Draena Razormane, green dragon totem draconic partisan
Dragons are known to be superior creatures to most others in almost every respect. One aspect most dragons share is that they are masters of close combat, attacking with tooth and claw and if at a distance, with breath weapons. Draconic partisans are humans in worship or devotion to a particular type of dragon, gaining skill with their breath weapon and most of all with their martial talent. Each draconic partisan working through the use of an energy-based discipline as associated with their breath weapon, disciplines first through to have been taught by the ancient dragons themselves.
Knowledge (arcana) 6 ranks, Martial Lore 2 ranks, Speak Language (Draconic) and at least 6 ranks in one of your Totem Dragon's class skills.
Feats: Heighten Breath
Ability to use 2nd level maneuvers of the Desert Wind, Shocking Sky, Frozen Zephyr or Caustic Tempest
disciplines, including at least once stance. The associated energy type of the discipline(or variant thereof) must be the same as the damage type as your breath weapon.
Must be able to use 4 draconic auras, including the aura of Power.
Must spend at least one month training with your totem dragon, sparring and facing combat with him. Whether it is fatal or not is up to the DM. Must have the breath weapon class feature.
Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Martial Lore, Search, Swim, Tumble and the three class skills associated with your totem dragon(see dragon shaman).
Skill-points per level:
|1st||+1||+2||+0||+0||Blades of breath, breath weapon, draconic auras|
|2nd||+2||+3||+0||+0||Strike of dragon's fire|
|3rd||+3||+3||+1||+1||Skin of dragon's scales|
|5th||+5||+4||+1||+1||Great dragon's breath stance|
|6th||+6||+5||+2||+2||Improved skin of dragon's scales|
|7th||+7||+5||+2||+2||Talent of dragonkin|
|9th||+9||+6||+3||+3||Great skin of dragon's scales|
|10th||+10||+7||+3||+3||Stance of dragon's blood|
Weapon and armor proficiencies:
|Level||Man. Known||Man. Readied||Stances Known|
Draconic partisans gain no additional weapon or armor proficiencies.
At every odd-numbered level, a draconic partisan gains new maneuvers known from the Stone Dragon and Tiger Claw disciplines, as well as the Desert Wind, Shocking Sky, Frozen Zephyr or Caustic Tempest disciplines, depending on the type of damage your breath weapon deals. You must meet a maneuver's prerequisite to learn it. You add your full draconic partisan levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th and 10th levels, you gain additional maneuvers readied per day.
At 5th level, you learn a new martial stance from the Stone Dragon and Tiger Claw disciplines, as well as the Desert Wind, Shocking Sky, Frozen Zephyr or Caustic Tempest disciplines, depending on the type of damage your breath weapon deals.. You must meet the stances prerequisites to learn it.
Blades of Breath (Su):
The weapons you wield hold the same power as the breath of the dragons you worship or bond with. Any melee weapon you wield deals an additional amount of damage equal to 1d6 plus your Cha modifier.
Your breath weapon and martial talent continue to advance down the same path at once. Your draconic partisan and dragon shaman levels stack to determine the strength and power of your breath weapon class feature.
In addition to your martial skill and draconic breath abilities, your powerful auras continue to advance as well. Your draconic partisan and dragon shaman levels stack for determining the number of draconic auras you have and the power of the auras.
Strike of Dragon's Fire (Su):
At 2nd level, you gain a special strike that draws your breath from you to surround your weapon to strike out at your foes. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 4th level strike, and belongs to either the Desert Wind, Caustic Tempest, Frozen Zephyr or Shocking Sky discipline, depending on what type of energy your breath weapon does. By initiating this maneuver, you must take a full round action to make two melee attacks, which need not be focused on a single target. Each attack takes a -2 penalty to the roll, but if each one strikes it deals an additional amount of damage equal to your breath weapon, and of the same energy type. This damage does not stack with the blades of breath class feature(see above).
Skin of Dragon's Scales (Ex):
At 3rd level, your skin takes on the traits of your totem dragon, taking on a color and shine like theirs as well as thick scales. You gain DR 5/magic and a +2 natural armor bonus.
At 4th level, you gain the unique ability to use your martial talents through your very breath weapon. Once per encounter, you may channel any martial strike or boost through your breath weapon just as if anyone caught in it were struck by it in melee. If the victim of the breath weapon makes their Ref save for half damage, and the maneuver used with the breathstrike has a saving throw, the victim gains a +2 bonus against it. If they have the evasion or improved evasion class features, they instead gain the ability to avoid the strike entirely. At 8th level, you may instead use it twice per encounter.
Great Dragon's Breath Stance (Su):
At 5th level, you learn a stance that enhances the effects of your breath weapon on those it overcomes. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When you are in this stance, your breath weapons have a secondary effect. The save DC for all of these abilities are equal to 10+half your initiator level+Con modifier.
Improved Skin of Dragon's Scales (Ex):
|Dmg. type||Sec. effect|
|Fire||Your victim must make a second Reflex save, if he fails he catches fire. The target takes an additional 1d6 points of damage each round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.|
|Cold||The victim must make a Fort save or be effected by frostbite. The rules for frostbite are covered in the Frostburn supplement book.|
|Electricity||The victim must make a Fort save or be stunned for one round.|
|Acid||The victim must make an additional Ref save or take half the damage of the breath weapon the next round.|
At 6th level, your hue of skin and thickness of scales improve beyond what they were before. Your DR increases to 10/magic and your natural armor becomes +4 instead of +2.
Talent of Dragonkin (Ex):
Your skill in your totem dragon's arsenal improves through natural talent. At 7th level, you add your Cha modifier to all skill checks of the associated class skills of your totem dragon. If you already add your Cha to said skills, you instead add double your Cha modifier.
Dragon Wings (Ex):
At 8th level, a pair of great leathery wings much like those of your totem dragon spring from your back. You gain a fly speed equal to twice your base land speed with average maneuverability.
Great Skin of Dragon's Scales (Ex):
Your skin becomes ever thicker, to become almost identical to dragon's scales. At 9th level, your DR increases to 15/magic and your natural armor becomes +6 instead of +4.
Stance of Dragon's Blood (Su):
At 10th level you gain the ultimate in the exploitation of your devotion to your totem dragon. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, you gain the half-dragon template, with the exception of the breath weapon feature of the template(using your own breath weapon instead). The type of dragon used with the template must be of the same type as your totem dragon.