drakes.

HD: d12.

Requirements: To take a dwarf dragonsoul acolyte substitution level, a character must be a dwarf about to take their 1st, 2nd, or 9th level of dragonsoul acolyte.

Class Skills: Dwarf dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disable Device (Int) and Open Locks (Dex).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Craftsman of Beauty (Ex): You gain a +3 bonus on Craft checks to create pieces of art and cut gems, this bonus increases by +1 per 4 dragonsoul acolyte levels. This bonus only applies to crafting objects for aesthetic purposes and cutting gems; if you must make a Craft check to inlay decorations onto armor this bonus would apply but it would not apply to crafting the armor itself. This repaces a dragonsoul acolyte's darkvision ability, but not its improvements.

Ironguts (Ex): A 2nd level or higher Dwarven Dragonsoul Acolyte fears no poison in their foods. You gain immunity to ingested poisons (including injury poisons slipped into food) and a +4 bonus on saves to resist effects from eating diseased or magically hexed food and drink or similar hazards. This replaces the Fundamentalis Diet ability.

2nd Draconic Aspect (Dwarven) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Dwarven Dragonsoul Acolyte gains a Specialized Dwarven Draconic Aspect.

Specialized Aspect (Dwarven): Steel Skin Steel Bones (Ex): You gain proficiency in all armor (light, medium, heavy, and exotic). You gain DR 1/- and a +1 dodge bonus against dragons when wearing light armor, DR 2/- and a +2 dodge bonus against dragons when wearing medium armor, DR 4/- and a +4 dodge bonus against dragons when wearing heavy armor, and DR 5/- and a +5 dodge bonus against dragons when wearing Mountain Plate.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Craftsman of Beauty, Dragonblooded, Hoard
-
250 GP


2nd
+1
+3
+0
+3
Cantrips, Claws, Ironguts
-
1000


9th
+6
+6
+3
+6
Second Draconic Aspect (Dwarven), Penetrate Resistance, Dragon Form (Large)
10
20,250



Elven Dragonsoul Acolyte (Racial Substitution Level):

Elven Dragonsoul Acolytes are perhaps rarer than dwarven and human acolytes; their frail bodies having more difficulties channeling the power of dragons. Those elves who walk this path long, however, find their bodies toughened by the act, draconic spirit reinforcing elven flesh. Their magical nature intermingles interestingly with that of dragons, letting them weave together masses of the simplest magics, into a single great expenditure of magical ingenuity. Elven dragonsoul acolytes are drawn towards the more sorcerous dragons such as the Tome Dragon, or towards the more social dragons, such as silver dragons; Lawful dragonsoul acolytes are drawn with a great preponderance towards Steel Dragons. Others find themselves drawn towards the beguiling might of Green Dragons, growing cold, hard, and ruthless as they serve under their spiritual tutelage.


HD: d10.

Requirements: To take an elven dragonsoul acolyte substitution level, a character must be an elf about to take their 5th, 8th, or 9th level of dragonsoul acolyte.

Class Skills: Elven dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Gather Information (Cha) and Spellcraft (Int).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).

Class Features:
Draconic Body (+2 Constitution): The spiritual power of dragons has alloyed with your flesh making it tougher, granting you a +2 bonus to your Constitution. This replaces the +2 bonus to Strength most Dragonsoul Acolytes gain at 5th level.

Weave Cantrips (Sp): A 8th level Elven Dragonsoul Acolyte gains this ability. Just as many souls empower you, you are able to create a spell empowered by many of your Cantrips. When you activate one of your Cantrips as a Spell-like ability you can activate another one or cast the same one a 2nd time as part of casting it. You may pay Spell Pool Points to add 2 more Cantrips, either different spells or additional instances of already included ones, to this weave per Spell Pool Point expended. For example an elven dragonsoul acolyte with the Ray of Frost, Detect Magic, and Light cantrips could as a standard action cast Detect Magic and Light or cast Ray of Frost twice choosing new targets each time, or pay 3 Spell Pool Points to cast Ray of Frost 8 times.

This replaces your 2nd daily use of Dragonform; from this point onwards you have 1 fewer use of Dragonform.

+1 Spell Pool Point: If you take the 8th level of Elven Dragonsoul Acolyte you gain 1 Spell Pool Point; this is shown on the table for 8th level but not for 9th.

2nd Draconic Aspect (Elven) (Su): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Elven Dragonsoul Acolyte gains a Specialized Elven Draconic Aspect.

Specialized Aspect (Elven): Elven Spell Pool (Su): The spirits of dragons are not the only ones which linger with magical might. The spirits of your ancestors, the spirits of the elves hang heavy as well. You can tap into some of their ambient magical might as well as that of your draconic patrons. You gain 1 (additional) Spell Pool Point per 2 Dragonsoul Acolyte levels.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


5th
+3
+4
+1
+4
Draconic Body (+2 Constitution), Skill Aptitude, Breath Weapon (3dX + Charisma modifier)
5
6250



8th
+6
+6
+2
+6
Scales (+2), Superior Low-Light Vision, Weave Cantrips
10
16,000 GP


9th
+6
+6
+3
+6
Second Draconic Aspect (Elven), Penetrate Resistance, Dragon Form (Large)
10*
20,250



Gnomish Dragonsoul Acolyte (Racial Substitution Level):

Gnomish Dragonsoul Acolytes are often found in gnomish settlements which have found themselves with a copper dragon as patron and guardian. Gnomish Dragonsoul Acolytes tint their draconic abilities through their own native magical gifts. Their kinship with animals calls to the similar kinship that is held by some dragons, the one reinforcing the other until it is strong enough to work on creatures other than borrowing mammals and able to work far more often. Their penchant for illusions allows a gnomish dragonsoul acolyte to delve into more powerful illusions than others of their ilk, making such tasks easier. They often show the traits of the chaotic metallic dragons, an extreme friendliness, inquisitiveness, and curiosity, with their same tinges of mental elitism, obsession with puzzles and word play, and draconic greed. Perhaps more than any other gnomes, gnomish dragonsoul acolytes have a deep love, or consuming desire, for gemstones and the lengths they are willing to go to get them sometimes puts them closer to the unbound avarice of reds than to any dragon of metallic hue.

HD: d10.

Requirements: To take a gnomish dragonsoul acolyte substitution level, a character must be a gnome about to take their 1st, 2nd, or 9th level of dragonsoul acolyte; you must have a racial Speak with Animals SLA, even if limited, to select the 2nd level substitution.

Class Skills: Gnome dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disable Device (Int) and Open Locks (Dex).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Gem Hoard: Gemstones count as being worth 25% more than their actual value for the purposes of your hoard (for example 800 GP worth of gems would count as 1000 GP for your hoard).

This ability modifies a normal Dragonsoul Acolyte's Hoard ability and replaces their Darkvision ability.

Tongue of Dragons and Beasts (Ex/Su): A 2nd level or higher Gnomish Dragonsoul Acolyte is able to speak with dragons and animals with ease, expanding their natural talents with the boon of draconic prowess, emulating the nature of brass and bronze dragons. You gain Draconic as a bonus language and the continuous supernatural ability to speak with animals as the spell.

This replaces your Cantrip you would gain at 2nd level instead gaining your first Cantrip at 4th level.

2nd Draconic Aspect (Gnomish) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Gnomish Dragonsoul Acolyte gains a Specialized Gnomish Draconic Aspect.

Specialized Aspect (Gnomish): Glamerist (Su): You may treat Illusion (Figment) and Illusion (Glamer) spells as 1 level lower for the purposes of your Spell Pool.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Gem Hoard
-
250 GP


2nd
+1
+3
+0
+3
Claws, Fundamentalis Diet, Tongue of Dragons and Beasts
-
1000


9th
+6
+6
+3
+6
Second Draconic Aspect (Gnomish), Penetrate Resistance, Dragon Form (Large)
10
20,250




Half-Dragon Dragonsoul Acolyte (Racial Substitution Level):

Half-dragons, the progeny of dragons and lesser creatures, are perhaps the most natural of creatures to become Dragonsoul Acolytes. What could be more natural to a half-dragon than seeking to become more like their draconic ancestors, to prove themselves a full dragon in spirit if not body. What mortal spirit could more easily meld with the immortal spirits of dragons than one half-immortal itself? Half-dragon dragonsoul acolytes show the fierce spirit of their draconic ancestry, melding it with the spirit of their tutelary dragon or choosing to grow closer to it, becoming more thoroughly mixed with its spirit and energy.

HD: d12.

Requirements: To take a half-dragon dragonsoul acolyte substitution level, a character must be a half-dragon (have the template) about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

Class Skills: Half-dragon dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Ancestral Skill: Select one Tutelary Skill granted by the dragon you have the half-dragon template of. You gain that skill as an additional Tutelary Skill. If it is already a Tutelary Skill of your Tutelary Dragon (perhaps because they're the same) you instead gain a +2 bonus to skill checks with that skill, increasing by +1 more for every 6 Dragonsoul Acolyte levels you possess.

This ability replaces the darkvision you'd normally gain at 1st level.

Draconic Feat: You gain a bonus feat, either one of those made for Dragonsoul Acolytes (see above) or a Metabreath feat.

This replaces the Cantrip you would normally gain at 4th level.

2nd Draconic Aspect (Ancestral) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Half-Dragon Dragonsoul Acolyte gains the Specialized Draconic Aspect of their dragon ancestor. If your Tutelary Dragon is the same type of dragon as you have the Half-Dragon template for you instead gain both its Specialized Draconic Aspect and one Lesser Draconic Aspect chosen from the Common Draconic Aspects list.

This replaces the normal 2nd Draconic Aspect ability.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Ancestral Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Hoard
-
250 GP


4th
+3
+4
+1
+4
Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Draconic Feat
4
4000


9th
+6
+6
+3
+6
Second Draconic Aspect (Draconic), Penetrate Resistance, Dragon Form (Large)
10
20,250

Zaydos
2014-09-05, 09:46 AM
More Racial Substitution Levels:


Half-Elven Dragonsoul Acolyte (Racial Substitution Level):

In half-elves the versatility of humanity is mixed with the magical might of the elves. Perhaps in no group is this more pronounced than amongst Dragonsoul Acolytes who use this mixture to manipulate the already versatile magical powers granted them from the spiritual power of dragons lost and yet to come. Liable to emulate dragons of flighty and variable dispositions, half-elven dragonsoul acolytes are often nomads and travelers, combining the wanderlust of one who never quite belongs with the friendliness of the Brass Dragon or Crystal Dragons, others instead turn their bitterness at their position as a perpetual outsider against the world, embracing the fickle cruelty of white and black dragons.

HD: d8.

Requirements: To take a half-elven dragonsoul acolyte substitution level, a character must be a half-elf about to take their 1st, 2nd, or 9th level of dragonsoul acolyte.

Class Skills: Half-elven dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disguise (Cha) and Gather Information (Cha).
Skill Points per Level: 6 + Int (or 4 times this as a 1st level character).
Class Features:
Mage's Hoard (Su): You may treat spell completion and spell trigger items as well as spellbooks, magical tomes and manuals, eternal wands, and runestaffs as part of your hoard in addition to wealth and art items.

This ability augments your normal hoard ability, but replaces nothing.

Minor Magics (Sp): At 2nd level you may gain this ability. You are a master of flexible if weak magic. You may, 1/day per class level, use any spell which would be available to you through the Cantrip ability, ignoring level prerequisites on the spells, as a spell-like ability; you may only use a specific spell with this ability once each day. At level 12 you could use Minor Magics 12 times per day, but each time would have to be a different spell from the list.

This replaces your Cantrip you would gain at 2nd level, you instead gain your first Cantrip at Lv 4 and have 1 fewer Cantrip than normal.

2nd Draconic Aspect (Half-Elven) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Half-Elven Dragonsoul Acolyte gains a Specialized Half-Elven Draconic Aspect.

Specialized Aspect (Half-Elven): Versatile Spell Pool (Su): You alloy an elven penchant for magic and a human's versatility and then you mix them with draconic power to synthesize something new. This combination allows you more flexibility with your Spell Pool than others. You may cast any Spell, Mystery, Utterance, Infusion, or Psionic Power from any base class's list (including domains and mantles) your Spell Pool. For Utterances you treat those from Lexicon of the Evolved Mind as 1 level lower and those from the Perfected Map as 2 levels higher. You must be able to draw spells of the effect's level from your Spell Pool; if you have a Soulbinding, Incarnum, or Sublime Tutelary Dragon you are considered to be able to draw spells of the same levels as a Dragonsoul Acolyte with a spellcasting tutelary dragon. You may use this ability to cast one spell of each level you have available to you each day (for example if you can use 2nd level spells from your spell pool you could use this ability to use 1 2nd level effect, 1 1st, and 1 level 0 effect); you must pay 1 additional spell pool point to cast a spell from your spell pool with this ability, except the first time you use this ability each day, increasing to the first 2 times at Lv 14.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Mage's Hoard
-
250 GP


2nd
+1
+3
+0
+3
Claws, Fundamentalis Diet, Minor Magics
-
1000


9th
+6
+6
+3
+6
Second Draconic Aspect (Half-Elven), Penetrate Resistance, Dragon Form (Large)
10
20,250



(Half-)Orcish Dragonsoul Acolyte (Racial Substitution Level):

Orcish Dragonsoul Acolytes believe themselves to carry within them the raging and roiling blood of powerful elemental dragons. Pledging themselves to their ancestors, to the mighty red wyrms, and the Queen of Dragons Tiamat, they seek to become warriors with the fierce power to match even the greatest dragons. The coupling of dragon spirits and orcish passion leads to a powerful combative force. Fierce warriors they take pride in their arms, and fill themselves with draconic presence to strike out at foes with elementally powered blows.

HD: d12.

Requirements: To take a (half-)orcish dragonsoul acolyte substitution level, a character must be an orc or half-orc about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

Class Skills: (Half-)orcish dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Survival (Wis).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Warrior's Hoard (Su): You may treat weapons as part of your hoard in addition to wealth and art items. The value of weapons for the purposes of your hoard is equal to their value without any magical enchantments or properties; a +5 Vorpal Longsword is worth no more than a Masterwork Longsword. Material values, such as adamantine, however are included.

This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

Spellburst (Su): As part of making a melee attack, before rolling the attack, you may pay 1 Spell Pool Point. If you do so you add 1d6 damage +1/4 levels. This damage matches the damage dealt by your breath weapon gained at 1st level in this class; treat breath weapons that inflict negative levels as negative energy, and poison breath weapons as acid, if you did not gain a breath weapon but gained another ability instead or if it does not deal damage and does not inflict negative levels or poison then this ability adds Cold damage if your Tutelary Dragon is good, or Fire damage otherwise.

This replaces the Cantrip you would normally gain at 4th level.

2nd Draconic Aspect (Orcish) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a (Half-)Orcish Dragonsoul Acolyte gains a Specialized Orcish Draconic Aspect.

Specialized Aspect (Orcish): Battle of Blood and Spirit (Su): You may, as a free action, spend 2 spell pool points to increase your Base Attack Bonus to equal your Character Level (maximum 20) until the end of your current turn.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Warrior's Hoard
-
250 GP


4th
+3
+4
+1
+4
Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Spellburst
4
4000


9th
+6
+6
+3
+6
Second Draconic Aspect (Orcish), Penetrate Resistance, Dragon Form (Large)
10
20,250




Halfling Dragonsoul Acolyte (Substitution Levels)

Halfling Dragonsoul Acolytes are a rarity. While occasionally Brass, Copper, Bronze, Silver, and even Gold dragons will take up patronage of a halfling settlement ew dedicate themselves to their draconic protectors as a gnome or dwarf might. Instead it is the most adventurous halflings that find themselves called to dragons. They share a kinship with filching things, most commonly apparent in psuedodragons and wyrmlings of the metallic varieties (chromatics being more likely to threaten and demand), and a boldness seen in young dragons seeking to claim their own territories. More than often sharing traits with any specific types of dragons, halfling dragonsoul acolytes show the traits of youthful dragons. Guile and subtlety, impatience mixed with silent planning, and youthful recklessness all mix into one to make halfling dragonsoul acolytes perhaps the most adventurous of dragonsoul acolytes. The draconic power of the spell pool serves to heighten their natural stealth, their thief's pride to add personal value to their hoard, and their daring is unmatched by any save the bravest of heroes.

HD: d8.

Requirements: To take a halfing dragonsoul acolyte substitution level, a character must be a halfling about to take their 1st, 6th, or 9th level of dragonsoul acolyte.

Class Skills: Halfling dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Hide (Dex), Move Silently (Dex), and Sleight of Hand (Dex).
Skill Points per Level: 6 + Int (or 4 times this as a 1st level character).
Class Features:
Thief's Hoard (Su): You may treat any item in your Hoard which you obtained through theft as being 25% more valuable than normal for the purposes of determining your hoard capacity. This does not include items which you obtained through threats of violence or acts of violence (mugging someone, killing them and taking their stuff, attacking someone to drive them off), but does include things which you obtained through confidence scams.

This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

Fearless (Ex): Despite their small size and penchant for stealth, a halfling and dragon share something important. They are both bold, bravely venturing forth against any odds. At 6th level you may select this ability. You gain immunity to fear.

This replaces your 1st use of dragonform; you are considered to have the ability usable 0 times per day, and have 1 fewer use of it from here forward (1/day at 8th, 2/day at 11th etc), but gain new sizes at the normal levels.

2nd Draconic Aspect (Halfling) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Halfling Dragonsoul Acolyte gains a Specialized Halfling Draconic Aspect.

Specialized Aspect (Halfling): Phantom Stride (Su): You gain +3 to Hide and Move Silently checks as long as you have Spell Pool Points remaining. In addition you may pay 1 Spell Pool Point to use Invisibility on yourself only as a spell-like ability, and may pay an additional 2 Spell Pool Points to increase its duration to 24 hours (or until you attack).



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Thief's Hoard
-
250 GP


6th
+5
+5
+2
+5
Draconic Spirit (+2 Charisma), Fearless
6
9000


9th
+6
+6
+3
+6
Second Draconic Aspect (Halfling), Penetrate Resistance, Dragon Form (Large)
10
20,250




Human Dragonsoul Acolyte (Racial Substitution Level):

Human Dragonsoul Acolytes do what humans do best. They flex, they bend, they do what others cannot. A human dragonsoul acolyte will match their dragon's talents in ways no other could but then turn from it to instead dabble in the arts of all dragons. A human dragonsoul acolyte dedicated to a gold dragon might be a master of disguise, able to change their face to an almost magical extent even imitating strength far beyond theirs, but might lack the rallying nature of other gold dragonsoul acolytes instead dabbling in first one and then another dragon's powers. Human dragonsoul acolytes are as varied as the dragons they serve, if not more so, and any sweeping descriptions are hard to make able them.

HD: d8.

Requirements: To take a human dragonsoul acolyte substitution level, a character must be a human about to take their 6th, 9th, or 13th level of dragonsoul acolyte.

Class Skills: Human dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
Skill Points per Level: 6 + Int.
Class Features:

Least Exaggerated Skill: At 6th level you may gain this ability. You are able to take one of your Tutelary Skills and take it beyond the norm; you gain a Least Exaggerated Skill (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) as a Tall Tale of your level. You must have at least 9 ranks in the selected skill and it must be one of your Tutelary Skills; you do not gain bonus ranks in it like a Tall Tale would.

This replaces both your 1st daily use of Dragonform, you do not gain the ability until 8th level and have 1 less daily use there of, and your Cantrip you would gain at this level.

2nd Draconic Aspect (Human) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Human Dragonsoul Acolyte gains a Specialized Human Draconic Aspect.

Specialized Aspect (Human): Shifting Favor (Su): 1/day by performing a 1 hour ritual you can gain any one Lesser Draconic Aspect of your choice; this ability refreshes when your Spell Pool refreshes, and you retain the selected Draconic Aspect until you select another by using this ability again. By spending 2 Spell Pool points you may perform this ritual as a full round action. By spending 4 Spell Pool points you may perform is as a swift action. By spending 6 Spell Pool points you may perform it as a free action.

Lesser Exaggerated Skill: At 13th level you may gain this ability. You are able to take one of your Tutelary Skills and take it even further beyond the norm; you gain either a Lesser Exaggerated Skill (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) as a Tall Tale of your level, or 2 Least Exaggerated Skills. You must have at least 14 ranks in the selected skill or skills and they must be selected from your Tutelary Skills; you do not gain bonus ranks in it like a Tall Tale would. To select a Lesser Exaggerated Skill you must already have the Least Exaggerated Skill for that skill.

This replaces your Talented Spells ability.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


6th
+5
+5
+2
+5
Draconic Spirit (+2 Charisma), Least Exaggerated Skill
6
9000


9th
+6
+6
+3
+6
Second Draconic Aspect (Human), Penetrate Resistance, Dragon Form (Large)
10
20,250


13th
+9
+8
+4
+8
Draconic Body (+2 Constitution), Dragon Form (Huge) 4/day*, Breath Weapon (7dX + Charisma modifier), Lesser Exaggerated Skill
14
42,250 GP



Kalashtar Dragonsoul Acolyte (Racial Substitution Level):

Tied to dreams through their Quori ancestors, kalashtar dragonsoul acolytes are those rare individuals who have attuned themselves to the dreams of the dragons, and some say of the three great dragons themselves. Kalashtar dragonsoul acolytes combine their natural psionic power with their breath weapons, and find that even their quori ancestors resonate with certain dragons more than others.

HD: d10.

Requirements: To take a kalashtar dragonsoul acolyte substitution level, a character must be a kalashtar about to take their 2nd, 6th, or 9th level of dragonsoul acolyte.

Class Skills: Kalashtar dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Autohypnosis (Wis) and Psicraft (Int).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Psi-Reinforced Breath (Su): When using your breath weapon you may expend your psionic focus and 1 or more power points to increase the damage of your breath weapon. For every power point spent you increase the damage dealt by your breath weapon by 1 die; you may pay no more than 1 power point in this way per 2 dragonsoul acolyte levels you possess.

This replaces your Claws ability.

Psionic Wellspring (Su): You gain power points equal to 1/2 your Dragonsoul Acolyte level and may spend Spell Pool Points as if they were Power Points (but not vice versa).

This replaces the cantrip you would gain at 4th level.

2nd Draconic Aspect (Kalashtar) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Kalashtar Dragonsoul Acolyte gains a Specialized Kalashtar Draconic Aspect.

Specialized Aspect (Kalashtar): Sire's Patron (Ex): Even the quori ancestors of the Kalashtar resonate with certain dragonsouls more than others. When you gain this ability select a 2nd Tutelary Dragon, you do not need to fulfill this dragon's alignment restrictions. Each day when you regain your Spell Pool Points you must select one of these 2 tutelary dragons. You treat the selected dragon as your Tutelary Dragon for everything but Tutelary Skills (losing the Lesser Aspect/Breath Weapon/Energy Resistance/etc of the other dragon), you always treat your original Tutelary Dragon as your Tutelary Dragon for Tutelary Skills and abilities derived from Tutelary Skills (Skill Aptitude/Skill Mastery).



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


2nd
+1
+3
+0
+3
Cantrip, Fundamentalis Diet, Psionic Breath
-
1000 GP


4th
+3
+4
+1
+4
Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Psionic Wellspring
4
4000


9th
+6
+6
+3
+6
Second Draconic Aspect (Kalashtar), Penetrate Resistance, Dragon Form (Large)
10
20,250




Lifetorn Dragonsoul Acolyte (Racial Substitution Level):

Not quite dead, but not alive either, the lifetorn are an odd race. A lifetorn dragonsoul acolyte finds their un-lifeforce reinvigorated by the presence of draconic spirit, the energy therein restoring to them some glimmers of life, even as it brings them closer to being an entity of unlife. Necrotic energy flows through them, the souls of dragons drawn towards the negative energy plane but powerful enough to pull themselves away. A lifetorn dragonsoul acolyte often is closest to asphodel dragons, drawing their power from the negative energy plane, and death dragons who share with them a feeling of being between life and death.

HD: d10.

Requirements: To take a lifetorn dragonsoul acolyte substitution level, a character must be a lifetorn about to take their 3rd, 9th, or 14th level of dragonsoul acolyte.

Class Skills: Lifetorn dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Heal (Wis).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Turn Immunity (Su): You are completely immune to turn and rebuke undead.

This replaces your Draconic Immunities ability.

2nd Draconic Aspect (Lifetorn) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Liftorn Dragonsoul Acolyte gains a Specialized Lifetorn Draconic Aspect.

Specialized Aspect (Lifetorn): Cold Grasp of Death (Su): You are able to heal naturally like most intelligent undead. You also gain Deadly Touch as a Paladin of Tyranny or Slaughter of your Dragonsoul Acolyte level. You may, as a standard action, pay 1 or more Spell Pool points to refill it by 25% per point spent.

2nd Breath Weapon (Negative Energy): You gain a breath weapon which is a cone of negative energy (d8s for damage), you are immune to your own breath weapon (both for damage and healing). A Will save, not a Reflex save, halves the damage from this breath weapon.

This replaces your normal choices for 2nd Breath Weapon.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


3rd
+2
+3
+1
+3
Breath Weapon (2dX+1/2 Charisma modifier), Lesser Energy Resistance, Turn Immunity
-
2250 GP


9th
+6
+6
+3
+6
Second Draconic Aspect (Kalashtar), Penetrate Resistance, Dragon Form (Large)
10
20,250


14th
+10
+8
+4
+8
Second Breath Weapon (Negative Energy), Spell Pool (4th level)
16
49,000



Poisondusk Dragonsoul Acolyte (Racial Substitution Level):

Poisondusk Dragonsoul Acolytes come from amongst the poisondusk lizardfolk. Dragonsoul Acolytes are common amongst the lizardfolk races, their tendency to emulate dragons showing through. A poisondusk dragonsoul acolyte learns to emulate a dragon's scales by integrating steel and iron into their flesh, scales melding with armor, to strike with deadly power from hiding, and even let their draconic energy flow forth from them. They are commonly drawn to the near invisible cunning of black dragons, their natural stealth and shared habitats making the black wyrm's natural gods and objects of devotion. Others are drawn instead to the noble pride of bronze dragons, becoming warrior-champions of their tribes, fighting to defend them against those who would do them wrong.

HD: d10.

Requirements: To take a poisondusk dragonsoul acolyte substitution level, a character must be a poisondusk lizardfolk about to take their 2nd, 9th, or 12th level of dragonsoul acolyte.

Class Skills: Poisondusk dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Hide (Dex), Move Silently (Dex), and Survival (Wis).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Integrating Scales (Su): At 2nd level a Poisondusk Dragonsoul Acolyte gains the ability to extend their scales throughout clothing and armor. By spending a 10 minute ritual you may integrate armor and clothing into your form; visibly your scales grow over and through the materials. Integrated clothing and armor cannot be removed short of skinning you without you spending a standard action to de-integrate it, it also does not count as clothing or armor worn for the purposes of your Chameleon Skin racial ability. Finally integrated armor is easier for you to move in reducing its Armor Check Penalty by 2, and its Arcane Spell Failure by 10%, and increasing its Max Dex bonus by 1 (so integrated chain shirt would have a +0 ACP, 10% ASF, and a Max Dex bonus of +5).

This replaces the Claws ability they would normally gain.

2nd Draconic Aspect (Poisondusk) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Poisondusk Dragonsoul Acolyte gains a Specialized Poisondusk Draconic Aspect.

Specialized Aspect (Poisondusk): Breath Weapon Sneak Attack (Su): You gain the Breath Ambush feat as a bonus feat. Any creature which is denied its Dexterity bonus to its Reflex save against your breath weapon (or would be if your breath weapon allows a Fort or Will save instead) that fails its saving throw against your breath weapon takes +1d6 damage per 4 Dragonsoul Acolyte levels you possess; this damage applies on breath weapons that use attack rolls instead of saving throws if the target was denied their Dexterity bonus to AC. This ability is not precision damage, does not have a range limit other than the range limit of your breath weapon, applies against creatures immune to critical hits, and despite the name cannot be used to qualify for abilities that require sneak attack, apply to sneak attack, or exchange sneak attack dice.

Energized Fangs (Su): At 12th level a poisondusk dragonsoul's fangs grow filled with the elemental energies from their Draconis Fundamentalis. Any bite attack they possess deals an additional 1d6 damage of whatever type their breath weapon gained at 1st level deals (none if their breath weapon does not deal hit point damage). Pierce Resistance applies to damage dealt by this effect.

This replaces the Fangs ability they would normally gain at 12th level.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


2nd
+1
+3
+0
+3
Cantrip, Fundamentalis Diet, Integrating Scales
-
1000 GP


9th
+6
+6
+3
+6
Second Draconic Aspect (Poisondusk), Penetrate Resistance, Dragon Form (Large)
10
20,250


12th
+9
+8
+4
+8
Energized Fangs, Scales (+3)
13
36,000




Spellscale Dragonsoul Acolyte (Racial Substitution Level):

Spellscale Dragonsoul Acolytes are far from an uncommon occurrence among the race. They tap into the magical energy of dragons, letting it fill them completely, pushing their souls beyond the limits of normal mortals. In many ways they are similar to elves, tapping into greater extents of magic and reinforcing their bodies in the process. Unlike elves, spellscales have but one lineage of magic, the power of dragons tracing back to draconic gods. Their blood quickening combines with their closeness to the draconic gestalt to bring them in tune with the aspect of the god they channeled.

HD: d10.

Requirements: To take a spellscale dragonsoul acolyte substitution level, a character must be a spellscale about to take their 4th, 5th, or 9th level of dragonsoul acolyte.

Class Skills: Spellscale dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class as well as Spellcraft (Int).
Skill Points per Level: 4 + Int.
Class Features:

Spell Pool: You gain 4 additional spell pool points (these points are not included on higher levels of the Substitution Levels add 4 to their totals if you take this substitution level) and may use any number of 1st level spells with your spell pool each day regardless of your maximum spell level; you must still have Spell Pool Points to spend on these effects.

This improved Spell Pool replaces the scales ability you would normally gain at 4th level, and your Scales are permanently +1 less than a normal Dragonsoul Acolyte's.

Draconic Body (+2 Constitution): The spiritual power of dragons has alloyed with your flesh making it tougher, granting you a +2 bonus to your Constitution. This replaces the +2 bonus to Strength most Dragonsoul Acolytes gain at 5th level.

2nd Draconic Aspect (Spellscale) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Human Dragonsoul Acolyte gains a Specialized Spellscale Draconic Aspect.

Specialized Aspect (Spellscale): Quickened Blessing (Su): Whenever you perform a ritual of Blood Quickening you gain the Specialized Aspect associated with the selected god, or if you select Io you gain 4 Spell Pool Points.



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


4th
+3
+4
+1
+4
Spell Pool (1st, Sorcerous Aspect), Lesser Draconic Aspect
8
4000


5th
+3
+4
+1
+4
Draconic Body (+2 Constitution), Skill Aptitude, Breath Weapon (3dX + Charisma modifier)
5*
6250


9th
+6
+6
+3
+6
Second Draconic Aspect (Spellscale), Penetrate Resistance, Dragon Form (Large)
10*
20,250



Warforged Dragonsoul Acolyte (Substitution Levels)

Some said it was impossible for a warforged, a mere construct, to aspire to the heights of a dragon, much less attain the spiritual unity with the scaled gods as a mortal. They were wrong. Warforged dragonsoul acolytes are drawn naturally towards meta-dragons. A heroic warforged may find a resonance with the bravery of brightsteel dragons which sees the creatures pushing against the more powerful reds regardless of the odds against them, while a warforged dragonsoul acolyte will often continue pressing in combat until their body is breaking or beyond. Others feel kinship with the A.M. dragons, taking their long and meticulously calculating view of the world; those enemies they cannot entrap they can outlive and their grudges last generations. Perhaps most of all, though, warforged dragonsoul acolytes are in tune with the creative impulse which designed all meta-dragons, which is a part of almost all constructs; they are crafters as well as the crafted, drawing upon the energies of their hoard to design its own guardians.

HD: d10.

Requirements: To take a warforged dragonsoul acolyte substitution level, a character must be a Warforged about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

Class Skills: Warforged dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Hoard Forger (Su): You may expend value from your hoard to create a temporary construct out of magical energy. You can create 1 construct in this way each day, and it vanishes when you next meditate with your hoard or in 24 hours (whichever is sooner). You subtract the constructs market price from your hoard capacity when you use this ability. Constructs made by this ability blink out of existence when exposed to an anti-magic zone for as long as the space they last occupied is within on, and are destroyed by Disjunction on a failed Will save.

This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

Scales of Steel (Ex): A warforged is a creature of metal, living and hard. When their body is hardened by draconic energies it does not form a thick layer of scales instead hardening as a scale pattern forms across it. If you select this ability you gain DR 2/adamantine, this damage reduction increases by 2 for every 4 Dragonsoul Acolyte levels you obtain beyond 4th.

This replaces the regular Dragonsoul Acolyte’s scales ability and all its improvements.

2nd Draconic Aspect (Warforged) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Warforged Dragonsoul Acolyte gains a Specialized Warforged Draconic Aspect.

Specialized Aspect (Warforged): Breath Capacitor (Su): When you use your breath weapon you may inflict 1 or more points of Constitution damage on yourself. For every point you actually take (that is not resisted or reduced or negated in some way) you add 1 die to your breath weapon’s damage. You may not add more dice to your breath weapon than ½ your Dragonsoul Acolyte level and you cannot use Heighten Breath to raise your breath weapon DC by more than your Constitution modifier will be after the Constitution damage (you still calculate the saving throw DC before the Constitution damage is dealt).



Level
BAB
Fort
Ref
Will
Special
Spell Pool Points
Hoard


1st
+0
+2
+0
+2
Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Hoard Forger
-
250 GP


4th
+3
+4
+1
+4
Spell Pool (1st), Lesser Draconic Aspect, Scales of Steel
4
4000


9th
+6
+6
+3
+6
Second Draconic Aspect (Warforged), Penetrate Resistance, Dragon Form (Large)
10
20,250




Spells

Emulate Draconic Aspect
Evocation
Level: Sorcerer 3
Components: V, S, M
Casting Time: 1 standard action.
Range: Touch
Target: 1 dragonblooded creature
Duration: 1 minute/caster level.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless)

Channeling the power of ancient dragons you bestow upon the targeted creature a portion of this power. The target gains 1 Lesser Draconic Aspect for the duration. If this Aspect grants a breath weapon the target must already have a breath weapon to use the breath weapon granted by the Aspect and it uses the longer of their normal breath weapon recharge time or 1d4 rounds. The target is considered to be a Dragonsoul Acolyte of half their character level or of their Dragonsoul Acolyte level (whichever is higher) for the purposes of this aspect.

Material Component: A small bronze statuette of a dragon which grants the selected aspect and costs 5 gold pieces.

ezkajii
2014-09-07, 12:19 AM
Dragonsoul Champion

So many people look up to dragons as a souce of primeval power; and with good reason. Few creatures in this world can challenge even a juvenile dragon. But so often you see spells or rituals designed to emulate them, and what do they focus on? It almost always comes down to two central concepts: that they have wings, and that they breathe fire - or ice, or acid, or what-have-you. But I know the truth. The power of the dragons doesn't lie in these crude displays of tactical and elemental superiority. It comes from within; a unique spark defines the nature of dragons - and if I can say so, defines the nature of us champions as well.

- Tyrolus, a particularly arrogant dragonsoul champion

Dragonsoul champions, like many sorcerers and various monsters of the world, have a small flame of draconic nature within them. Unlike dragon shamans or other dragon-themed classes, however, in the case of these champions this nature manifests more discreetly. Rather than having flashy powers, great scaly wings, or breath weapons, and rather than focusing solely on taking after a specific patron dragon, the dragonsoul champion's powers represent dragonkind as a whole. They focus on internal strength and natural arcane talent in the context of balance and versatility.


Adventures: Dragonsoul champions can adventure for all the same reasons any other character might - fame, fortune, or just to test their might. However, like all dragons, they are easily motivated by treasure - whether functional, like powerful magic items, or decorative, such as an array of glittering gems - and by the opportunity to improve in their own ability. Many champions may even desire to meet and perhaps apprentice under a true dragon, though many dragons possess an extremist viewpoint on the world, in one way or another - at least compared to the champion's inherent view of balance.

Characteristics: A dragonsoul champion can serve as a variety of different roles in an adventuring group, though with their low skill points they do not make good skillmonkeys. They are equally capable of serving as front-line combatants, blaster-caster, arcane support, or navigating around a treacherous situation to find a solution from behind enemy lines.

Alignment: Some aspect of neutrality is required for the dragonsoul champion, though besides this element, alignment can vary wildly. Chaotic, evil, good, and lawful dragonsoul champions all exist, though typically they are not extreme even in these viewpoints. A dragonsoul champion sees himself as innately tied to all of dragonkind, which includes the most barbaric and gruesome of chaotic evil and the most noble of lawful good creatures. He sees many of the world's troubles as existing solely because of the struggle between people of varying worldviews, and aims to bring harmony - either peacefully or by destroying those whose strong moral standing might upset the balance of the world.

Religion: Naturally, dragonsoul champions are inclined to follow dragon gods, but are equally likely to worship no gods at all. They argue that though the gods may 'run the show', they are victim to many of the same petty rivalries and unnecessary bloodshed as mortals, and they seek to transcend these issues by focusing on the power of oneself.

Background: People of all walks of life and origin may become dragonsoul champions - a particularly frail elf might seek to improve their strength while coupled with arcane might, just as a brutal orc might seek to grow more resilient in his defenses and broaden his scope of ability. The main unifying theme, though, is that they have at least one drop of dragon blood in their lineage, and that they have struggled in some way, either personally or as part of a subjugated nation or people. These characters most often rise to the calling of their draconic heritage to become champions, advancing their inner strength to protect or advance some cause they hold dear.

Races: Humans are the most common dragonsoul champions, though not by much. This owes largely to their propensity for cross-breeding; simply put, more humans have mixed with dragons than most other races. Besides this statistical outlier, roughly all races are equally represented in the (relatively small) numbers of champions. There are far fewer dragonsoul champions than there are fighters, wizards, and bards, but they certainly make an impact wherever they go.

Other Classes: Dragonsoul champions related to individuals of almost any class positively: They can relate easily to the strength and weapon technique of the warrior, they can share passionately in the understanding and use of magic might, and can respect equally the single-minded self-improvement of the monk and the lifelong quest to master many skills found among the rogue and factotum. They have trouble finding common ground among paladins, whose strong alignments leave a sour taste in their mouths. Still, good and lawful champions tend to be relatively agreeable, and even chaotic or evil champions can find reason enough to get along with others.

Role: See characteristics, above.

Adaptation: Though dragons are typically prevalent in most settings, the class could be slightly adapted to be based on denizens of the Outer Planes. Fiends, for instance, might produce the Fiendish Champion, of any alignment that includes evil as a component, and perhaps with some substitutions in class abilities. Generally, any setting in which dragons are powerful creatures, whether common or exceedingly rare, can make use of this class.

GAME RULE INFORMATION
Dragonsoul champions have the following game statistics.
Abilities: Unfortunately, if looking to take full advantage of the all class features, the dragonsoul champion does suffer from some multiple-attribute-dependency. However, one can choose to optimize one or more elements of the class to reduce this issue. As a melee combatant, Strength is, of course, most important, followed by Dexterity and Constitution. If focusing on ranged combat, Dexterity jumps to the top of the list; it is recommended to put a good score into Charisma in this case as well, for spellcasting support. Intelligence is less important than these four abilities, though with only 2+Int skill points at each level, it would probably be best to at least not have a penalty. Wisdom would be the least important ability score, with a good Will save and no class abilities being Wisdom-dependent.
Alignment: Any neutral.
Hit Die: d8
Starting Age: As monk.
Starting Gold: 4d4x10gp

Class Skills
The Dragonsoul Champion's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana, history, local, nature, nobility) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Dragonsoul Champion


Level
Base Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Unarmed
Damage
Speed Boost
Land/Fly
Draconic
Enhancement


1st

+1

+0

+0

+2
Dragon blood, unarmed strike, spellcasting
1d4
+0/+0
-


2nd

+2

+0

+0

+3
Overland movement
1d4
+0/+0
Con +2


3rd

+3

+1

+1

+3
Draconic resistance (energy 5), powerful build
1d4
+0/+0
Int +1


4th

+4

+1

+1

+4
Keen senses (darkvision 60ft, low-light vision, scent)
1d4
+0/+0
-


5th

+5

+1

+1

+4
Bonus feat, draconic resistance (mundane disease), spell swap
1d6
+10/+10
Con +1, Wis +1


6th

+6/+1

+2

+2

+5
Draconic resistance (paralysis and sleep), specialized adaptation
1d6
+10/+10
Str +2


7th

+7/+2

+2

+2

+5
Draconic resistance (energy 10)
1d6
+10/+10
Cha +1


8th

+8/+3

+2

+2

+6
Spell swap
1d6
+10/+20
Con +1


9th

+9/+4

+3

+3

+6
Draconic resistance (all disease), keen senses (sensory range doubles)
1d8
+10/+20
Int +1


10th

+10/+5

+3

+3

+7
DR 5/magic, specialized adaptation, spell resistance
1d8
+10/+20
-


11th

+11/+6/+1

+3

+3

+7
Draconic resistance (energy 15), frightful presence, spell swap
1d8
+20/+30
Con +1, Wis +1


12th

+12/+7/+2

+4

+4

+8
Bonus feat, crush
1d8
+20/+30
Str +2


13th

+13/+8/+3

+4

+4

+8
DR 10/magic, draconic resistance (poison)
1d10
+20/+30
Cha +1


14th

+14/+9/+4

+4

+4

+9
Keen senses (blindsense 30ft), specialized adaptation
1d10
+20/+40
Con +1


15th

+15/+10/+5

+5

+5

+9
Draconic aging, draconic prestige, draconic resistance (energy 20)
1d10
+20/+40
Int +1


16th

+16/+11/+6/+1

+5

+5

+10
DR 15/magic
1d10
+20/+40
-


17th

+17/+12/+7/+2

+5

+5

+10
Keen senses (blindsense 60ft)
2d6
+30/+50
Con +1, Wis +1


18th

+18/+13/+8/+3

+6

+6

+11
Draconic resistance (planar traits), specialized adaptation
2d6
+30/+50
Str +2


19th

+19/+14/+9/+4

+6

+6

+11
DR 20/magic, draconic resistance (energy 25)
2d6
+30/+50
Cha +1


20th

+20/+15/+10/+5

+6

+6

+12
Draconic ascension
2d6
+30/+60
Con +1



Class Features
All of the following are class features of the dragonsoul champion.

Weapon and Armor Proficiencies: A dragonsoul champion is proficient with all simple weapons, with oen martial weapon of his choice, with light and medium armor, and with shields (but not tower shields). Because a dragonsoul champion's spellcasting ability comes more from the pure strength of their draconic heritage, and less from complex and precise maneuvers or knowledge of detailed arcane workings, a dragonsoul champion can cast spells gained by this class while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dragonsoul champion wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dragonsoul chmampion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Dragon Blood (Ex): Upon taking his first level in this class, a dragonsoul champion gains the dragonblood subtype if they did not already possess it or the dragon type. Additionally, he can qualify for draconic feats as though he had sorcerer levels equal to his dragonsoul champion level.

Unarmed Strike (Ex): At 1st level, a dragonsoul champion gains Improved Unarmed Strike as a bonus feat. In addition, his unarmed strikes deal more damage than normal for his size, as indicated on the table above. (Small or Large dragonsoul champions deal more or less damage with unarmed strikes - the Smal progression starts at 1d3, then progresses as listed, to a maximum of 1d10; Large strikes start at 1d6 and progress to a maximum of 2d8.) As unarmed strikes are neither natural nor manufactured weapons, he is considered automatically proficient with them.

Spells: A dragonsoul champion casts arcane spells (the same type available to bards, sorcerers, and wizards), which are drawn from the dragonsoul champion spell list. (see below). He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must. To learn or cast a spell, a dragonsoul champion must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a dragonsoul champion's spell is 10 + the spell level + the champion's Charisma modifier. Like other spellcasters, a dragonsoul champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is as follows. In addition, he receives bonus spells per day if he has a high Charisma score.
Upon reaching 5th level, and at every third level after that (8th, 11th, and so on), a dragonsoul champion can choose to learn a new spell in place of one he already knows. In effect, the champion "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 two levels lower than the highest-level dragonsoul champion spell the character can cast.

Spells known/spells per day, by spell level


Level
0
1st
2nd
3rd
4th
5th
6th


1st

4/2

-

-

-

-

-

-


2nd

5/3

2/0

-

-

-

-

-


3rd

6/3

3/1

-

-

-

-

-


4th

6/3

3/2

2/0

-

-

-

-


5th

6/3

4/3

3/1

-

-

-

-


6th

6/3

4/3

3/2

-

-

-

-


7th

6/3

4/3

4/2

2/0

-

-

-


8th

6/3

4/3

4/3

3/1

-

-

-


9th

6/3

4/3

4/3

3/2

-

-

-


10th

6/3

4/3

4/3

4/2

2/0

-

-


11th

6/3

4/3

4/3

4/3

3/1

-

-


12th

6/3

4/3

4/3

4/3

3/2

-

-


13th

6/3

4/3

4/3

4/3

4/2

2/0

-


14th

6/4

4/3

4/3

4/3

4/3

3/1

-


15th

6/4

4/4

4/3

4/3

4/3

3/2

-


16th

6/4

5/4

4/4

4/3

4/3

4/2

2/0


17th

6/4

5/4

5/4

4/4

4/3

4/3

3/1


18th

6/4

5/4

5/4

5/4

4/4

4/3

3/2


19th

6/4

5/4

5/4

5/4

5/4

4/4

4/3


20th

6/4

5/4

5/4

5/4

5/4

5/4

4/4



The Dragonsoul Champion spell list is identical to the sorcerer spell list, with the following modifications (any additions at a lower level than it appears on the sorcerer list removes it from the original spell level):
0 - add magic fang
1st - add calm emotions, command, make whole, and resist energy
2nd - add clarity of mind, enthrall, fly, glibness, and greater magic fang
3rd - add enduring flight, glyph of warding, stoneskin, and voice of the dragon
4th - add delay death, dismissal, and spell immunity
5th - add greater command, mass sanctuary, mass suggestion, true seeing, and valiant fury
6th - add banishment, dragon ally, forbiddance, limited wish, and word of balance

Draconic Enhancement (Ex): Beginning at 2nd level, the dragonsoul champion's body and mind regularly begin to improve as they take on the qualities of a true dragon. His ability scores improve at each level, as shown on the table above. These improvements are added to the base ability score, in the same way an ability score improves at every fourth character level.

Overland Movement (Ex): Like true dragons, the dragonsoul champion is by nature a traveller, and so acclimated to the strain of continuous movement. If he attempts a hustle or forced march, check for nonlethal damage once every 2 hours instead of each hour (see page 164 of the Player's Handbook).

Draconic Resistance (Ex): All dragons possess resistances which allow them to survive, even thrive, in their native environments, which can often be quite hostile. A dragonsoul champion does not take after any particular dragon variety, instead gaining a multitude of resistances against a variety of environmental hazards.
At 3rd level, the dragonsoul champion gains resistance to acid, cold, electricity, fire, and sonic 5. At 7th level, and every fourth level thereafter, this resistance improves by 5, to a maximum of resistance 25 at level 19.
Beginning at 6th level, the dragon soul champion adds 1/2 his class level as a resistance bonus on saves vs. paralysis and magical sleep effects.
At 5th level, he gains immunity to mundane diseases. At 9th level, this immunity covers magical and supernatural diseases as well, and at 13th level, he is also immune to poisons.
At 18th level, the champion is immune to all harmful planar traits, such as those present on the Negative Energy Plane or Elemental Plane of Fire. This ability does not protect him from weather effects, denizense of the plane, or any other danger not presented by the nature of the plane itself.

Powerful Build (Ex): From 3rd level onward, a dragonsoul champion is considered to be one size category larger than he actually is for many functions. Whenever the champion is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is considered to be one size larger if doing so is advantageous to him. He is also considered to be one size larger when determinig whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject's size category.

Keen Senses (Ex): At 4th level, a dragonsoul champion gains darkvision out to 60ft, low-light vision, and scent. At 9th level, the range of all sensory abilities doubles (including all forms of vision, as well as hearing and scent). At 14th level, the champion's nonvisual sensesfurther improve, granting him blindsense to a radius of 30ft. At 17th level, the range of the champion's blindsense increases to 60ft.

Bonus Feats: At 5th and 12th levels, the dragonsoul champion may select a bonus feat. He need not meet the listed prerequisites for this feat, but it must be from among the following: Alertness, Blind-Fight, Cleave, Flyby Attack, Improved Initiative, Improved Sunder, Power Attack, Ride-By Attack, Shot on the Run, Spring Attack, Snatch, Weapon focus. Alternately, he may select any metamagic feat (except Rapid Spell and Quicken Spell), but must meet the prerequisites for those feats as normal.

Speed Bonus (Ex): At 5th level, and every six levels thereafter (11th, 17th) the champion's base land speed increases by 10ft. At the champion's discretion, he may elect to receive a bonus to his fly speed instead. In this case, his maneuverability category decreases by one step (to a minimum of clumsy), but the speed bonus accumulates at 5th level and every third level after (rather than every six). In either case, this bonus only applies while the dragonsoul champion is wearing medium or lighter armor, or is unarmored.

Specialized Adaptation (Ex): At 6th level, and again at 10th, 14th, and 18th level, the dragonsoul champion may select one of the following basic adaptations. This selection, once made, cannot be changed, and a given adaptation cannot be selected multiple times. When he would gain another basic adaptation, his existing basic adaptation improves, as described under the Advanced header for each adaptation. His final selection (at 18th level) advances upon his ascension (at 20th level).
Adaptation of the Cave Dragon: Gain a burrow speed, equal to 1/2 your base land speed. If your base speed improves, so does this burrow speed, such that it is always equal to 1/2 your base land speed (rounded down). Advanced: Gain tremorsense to a range of 100ft.
Adaptation of the Mountain Dragon: Gain a climb speed equal to your base land speed. Advanced: Gain slow fall, as the ability of a monk whose level equals your dragonsoul champion level.
Adaptation of the Sage Dragon: Gain a resistance bonus equal to 1/2 your class level on saves vs. mind-affecting effects. Advanced: You are immune to mind-affecting effects of all kinds.
Adaptation of the Nimble Dragon: You may ignore any and all movement penalties based on terrain or the environment, such as ice, rubble, undergrowth, or the effects of a grease or entangle spell. Advanced: 1/day, as a swift action, you may gain use of a Freedom of Movement spell as an extraordinary ability, as though cast by a sorcerer of your dragonsoul champion level. As a constant effect, you gain a bonus on all rolls made to resist effects which freedom of movement protects against, equal to 1/2 your class levels.
Adaptation of the Water Dragon: Gain a swim speed equal to your base land speed, and the Hold Breath (Ex) special quality - you can hold your breath for a number of rounds equal to 6 x your Constitution modifier before you risks drowning. Advanced: You gain the water breathing and amphibious special qualities.
Adaptation of the Massive Dragon: Your weight increases by 50%; you gain a +4 bonus on rolls to prevent being forcefully moved from your position, as when being bull rushed; additionally, whenever affected by a wind effect, you treat it as though it were one wind speed category lower than it truly is. Advanced: Treat wind effects as three categories lower, and your bonus on forceful-move effects increases to +10.
Adaptation of the Brilliant Dragon: If you suffered from light blindness or similar light-based penalties due to your race, such penalties are removed. In addition, any spells or effects that use light to produce blinding or dazzling effects do not work on you. Finally, you are immune to the harmful effects of sun exposure, including dehydration and heat stroke. Advanced: You are also immune to the effects of all illusions of the pattern subschool, and take half damage from damage-dealing evocation [light] spells. If you are or become undead, you are not treated as such for resolving light-based effects that affect undead creatures differently.

Damage Reduction (Ex): At 10th level, the dragonsoul champion gains the ability of dragons to shrug off lesser attacks. He gains DR 5/magic. At 13th level, and again at 16th and 19th levels, this damage reduction improves by 5.

Spell Resistance (Ex): Also at 10th level, the champion begins to realize his ability to ward of the magical powers of those weaker than himself. He gains spell resistance equal to 10 + his character level.

Frightful Presence (Ex):A dragonsoul champion of at least 11th level can unsettle foes with his mere presence. This ability takes effect automatically whenever the champion attacks, charges, or flies overhead (if applicable). Additionally, the champion can take a standard action to activate this ability at any time. Creatures within a radius of 15ft per class level are subject to the effect if they have fewer HD than the dragonsoul champion. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 class levels + Charisma modifer) remains immune to this dragonsoul champion's specific frightful presence for 24 hours. On a failure, creatures with 4HD or fewer become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. True dragons, and other dragonsoul champions of equal or higher level, ignore the frightful presence of the dragonsoul champion.

Crush (Ex): At 12th level, the dragonsoul champion learns to put this extra heft behind him, and can make a Crush attack (see the dragon entry in Monster Manual) that deals damage equal to his unarmed strike damage, plus 1-1/2 his Strength modifier (save DC 10 + 1/2 dragonsoul champion level + Constitution modifier). He can affect any creature up to his size with this ability, or any number of smaller creatures that fit in his space.

Draconic Aging (Ex): At 15th level, the dragonsoul champion's body becomes more thoroughly suffused with draconic essence. Henceforth, he ignores the normal aging rules for his race, instead taking on the aging qualities of the true dragons. His maximum lifespan increases by 1000 years. His starting dragon age category is determined by his current age category: an ordinary adult becomes a Young Adult; middle-aged individuals become Adult, old characters become Mature Adults, and venerable dragonsoul champions are considered as Old dragons for aging purposes. The champion advances age category when his total age (in years) meets the minimum value for the next age category, as given on the table under the dragon entry in the Monster Manual. He no longer accumulates penalties for aging (though any penalties already accumulated still apply), instead gaining +1 to each mental ability score for each age category beyond his current category.

Draconic Prestige: Also at 15th level, the dragonsoul champion's connection and devotion to dragonkind has grown to the point as to be self-evident to those attuned to draconic nature. All true dragons, as well as creatures of the dragon type (but not those who simply possess the dragonblood subtype), any dragon gods (Bahamut and Tiamat in the default setting), and any clerics, paladins, or other devout worshippers of these dragon gods, immediately recognize the champion as a chosen representative of all dragons, and pay him due respect. Their default attitude toward him begins two categories higher than it normally would. If provoked, they may attack, but may not take any action that they would be aware would probably kill him, unless they succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier). If it is clear that the champion intends to kill them, they receive a +10 circumstance bonus on their saving throw. This is a mind-affecting (compulsion) effect. This ability may have roleplaying or other implications at the DM's discretion.

Draconic Ascension (Ex): At 20th level, the dragonsoul champion's draconic essence fully overwhelms his soul and infuses every ounce of his body with pure dragon power. His type changes to dragon (he loses the dragonblood subtype), though he can choose to allow spells or other effects that specifically target his original creature type to affect him, at his discretion; as well, he is considered to be a true dragon for every situation or effect which refers to that specific distinction. His form does not change, and he does not gain any natural attacks or movement modes he did not already possess. However, his magic ability is enhanced: he gains one additional spell known and spell use per day for each dragonsoul champion spell level (not reflected in the statistics block above, which lists the 20th level spell advancement if this advancement is gained through means other than gaining 20th level in this class, such as by certain prestige classes), and learns any one metamagic feat, spell focus, greater spell focus, spell penetration, or greater spell penetration as a bonus feat (he must meet all prerequisites for the chosen feat).


Ex-Dragonsoul Champions: A dragonsoul champion who shifts his worldview to one of the alignment extremes (LG, CG, LE, or CE) retains all class abilities but is unable to progress further in the class. If the fallen champion was 15th level or higher, the effects of the draconic prestige ability only apply to dragons who match one of the champion's alignment components.



Edited: corrected some of the original table information (Strength bonuses should all have read +2, spellcasting did not allow for bonus spells by ability modifier; and to improve low-level balance and keep abilities in line with existing precedents. thanks Zaydos!

boomwolf
2014-09-09, 05:18 AM
Genesis Dragon

http://fc09.deviantart.net/fs71/i/2012/352/6/2/white_dragon_hatchling_by_dashase-d5nco89.jpg

My armor is like tenfold shields! My teeth like swords! My claws, spears! The shock of my tail, a thunderbolt! My wings, a hurricane! And my breath, death!

Dragons. beings of wonder and of great power, far beyond the scale mere mortals can grasp, the biggest and strongest are the shapers of destinies, the bringers of calamity and the things legends are made of.
But even the mightiest dragon came from somewhere, they were all hatchlings once, and not all survive the road to greatness. and what was once thought to be a simple species that has restricted paths of growth was soon discovered to be the most genetically diverse life on earth, with every dragon unique, and distinguishable from each other at a mere glance-with a relative simple beginning as an egg, the possibilities of a dragon at his prime are endless.

Adventures: Dragon adventure for several reasons, and while most dragons do share a certain obsession with treasure that can be summarized as endless greed, younger dragons also have a sense of curiosity and simple desire to explore, adolescent dragons tend to develop a sense of morality in superiority and seek to either rule as they feel they deserve, or protect those they see as weak, and adults tend to seek out a place to carve to themselves into the world in the present, and the legends of the future, as benevolent protectors, glorious leaders, or merciless tyrants.

Characteristics: The classical dragons, the ones who were once thought to be the only ones, are blessed with a wide verity of powers. from the gift of flight and his great size, to the power of elemental breath, resistances to many types of power and attack, magic included, to the many weapons his body is provided with and mental capabilities, with potent powers of magic to top it all off.
With time other dragon breeds were discovered, the swiftwing features far more impressive flight speed and manuverability, yet is quite smaller and has less brute force or arcane skills, the pit dragons are nearly incapable of flight or magic but posses far more terrifying breath weapons and a bulky body, the magically impaired brutes are clumsy and of weaker breath than most, but have immense size and physical strength, and the spellscales possess far superior magical prowess, at the cost of weaker bodies.
Truly, you can never know what to expect of a dragon unless you studied him carefully.

Alignment: While dragons come from all alignments, their raw power makes it easy for them to fall into chaotic and evil alignments. while a classical is only slightly tilted toward chaotic and evil aligenments, a swiftwing is almost always chaotic and a brute or pit dragon are almost always evil, spellscales however tend to be lawful more often than not, befitting their heightened intelligence.

Religion: As powerful, smug and often petty creatures, dragons are usually not very fund of religions as a whole, or gods in particular, not even the dragon gods. some may follow the path of a god of similar ideals, but they will not worship him in the mortal sense.
Older dragons however, especially evil ones, are often quite fund of religions centered around themselves, as it feeds their feelings of self-importance and rulership over mortals.

Background: A dragon is born, there is no way around it. you are either born one, or you are not.
Some legends speak of people who have turned themselves into dragons, but these are mere fairy tales, and there is no know way to do so. if there IS such a way however, dragons do their very best to hide its existence, as the ability for a mortal to become a dragon would mean that they themselves are not as special as they wish to believe themselves to be.

Other Races: Most dragons do not think much of the mortal races, and often precise them as nothing more than cattle. dragon-blooded races are viewed slightly higher than others, but not much.
For a dragon who grew among mortals however, it is quite different. they often see them as companions, allies and even friends-this usually makes the sense of superiority dwindle, and allows benevolent good aligned dragons that sees themselves as protectors of mortals to flurish, given that they were raised in the right environment.

Other Classes: Amusingly enough, the ones dragons think the lowest of, are those who mimic them. they consider it both an insult that a mortal compares himself to them, and pathetic that they attempt to be something that is different than what they truly are.
Otherwise, they find something in common with nearly everyone, some more than others, depending on the breed.
While a classical sees something in everyone, and especially respects generalists who grow versatile abilities, a swiftwing will often find himself attuned to stealth and mobility users, respecting their often greater skills at moving around, a brute will find a liking to the warrior types head-on approach and a spellscale will appreciate spellcaster's mental skills and love of magic. pit dragons have less natural friends, and only respect other with raw destructive forces.

Role: While the specific role of a dragon in a team depends on the breed, one thing is in common for them all-they are the the attention seekers, the ones that present the obvious and immediate threat that draws the attention of the enemy to them, while others are free to do their work.
A classical dragon uses his versatile powers to create multiple types of threats simultaneously, studying the enemy defensive abilities and striking where he is the weakest.
A swiftwing is the "obvious assassin", you know where he is, you know he is coming for you-but he is too fast and agile, and too destructive to stop. he focuses down the fragile yet important enemies such as spellcasters or leaders.
A brute is a warrior on steroids, charging head first into the fry and decimating everything within his reach, crushing his way through enemy forces and shattering their frontlines.
Spellscales are much like other spellcasters, giving support magic and controlling effects, while resorting to his breath and body when an offensive edge is required rather than waste magic on it.
Pit dragons are artillery pieces. they used their far superior breath weapons to decimate whole areas from afar at given intervals, and cause general mayhem. an exception are forge breath pit dragons, who
act far more like brutes, yet rely on their forge breath to completely annihilate one enemy at a time, rather than trashing about with their body.
These are all general descriptions though, depending on the unique combination of Breed, Breath type and Affinity-a unique fighting style develops for each dragon.


Adaptation: These five dragon breeds are meant to be used as replacements for the old dragons in the monster manuals, and this cannot replicate them-it provides a more steady and flexible advancement to allow the creation of completely unique dragons. there are also accompanied randomization tables for creating a truly random dragon it order to keep even you off balance of what you throw on the players (just pick spells)
These are also fitted for player usage though, and while they might be on the strong side and put simple melee classes into shame, they are not nearly as game braking as true spellcasters and PrC combos can be.
Just remember that these are intended for a continues follow-up, these dragon classes are designed to be without the possibility of choosing PrCs or multiclassing, you get go all the way though them, collecting additional powers and strengthening the old ones. if a player ever goes beyond the 50th level, the system can no longer coup, and I'll advise leaving that character to legends, and starting a new one. maybe an offspring?


GAME RULE INFORMATION

Random Dragon Breed


d12 Result
Breed


1-3

As father


4-6

As mother


7-8

Classical


9

Swiftwing


10

Spellscale


11

Dragon brute


12

Pit dragon


This table is used for those who wishes to create true random dragons, PCs will probably prefer to pick one, and DMs might want a specific type for a specific dragon, feel free to ignore the table and pick one.
The table however reveals that there is a slightly higher chance for classical dragons, and as the parental types tend to carry over, this cases a flux towards classical dragons, making them the majority over time.


CLASSICAL DRAGON (spoiler for HUGE table)

Abilities: There is no ability that is vastly more important for a classical dragon due to his versatile nature. strength allows him to strike better, dexterity allows faster reaction and higher flight maneuverability, constitution is important for most breath types and to enhance defenses, intelligence is important for mastery of skills and charisma improves upon magic. wisdom however, is usually not quite important for most dragons.
Alignment: Any, but slight deviation towards chaotic and evil.
Hit Die: d10
Starting Age: level 1 classical dragon assumes premature hatching, a level 3 or 4 classical dragon is the proper hatching representation.
Starting Gold: at the lowest levels represent merely hatching, and even prematurely, the newborn probably has no property.

Class Skills
The Classical Dragon's class skills are: Appraise, Concentration, Diplomacy, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use magic device.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+1
+1
+1
Affinity, Resistance level 1, Breath Dice 1, Dragon's Body












2nd
+1
+1
+1
+1
Wings-Leap, Resistance level 2












3rd
+2
+2
+2
+2
Breath Dice 2












4th
+3
+2
+2
+2
Resistance level 3












5th
+3
+3
+3
+3
Wings-Glide












6th
+4
+3
+3
+3
Resistance level 4, Breath Dice 3












7th
+5
+3
+3
+3
Wings-Flight












8th
+6/+1
+4
+4
+4
Resistance level 5, Growth












9th
+6/+1
+4
+4
+4
Breath Dice 4












10th
+7/+2
+5
+5
+5
Spell Resistance, Resistance level 6
1











11th
+8/+3
+5
+5
+5
Damage Reduction 5/magic
2











12th
+9/+4
+6
+6
+6
Resistance level 7, Breath Dice 5
3











13th
+9/+4
+6
+6
+6
Dragon's Legacy
3











14th
+10/+5
+6
+6
+6
Resistance level 8
4
0










15th
+11/+6/+1
+7
+7
+7
Breath Dice 6
4
1










16th
+12/+7/+2
+7
+7
+7
Resistance level 9
4
1
0









17th
+12/+7/+2
+8
+8
+8
Damage Reduction 10/magic
5
2
1









18th
+13/+8/+3
+8
+8
+8
Resistance level 10, Growth, Breath Dice 7
5
2
1









19th
+14/+9/+4
+8
+8
+8
Affinity Essence
5
2
2
0








20th
+15/+10/+5
+9
+9
+9
Resistance level 11
5
3
2
1








21st
+15/+10/+5
+9
+9
+9
Breath Dice 8
6
3
2
1








22nd
+16/+11/+6/+1
+10
+10
+10
Resistance level 12
6
3
3
2
0







23rd
+17/+12/+7/+2
+10
+10
+10
Damage Reduction 15/magic
6
3
3
2
1







24th
+18/+13/+8/+3
+11
+11
+11
Resistance level 13, Breath Dice 9
6
4
3
2
1







25th
+18/+13/+8/+3
+11
+11
+11
Dragon's Legacy
6
4
3
3
2
0






26th
+19/+14/+9/+4
+11
+11
+11
Resistance level 14
7
4
4
3
2
1






27th
+20/+15/+10/+5
+12
+12
+12
Breath Dice 10
7
4
4
3
2
1






28th
+21/+16/+11/+6/+1
+12
+12
+12
Resistance level 15, Growth
7
4
4
3
3
2
0





29th
+21/+16/+11/+6/+1
+13
+13
+13
Damage Reduction 20/magic
7
5
4
4
3
2
1





30th
+22/+17/+12/+7/+2
+13
+13
+13
Resistance level 16, Breath Dice 11
7
5
4
4
3
2
1





31st
+23/+18/+13/+8/+3
+13
+13
+13
Beta Status
7
5
5
4
3
3
2
0




32nd
+24/+19/+14/+9/+4
+14
+14
+14
Resistance level 17
8
5
5
4
4
3
2
1




33rd
+24/+19/+14/+9/+4
+14
+14
+14
Breath Dice 12
8
5
5
4
4
3
2
1




34th
+25/+20/+15/+10/+5
+15
+15
+15
Resistance level 18
8
5
5
5
4
3
3
2
0



35th
+26/+21/+16/+11/+6/+1
+15
+15
+15
Damage Reduction 25/magic
8
6
5
5
4
4
3
2
1



36th
+27/+22/+17/+12/+7/+2
+16
+16
+16
Resistance level 19, Breath Dice 13
8
6
5
5
4
4
3
2
1



37th
+27/+22/+17/+12/+7/+2
+16
+16
+16
Dragon's Legacy
8
6
6
5
5
4
3
3
2
0


38th
+28/+23/+18/+13/+8/+3
+16
+16
+16
Resistance level 20, Growth
8
6
6
5
5
4
4
3
2
1


39th
+29/+24/+19/+14/+9/+4
+17
+17
+17
Breath Dice 14
9
6
6
5
5
4
4
3
2
1


40th
+30/+25/+20/+15/+10/+5
+17
+17
+17
Resistance level 21
9
6
6
6
5
5
4
3
3
2


41st
+30/+25/+20/+15/+10/+5
+18
+18
+18
Damage Reduction 30/magic
9
6
6
6
5
5
4
4
3
2


42nd
+31/+26/+21/+16/+11/+6/+1
+18
+18
+18
Resistance level 22, Breath Dice 15
9
7
6
6
5
5
4
4
3
3


43rd
+32/+27/+22/+17/+12/+7/+2
+18
+18
+18
Alpha Status
9
7
6
6
6
5
5
4
3
3


44th
+33/+28/+23/+18/+13/+8/+3
+19
+19
+19
Resistance level 23
9
7
7
6
6
5
5
4
4
3


45th
+33/+28/+23/+18/+13/+8/+3
+19
+19
+19
Breath Dice 16
9
7
7
6
6
5
5
4
4
3


46th
+34/+29/+24/+19/+14/+9/+4
+20
+20
+20
Resistance level 24
9
7
7
6
6
6
5
5
4
4


47th
+35/+30/+25/+20/+15/+10/+5
+20
+20
+20
Damage Reduction 35/magic
10
7
7
7
6
6
5
5
4
4


48th
+36/+31/+26/+21/+16/+11/+6/+1
+21
+21
+21
Resistance level 25, Growth, Breath Dice 17
10
7
7
7
6
6
5
5
4
4


49th
+36/+31/+26/+21/+16/+11/+6/+1
+21
+21
+21
Dragon's Legacy
10
7
7
7
6
6
6
5
5
4


50th
+37/+32/+27/+22/+17/+12/+7/+2
+21
+21
+21
Resistance level 26
10
8
7
7
7
6
6
5
5
4



SWIFTWING DRAGON (still not ready)
SPELLSCALE DRAGON (still not ready)
BRUTE DRAGON (still not ready)
PIT DRAGON (still not ready)

Dragon Features
(here will be summery of what all them things in the class table means)

Combinations of Note
(Here I'll note special interactions of combinations and what they mean to a dragon, for example the above mentioned "forge breath" wielded by a "pit dragon", who any dragon other than "Spellscale" manage with "Arcane" affinity, especially the spell-less "Brute", how does a "Swiftwing" wield the long-ranged "Blast" breath, etc.


Dragon Psychology
(things about the mindset of dragons, and how to properly play one as PC or DM will be here)

Zaydos
2014-09-11, 07:17 PM
Other; Gestalt Double Class and Epic Progression/Feats:


Gestalt Dragonsoul Acolyte

This variant Dragonsoul Acolyte is intended for use in Gestalt games where it counts as both classes for the gestalt. It could also be used as a higher powered version of Dragonsoul Acolyte for a higher optimization/tier game.


HD: d12.

BAB: Full.

Skill Points: 6 + Int per level.

Tutelary Dragon: You begin with 2 Tutelary Dragons a primary and a secondary.

Tutelary Skills: You gain the Tutelary Skills of both dragons. If they have one or more overlapping skills treat one of Listen, Search, or Spot as a Tutelary Skill for each overlapping skill.

Breath Weapon: You begin with your Primary Tutelary Dragon's breath weapon. You gain your Secondary Tutelary Dragon's at 2nd level.

Energy Resistance: You gain your Primary Tutelary Dragon's Energy Resistance abilities 1 level earlier than you normally would, and your Secondary Tutelary Dragon's at the regular level. If they are identical choose another energy type (acid/cold/electricity/fire/sonic) and gain Energy Resistance/Immunity to it as your Secondary Tutelary Dragon's.

Spell Pool: Your Spell Pool Points are equal to the higher of the two Tutelary Dragon's + 50% of the other Tutelary Dragon's (unless it offers incarnum these should be equal) + 2 (8 at 4th, 9 at 5th, 11 at 6th ... 47 at 20th).

If your Tutelary Dragons offer different spell pools (such as Sorcerer spells and Cleric spells) you gain both, highest level spell uses tracked separately for each list.

If they both offer the same spell pool list (or one's list completely includes the other's) you gain a greatly accelerated access to it. At 4th level you can use 2nd level spells with it, increasing to 3rd at 7th, 4th at 9th, 5th at 11th, 6th at 14th, 7th at 16th, 8th at 18th, and 9th at 20th. You do not gain the ability to use multiple spells of your highest level each day at 20th (instead gaining 9th level spells). 8th and 9th level spells do not count for determining the cost of your lower level spells (instead treating your max level as 7th), but cost 6 and 8 spell pool points respectively.

If they both offer Infusions they follow this progression but whenever you would gain a new level beyond 6th you instead gain a bonus Item Creation feat and at 16th level you gain a Craft Pool as a 4th level Artificer increasing by 2 levels each Dragonsoul Acolyte level beyond 16th (to 12th at 20th).

If they both offer Soulbinding you gain access to vestiges as a binder of your Dragonsoul Acolyte level, and gain the ability to bind a 2nd vestige at the same time at 10th level and a 3rd at 20th.

If they both offer Incarnum; you treat them as different lists as no two of the incarnum using dragons are the same, and treat it as gestalting two incarnum using classes.

If they are both Sublime dragons you may access all granted disciplines and gain 2 maneuvers known from those disciplines at 4th level and gain one more every odd level thereafter with the ability to ready half as many maneuvers as you know, you also gain 1 Stance at Lv 4, and another at Lv 14. You must meet the prerequisites for these maneuvers and stances, and your Dragonsoul Acolyte grants you a full initiator level as an initiating class. Using these maneuvers and stances does not cost you Spell Pool Points and you can recover them like a Warblade; you do not use these maneuvers through your spell pool.

Lesser Draconic Aspect: You gain the Lesser Draconic Aspect of your Primary Tutelary Dragon at 4th level as normal, and that of your Secondary Tutelary Dragon at 5th.

Skill Aptitude: You gain Skill Focus in one of your Tutelary Skills at 5th level and another every level thereafter until 10th.

"2nd" Draconic Aspect: You gain this ability at 8th level and may select either of your Tutelary Dragons' Specialized Skills or a Lesser Aspect. At 10th level you gain this ability again.

Draconic Wings: You gain this ability at 9th level instead of 10th.

Talented Spells: You may select 2nd level spells as Talented Spells and gain 1 at 11th and another at 12th and 13th.

Greater Draconic Aspect: You gain your Primary Tutelary Dragon's Greater Draconic Aspect at 16th and your Secondary Tutelary Dragon's at 18th, if they are the same then you can gain the Greater Draconic Aspect of any dragon which you have the Lesser Draconic Aspect for, or any 2 Lesser Draconic Aspects.

Signature Spell: At 17th level you gain a 3rd level or lower spell as a signature spell. At 19th you gain a 4th level or lower spell as one.

Skill Mastery: You gain Skill Mastery in 2 of your Tutelary Skills at 18th level, 2 at 19th, and the last 2 at 20th.

Altered Table Spell Pool numbers assume 2 non-incarnum dragons, just as normal spell pool numbers assume a non-incarnum dragon.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Pool
Hoard Size (GP)


1st

+1

+2

+0

+2
Tutelary Dragons, Tutelary Skills, Primary Dragon's Breath Weapon (1dX+1/2 Charisma modifier), Darkvision, Dragonblooded, Hoard
-
250


2nd

+2

+3

+0

+3
Cantrips, Claws, Fundamentalis Diet, Secondary Dragon's Breath Weapon, Primary Lesser Energy Resistance
-
1000


3rd

+3

+3

+1

+3
Breath Weapon (2dX+1/2 Charisma modifier), Secondary Lesser Energy Resistance, Draconic Immunities
-
2250


4th

+4

+4

+1

+4
Scales (+1), Spell Pool (1st or doubled up 2nd), Primary Lesser Draconic Aspect
6
4000


5th

+5

+4

+1

+4
+2 Strength, Skill Aptitude, Secondary Lesser Draconic Aspect, Breath Weapon (3dX+Charisma modifier)
7
6250


6th

+6

+5

+2

+5
Dragon Form 1/day, +2 Charisma, Skill Aptitude, Primary Energy Resistance
9
9000


7th

+7

+5

+2

+5
DragonType, Secondary Energy Resistance, Skill Aptitude, Spell Pool (2nd level or doubled up 3rd), Breath Weapon (4dX+Charisma modifier)
12
12,250


8th

+8

+6

+2

+6
Scales (+2), Dragon Form 2/day, Skill Aptitude, Superior Low-Light Vision, 2nd Primary Draconic Aspect
13
16,000


9th

+9

+6

+3

+6
Draconic Winds, Penetrate Resistance, Skill Aptitude, Dragon Form (Large), Spell Pool (4th doubled up), Breath Weapon (5dX+Charisma modifier)
15
20,250


10th

+10

+7

+3

+7
+2 Strength, 2nd Secondary Draconic Aspect, Primary Greater Energy Resistance, Skill Aptitude
16
25,000


11th

+11

+7

+3

+7
Dragon Form 3/day, Secondary Greater Energy Resistance, Spell Pool (3rd level or 5th doubled up), Talented Spell, Breath Weapon (6dX+Charisma modifier)
18
30,250


12th

+12

+8

+4

+8
Fangs, Scales (+3), Talented Spell
19
36,000


13th

+13

+8

+4

+8
+2 Constitution, Dragon Form (Huge) 4/day, Talented Spell, Breath Weapon (7dX+Charisma modifier)
21
42,250


14th

+14

+9

+4

+9
Second Breath Weapon, Primary Energy Immunity, Spell Pool (4th level or 6th level doubled up)
24
49,000


15th

+15

+9

+5

+9
+2 Strength, Draconic Senses, Secondary Energy Immunity, Breath Weapon (8dX+Charisma modifier)
27
56,250


16th

+16

+10

+5

+10
Dragon Form 5/day, Primary Greater Draconic Aspect, Scales (+4), Spell Pool (doubled up 7th)
30
64,000


17th

+17

+10

+5

+10
+2 Intelligence, Tail, Dragon Form (Improved Huge), Signature Spell (Lv 3), Breath Weapon (9dX+Charisma modifier)
33
72,250


18th

+18

+11

+6

+11
Blindsense, Dragon Form 6/day, Secondary Greater Draconic Aspect, Spell Pool (5th or doubled up 8th), Skill Mastery
36
81,000


19th

+19

+11

+6

+11
Signature Spell (4th level), Skill Mastery, Breath Weapon (10dX+Charisma modifier)
39
92,250


20th

+20

+12

+6

+12
+2 Strength, Scales (+5), Improved Spell Pool or Spell Pool (doubled up 9th), Skill Mastery
45
100,000




Dragonsoul Acolyte Epic Progression and Feats



Level
Special
Spell Pool Points
Hoard


21
+1 dice breath weapon
32
110,250


22
Extra Tutelary (Lesser Aspect), Dragonform +1/day
34
121,000


23
+1 dice breath weapon
36
132,250


24
Bonus Epic Feat, Dragonform +1/day, Scales +6
38
144,000


25
+1 die breath weapon
40
156,250


26
Extra Tutelary (Specialized Aspect), Dragonform +1/day
42
169,000


27
+1 die breath weapon
44
182,250


28
Bonus Epic Feat, Dragonform +1/day, Scales +7
46
196,000


29
+1 die breath weapon
48
210,250


30
Extra Tutelary (Greater Aspect), Dragonform +1/day
50
225,000


31
+1 dice breath weapon
52
240,250


32
Extra Tutelary (Lesser Aspect), Dragonform +1/day, Scales +8
54
256,000


33
+1 dice breath weapon
56
272,250


34
Bonus Epic Feat, Dragonform +1/day
58
289,000


35
+1 die breath weapon
60
306,250


36
Extra Tutelary (Specialized Aspect), Dragonform +1/day, Scales +9
62
324,000


37
+1 die breath weapon
64
342,250


38
Bonus Epic Feat, Dragonform +1/day
66
361,000


39
+1 die breath weapon
68
380,250


40
Extra Tutelary (Greater Aspect), Dragonform +1/day, Scales +10
70
400,000



+1 die breath weapon: At 21st level and every odd level you gain +1 die of damage with your breath weapon(s).

Spell Pool Points: You gain 2 Spell Pool Points each level beyond 20th.

Hoard: Your hoard quantity continues to increase, keeping a value of Class Level squared x 250 GP.

Extra Tutelary (Lesser Aspect): At 22nd level and every 10th level afterwards (32, 42, 52, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill, you gain its Lesser Draconic Aspect.

Dragonform +1/day: At 22nd level and every even level you gain an extra daily use of your dragonform ability.

Bonus Epic Feat: At 24th level, 28th level and every 10th level after each of them (34, 38, 44, 48, 54, 58, etc) you may select one from the list below:
Any epic feat listed below, Additional Magic Item Space, Armor Skin, Damage Reduction, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Fast Healing, Great Charisma, Great Constitution, Great Intelligence, Great Strength, Perfect Health, Superior Initiative.

Scales: At 24th level and every 4th level thereafter your scales ability improves by +1.

Extra Tutelary (Specialized Aspect): At 26th level and every 10th level afterwards (36, 46, 56, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill and which you have the Lesser Draconic Aspect of, you gain its Specialized Draconic Aspect. Alternatively you may select any Lesser Draconic Aspect.

Extra Tutelary (Greater Aspect): At 30th level and every 10th level afterwards (40, 50, 60, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill and which you have the Lesser Draconic Aspect of, you gain its Greater Draconic Aspect or Specialized Draconic Aspect (your choice). Alternatively you may select any Lesser Draconic Aspect.


Epic Feats

Deepen Spell Pool
You can draw upon more powerful spells from the spell pool.
Prerequisites: Knowledge (Arcana) 24 ranks, ability to cast spells,, utterances, mysteries, invocations, infusions, or powers from the spell pool.
Benefits: The highest level of spell you can access from the spell pool improves by one. If you can access 6th level spells 4th and 3rd cost 2 Spell Pool Points, and 2nd or lower cost 1. If you can access 7th level spells 5th and 4th cost 2 Spell Pool Points, and 3rd or lower cost 1. Gaining access to 8th level or higher spells does not reduce the cost of lower level spells; instead 8th level spells cost 6 Spell Pool Points to use, and 9th level spells cost 8. Dark invocations (regardless of actual level) are considered 8th level for Invocation using Dragonsoul Acolytes.
Special: You may take this feat multiple times, each time its Knowledge (Arcana) prerequisite increases by 3 ranks.

Epic Emulate Value
You can create powerful magical effects which normally would require expensive components.
Prerequisites: Knowledge (Arcana) 24 ranks, Charisma 21+, Emulate Value.
Benefits: You can use spells and spell-like effects through your Spell Pool regardless of any material component or focus they'd normally have and with XP costs of up to 100 XP per Dragonsoul Acolyte level.

Epic Spell Pool Power
You can draw out even more energy from your Spell Pool each day.
Prerequisites: Spell Pool.
Benefits: You gain 5 Spell Pool Points.
Special: You may take this feat multiple times, each time you take it its effect increases by 1 (the 2nd time you take it it gives you 6 Spell Pool Points for a total of 11 from the 2 instances, the 3rd 7, and the nth 4 + n).

Epic Spellcasting:
You are capable of casting epic spells.
Special: You can substitute 9th level spell pool access to select this feat.

Fabled Hoard:
You are able to draw upon a larger hoard to gain your power.
Prerequisites: Hoard capacity 100,000 GP or larger.
Benefits: Your hoard capacity doubles.
Special: You may take this feat multiple times, its effects stack (twice gives you triple, seven times gives you octuple).

Gargantuan Dragon Form:
Your dragonform is more powerful.
Prerequisites: Dragonform (Improved Huge) 6/day, Dragonsoul Acolyte Level 21+.
Benefits: Your dragonform can be gargantuan. It gains 4 more Strength, 2 more Constitution, and 2 more natural armor than as Huge, and is gargantuan gaining natural attacks as appropriate.

Hoard Mastery:
You have finer control over your hoard's effects.
Prerequisites: Use Magic Device 24 ranks, Hoard value over 100,000 GP.
Benefits: You may have your Hoard grant you the benefits of any magic item that does not have a limited number of uses/charges (it may have a limited number of daily uses/charges however). This costs the same amount of Hoard value as the item's cost and can be changed each day as normal for your hoard benefits.

Improved Dragon Form:
Your dragonform is more powerful.
Prerequisites: Dragonform (Improved Huge) 6/day, Dragonsoul Acolyte Level 21+.
Benefits: Your Strength, Constitution, and Natural Armor when using your Dragonform ability increase by +2.
Special: You may take this feat multiple times each time you do it requires your Dragonsoul Acolyte level to be 3 higher.

Intensify Breath: (Meta-Breath)
You can release a sorcerously super-charged breath.
Prerequisites: Constitution 21+, 11+ dice breath weapon, Concentration 27 ranks, access to the spell pool.
Benefits: You may release a single breath weapon which deals twice the regular damage. You must pay 3 Spell Pool Points to do so, and must wait an extra 2 rounds before using it again.

Spell Font Discipline:
You can draw upon the battle skills of a certain sublime discipline.
Prerequisites: Martial Lore 13 ranks, ability to use 9th level maneuvers from the spell pool.
Benefits: Select one martial discipline. You can access maneuvers and stances from that discipline with your Spell Pool.

Spell Font School:
You can draw upon all magic of a certain school.
Prerequisites: Knowledge (Arcana) 27 ranks, ability to cast 5th level or higher spells, utterances, mysteries, infusions, or powers from the spell pool.
Benefits: Select one from the following: Abjuration, Conjuration (Healing) and (Creation), Conjuration (Calling) and (Summoning) and (Teleportation), Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You may use your Spell Pool to cast any spell from that school or subschools of a level you have access to regardless of which base class's list it appears on; you must still abide by limitations on Foci, XP, and Material Component costs. This also extends to using Mysteries and Infusions of the selected school or subschools. If you select Conjuration (Healing) and (Creation) you also gain access to powers of the Metacreativity discipline. If you select Conjuration (Calling), (Summoning), and (Teleporation) you also gain access to the Psychoportation discipline. If you select Divination you also gain access to the Clairsentience discipline. If you select Enchantment you also gain access to the Telepathy discipline. If you select Evocation you also gain access to the Psychokinesis discipline. If you select Transmutation you also gain access to the Psychometabolism discipline.
Special: You may select this feat multiple times, choosing a different school or subschool each time.

Vaynor
2014-09-13, 09:51 PM
DRAGON HUNTER

http://i.imgur.com/IpmzHmM.jpg
image by burnz08 (http://burnz08.deviantart.com/art/Dragon-Warrior-180117981)

”The thrill of the hunt is only matched by the joy of taking a hoard.”

Is a dragon hunter one who hunts dragons, or a dragon which hunts? Perhaps a little bit of both. The dragon hunter knows so much about his prey he has unlocked its secrets, for better or for worse. While a dragon hunter doesn’t limit himself to only fighting dragons, he aspires to kill dragons and take their hoards for his own. A dragon hunter is not greedy in the traditional sense, but has, through their frequent contact with dragons, acquired many of the traits of dragons, including the dragon’s need to acquire and maintain a hoard. The dragon hunter has a deep connection with his hoard, and much of his power comes from his hoard, and increases as his hoard increases. The dragon hunter is adept at fighting large enemies and can even the odds with his supernatural abilities.

Adventures: A dragon hunter are generally concerned with increasing their personal wealth and use their skills to accomplish this goal. Usually this involves hunting and slaying dragons, but a dragon hunter will seek other methods of increasing his wealth through any means. For example, a dragon hunter might take on mercenary work, or fight large, and preferably wealthy, creatures in order to take advantage of his skill in dealing with them. Either way, dragon hunters tend to prefer to travel a lot in order to find more monsters to conquer.

Characteristics: A dragon hunter is a formidable combatant, but is also competent in social and other non-combat situations. A dragon hunter gains impressive supernatural abilities, and limited tracking abilities. While a fighter may attain power through rigorous training, or a barbarian through sheer force of will, the dragon hunter gains power through life experience and trial and error, pushing through difficulties with their strong ambition.

Alignment: The motives and alignment of a dragon hunter vary, but they are never lawful as they prefer to make their own way in life without being held down by anyone who would claim authority over them. Some dragon hunters are good, and use their powers and skills to rid the world of evil dragons and help people (while still increasing their personal wealth). Some are evil, and will kill any kind of dragon in order to get what they want, or even focus their efforts on destroying good dragons. A neutral dragon hunter is simply out to attain power and wealth, and sees destroying dragons as the most efficient means to an end.

Religion: Dragon hunters worship a variety of gods, with some even choosing to worship dragon gods such as Bahamut. The most common god a dragon hunter worships is Astilabor, who represents the draconic hoard. An evil dragon hunter might worship Tiamat. Dragon hunters often have a complicated relationship with dragons. Other dragon hunters might worship gods of martial strength in order to gain their favor in combat.

Background: A dragon hunter is born of someone who seeks great personal power through conquest. A dragon hunter is generally the kind of person who will do whatever it takes to get what they want, and aren’t often deterred by details that would dissuade others, such as the overwhelming size and power of a dragon. Dragon hunters usually have some rudimentary training in combat, but most of their skills are learned throughout their travels.

Races: Any race can become a dragon hunter, but most dragon hunters are humans or dwarves due to their ambition and greed. Elves tend to not be dragon hunters as they tend to be less interested in wealth than other races, but this does not preclude the possibility.

Other Classes: Dragon hunters get along best with other martial classes. A dragon hunter can see the value in a spellcaster, but tends to regard them as weak or cowardly. However, any class that seeks power or wealth above all else is easy for a dragon hunter to relate to.

Role: A dragon hunter would most likely take the role of melee combatant in a party, and possibly even tracker in a dragon-focused campaign. While a dragon hunter focuses on the slaying of dragons, their abilities make them versatile combatants with plenty to offer to the party.

Adaptation: If a campaign doesn’t have dragons, a dragon hunter would most likely be hard to adapt, but another powerful and greedy race could be substituted for dragons if needed.

GAME RULE INFORMATION
Dragon hunters have the following game statistics.
Abilities: Dragon hunters value Strength and Constitution most, as these stats allow them to increase their strength in combat. A high Dexterity score can be helpful for avoiding the breath weapons of dragons. A high Charisma score helps the dragon hunter to be more diplomatic and persuasive, and also affects some of the dragon hunter’s abilities.
Alignment: Any non-lawful.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: 12d4x10 gp.

Class Skills
The dragon hunter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Dragon Hunter



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maneuvers
Known
Maneuvers
Readied
Stances
Known


1st

+1

+2

+0

+2
Draconic knowledge +1, exotic weapon proficiency, favored dragon, track

4

3

1


2nd

+2

+3

+0

+3
Hoard

5

3

1


3rd

+3

+3

+1

+3
Track property

6

4

2


4th

+4

+4

+1

+4
Leap of the heavens

6

4

2


5th

+5

+4

+1

+4
Draconic knowledge +2

7

4

2


6th

+6/+1

+5

+2

+5
Golden luck

8

4

2


7th

+7/+2

+5

+2

+5


9

4

2


8th

+8/+3

+6

+2

+6
Prosperous power

9

5

3


9th

+9/+4

+6

+3

+6
Draconic knowledge +3

10

5

3


10th

+10/+5

+7

+3

+7
Eagle claw

11

5

3


11th

+11/+6/+1

+7

+3

+7


12

5

3


12th

+12/+7/+2

+8

+4

+8
Cache of knowledge

12

6

3


13th

+13/+8/+3

+8

+4

+8
Draconic knowledge +4

13

6

4


14th

+14/+9/+4

+9

+4

+9


14

6

4


15th

+15/+10/+5

+9

+5

+9
Draconic might

15

6

4


16th

+16/+11/+6/+1

+10

+5

+10


15

7

4


17th

+17/+12/+7/+2

+10

+5

+10
Draconic knowledge +5

16

7

4


18th

+18/+13/+8/+3

+11

+6

+11
Temporal affluence

17

7

5


19th

+19/+14/+9/+4

+11

+6

+11


18

7

5


20th

+20/+15/+10/+5

+12

+6

+12
Draconic transformation

18

8

5



Class Features
All of the following are class features of the dragon hunter.

Weapon and Armor Proficiencies: The dragon hunter is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.

Maneuvers: A dragon hunter begins his career with knowledge of four martial maneuvers. The disciplines available to you are Breath of Fire (http://www.minmaxboards.com/index.php?topic=145.0), Desert Wind, Hero’s Edge (http://www.giantitp.com/forums/showthread.php?169940), Iron Heart, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by dragon hunters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it. See page 39 of the Tome of Battle to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered dragon hunter level thereafter (6th, 8th, 10th, etc.), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe normal level restrictions; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: At level 1, a dragon hunter may ready three maneuvers. As you gain in level, you may ready additional maneuvers. Maneuvers are readied by by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes meditating, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

An expended maneuver is recovered 1d4 rounds after it is expended. The number of rounds a maneuver takes to recover must be determined immediately after its use. Additionally, you may use a standard action to recover a single expended maneuver.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to dragon hunters. At 3rd, 8th, 13th, and 18th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of ones you already know.

Bonus Languages: A dragon hunter’s bonus language options include Draconic, the language of dragons. This choice is in addition to the bonus languages available to the character because of his race.

Draconic Knowledge: A dragon hunter has devoted much of their lives to hunting dragons, and has garnered substantial knowledge of dragons. Starting at level 1, a dragon hunter gains a +1 modifier on various checks and rolls concerning dragons. This bonus increases by 1 at level 5, and every 4 levels thereafter. For the purposes of this ability, any creature with the dragon type is considered a dragon (e.g. this ability does not only affect true dragons). Creatures with the dragonblood subtype and any living creature whose size exceeds the dragon hunter’s are also considered dragons for the purposes of this ability, but the draconic knowledge bonus is halved (minimum 0).

A dragon hunter gains his draconic knowledge bonus on Gather Information and Knowledge (arcana) checks when used to gather information on or to check his knowledge of dragons. Add the dragon hunter’s draconic knowledge bonus to all Survival checks made to track dragons.

Due to his extensive knowledge of dragons, a dragon hunter is aware of the weaknesses of many types of dragons. The dragon hunter adds his draconic knowledge bonus to any attack rolls made against dragons.

Exotic Weapon Proficiency: Since dragon hunters tend to be nomadic, traveling the world to hunt dragons and take their power, they pick up more exotic skills than most warriors. At level 1, the dragon hunter gains Exotic Weapon Proficiency as a bonus feat.

Favored Dragon: While the dragon hunter has a great deal of knowledge about most dragons, he has one type of dragon that he is especially knowledgeable about. Pick one type of dragon (red dragon, gold dragon, black dragon, etc.). You may take 10 on all Knowledge checks concerning this type of dragon, and on all Gather Information checks about this type of dragon. Additionally, when in combat with his favored dragon, the dragon hunter may apply his draconic knowledge bonus to all damage rolls made against it.

The dragon hunter’s favored dragon also affects the type of attacks the dragon hunter has at his disposal. All of the dragon hunter’s abilities that deal energy damage (fire, cold, electric, acid, or sonic) are replaced with an energy type determined by his favored dragon. This energy type can either coincide with or counter his favored dragon. If the energy type used by the ability is not one of the five listed above, this ability does not affect it. This ability only affects abilities (including maneuvers) gained from the dragon hunter class. For example, if the dragon hunter gains maneuvers that deal energy damage from another source, those maneuvers are not affected.

For example, if the dragon hunter were to use a Desert Wind maneuver that deals fire damage, but has selected the silver dragon as his favored dragon as well as choosing to have his energy type coincide with his selection, the maneuver would instead deal cold damage. If the dragon hunter’s favored dragon’s breath weapon has a type not affected by this ability (i.e. not fire, cold, electric, acid, or sonic), or his favored dragon has no subtype, the dragon hunter can choose from any of the five options or simply leave energy damage as its natural type.

If the dragon hunter chooses to have the energy type of his abilities oppose his favored dragon, consult the following table:



Favored Dragon’s
Subtype

Energy Type


Air
Acid


Cold
Fire


Earth
Sonic


Fire
Cold


Water
Electric



At level 5, and every 5 levels thereafter, the dragon hunter may change his favored dragon.

Track: A dragon hunter gains Track as a bonus feat.

Hoard (Ex): A dragon hunter has acquired a dragon’s zest for gold and collects a hoard. The dragon hunter’s deep connection with his hoard has inextricably linked his power to his hoard based on the dragon hunter’s appraisal of its worth. To a dragon hunter, a dragon’s hoard is the source of its power, and by stealing the hoard of a dragon he gains its power for his own. Starting at level 2, any currency carried by the dragon hunter does not count towards his carrying capacity. Any art objects, gems, or similar items that are used as currency or for aesthetic value also have their weight reduced by half.

Additionally, the overall value of the dragon hunter’s hoard improves his power. Each day, when first meditating to select his maneuvers, the dragon hunter adds up the value of all currency, gems, precious metals, and art objects. The total value is determined the first time the dragon hunter meditates each day, regardless of when he does so. To determine this value, use the listed price of the objects. Additionally, any masterwork or magical items are added to this value, but instead use half the listed price of the item.

The total value of the dragon hunter’s hoard is used to determine the number of hoard points the dragon hunter has, which can be used to power the special abilities of the dragon hunter. Hoard points are equal to the value of the dragon hunter’s hoard (as determined above) divided by 3,000. Hoard points cannot exceed class level. Hoard points reset each day, and the dragon hunter does not recover his hoard points until he has meditated at least once in order to select his maneuvers.

The more gold the dragon hunter has, the more resilient he is. Starting at level 2, the dragon hunter may expend a hoard point in order to gain a +1d6 bonus on a single saving throw. The dragon hunter must decide whether or not to use this ability before making the roll, and the hoard point is expended even if the roll is failed.

If the dragon hunter’s hoard is stolen, misplaced, lost, or otherwise removed from his person, he loses access to his hoard points. This does not include selling or utilizing parts of his hoard, although his hoard points would be reduced the next day as normal, based on the value of his hoard. If the dragon hunter loses access to only part of his hoard, he loses hoard points for the day based on the treasure lost. If at least 50% of the dragon hunter’s hoard is lost, he must succeed on a DC 10+level Will save every hour he remains separated from his hoard or he suffers a -3 penalty on all rolls.

Track Property (Sp): The dragon hunter can easily track those whose property he obtains. At level 3, once per day, a dragon hunter may use marked object (Spell Compendium 139) as a spell-like ability. Use the dragon hunter’s class level to determine caster level for this spell-like ability.

Leap of the Heavens: At level 4, a dragon hunter gains the Leap of the Heavens feat (PHBII pg. 80) as a bonus feat.

Golden Luck (Ex): The dragon hunter’s hoard improves his luck in and out of combat. Starting at level 6, the dragon hunter can expend a hoard point to gain a bonus on an attack roll, damage roll, or skill check. This bonus is equal to 1 per two dragon hunter levels (minimum 1, maximum 5). The dragon hunter must decide whether or not to use this bonus before making the roll, and the hoard point is expended at this point.

Prosperous Power (Ex): The dragon hunter’s connection to his hoard allows him to use his abilities more frequently. At level 8, as a free action, the dragon hunter may recover any expended maneuver at the cost of one hoard point. This ability may also be used to switch stances as a free action.

Eagle Claw: At 10th level, a dragon hunter gains access to the Eagle Claw prestige discipline (http://www.giantitp.com/forums/showsinglepost.php?p=13105386&postcount=9), even if he doesn’t meet the prerequisites. All Eagle Claw maneuvers are available to select whenever you are able to learn a new maneuver. The dragon hunter must meet all maneuver prerequisites as normal.

Cache of Knowledge (Sp): At level 12, the dragon hunter can sense the location of creatures. By expending a hoard point, the dragon hunter can use locate creature or locate object as a spell-like ability. Use the dragon hunter’s class level to determine caster level for this spell-like ability.

Draconic Might (Ex): The dragon hunter’s hoard powers his ability to endure damage. At level 15, the dragon hunter can expend a hoard point as a swift action to reduce damage taken. When he elects to use this power, the dragon hunter must choose between damage reduction and energy resistance. For one round, the dragon hunter gains either DR 10/-, 10 energy resistance (to all types of energies), or spell resistance equal to his class level.

Additionally, the dragon hunter may choose to reduce all incoming damage by 5, regardless of type. If the dragon hunter chooses this option, the damage reduction stacks with any physical damage reduction as well as applying to all other forms of damage. Like standard damage reduction, this reduction applies to each individual source of damage separately.

If the dragon hunter expends two hoard points, he may instead, as an immediate action, entirely negate the last attack he suffered in its entirety, even if it would have killed him. Any effects caused by this attack are negated as well.

Temporal Affluence (Ex): Through the power of his hoard, the dragon hunter can alter the flow of time. Starting at level 18, the dragon hunter can expend three hoard points in order to speed up his own actions. This ability grants the dragon hunter an extra full round in addition to the normal round. This ability can’t be used to grant more than one additional round in any given round. For example, at the start of his turn, the dragon hunter could activate this ability and then would have two full rounds’ worth of actions in which to act in place of the normal one round.

Draconic Transformation (Su): By hunting dragons, he has become one. At level 20, the dragon hunter gains the ability to take on the form of a dragon once per day. He becomes scaly grows wings, and increases in size, but overall remains roughly the same shape. The color of his scales match those of his favored dragon. The dragon hunter’s type changes to Dragon, and he gains the following bonuses:

+5 natural armor
DR 10/-
Spell resistance 20
Energy resistance 10 (all types)
Size increases by one step (maximum Huge)
Flight speed 40 ft. (good)
Breath weapon: 1d6 damage/HD (maximum 15d6), 30 ft. cone, damage type matches favored dragon, useable once per round as a standard action
Base movement speed increased by 50%
+4 bonus to Strength and Constitution

The effects of this ability last for 4 rounds, and requires a swift action to activate.