By request of ErrantX
Sakramuenu and Voorkizixel, unveiled dragons surveiling a watch tower.
In the world, there exist many champions of the sword, everything from the Spirit Lords, to the Unmasked Fiend to the Concealed Celestial. Unveiled Dragons are another tier of martial power taken on by the world's most ancient mortals: Dragons.
Unveiled dragons are those who wish to have not only their draconic shape, but that of an unambiguous humanoid shape. They are capable of switching between shapes at will, as a humanoid using their powerful sword to cut down all who oppose and to unleash true power in the shape of their true draconic body.
Any true dragon of at least Juvenile age.
Knowledge (arcana) 13 ranks, Martial Lore 2 ranks
Power Attack, Multiattack, Weapon Focus (any melee weapon)
Ability to use one strike and one stance.
Must have gone through a process that permanently imbues the ability to keep humanoid shape, which grants the veiled shape class feature(see below). Must have a masterwork weapon of which you have weapon focus for.
Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (arcana), Knowledge (religon), Martial Lore, Sense Motive, Swim, and Tumble.
Plus any class skills automatically granted to you for being your dragon type, and any skills associated with your unique discipline(see below).
Skill-points per level:
|1st||+1||+2||+0||+2||Veiled shape, might of the dragon, spirit weapon|
|2nd||+2||+3||+0||+3||Draconic release, spirit enhancement +1|
|4th||+4||+4||+1||+4||Spirit enhancement +2|
|5th||+5||+4||+1||+4||Strike of the dragon's heart, draconic ability|
|6th||+6||+5||+2||+5||Spirit enhancement +3|
|8th||+8||+6||+2||+6||Spirit enhancement +4|
|9th||+9||+6||+3||+6||Bahamut's/Tiamat's strike, draconic ability|
|10th||+10||+7||+3||+7||Shape of the great wyrm, spirit enhancement +5|
|Level||Man. Known||Man. Readied||Stances Known|
Weapon and armor proficiencies:
Unveiled dragons receive no additional weapon or armor proficiencies.
At each level except 1st, 4th, 7th and 10th levels, an unveiled dragon gains new maneuvers known from the Stone Dragon or Tiger Claw disciplines and another discipline based on their type, as seen on the chart below. You must meet a maneuver's prerequisite to learn it. You add your full unveiled dragon levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
If you do not already have a class capable of regaining maneuvers, you gain the ability to regain your maneuvers as a Warblade would.
At 1st, 4th, 7th and 10th levels, you gain additional maneuvers readied per day.
At 1st and 6th levels, you learn a new martial stance from the Stone Dragon or Tiger Claw disciplines(plus the one based on your type, on the chart above). You must meet the stances prerequisites to learn it.
Veiled Shape (Ex):
At first level, you gain the ability to hide your true, draconic shape with a less ambiguous humanoid form. This class feature causes many changes in your shape and abilities, but allows you to retain many qualities you had before taking this class. If your size was large or larger in your natural draconic shape, your size now becomes medium, any size lower remains the same. You lose any wings, natural weapons and extra limbs you had, with the exception of any slam attacks you had. Your type remains dragon, with any subtypes you had before hand, and any benefits granted by it. You gain a small semblance of your former draconic shape, which manifests as things like hair with the same color as your type, skin lightly tinted with the same color, eyes like your former draconic nature or even things such as vestigial horns or tails.
You may switch between this shape and your true draconic shape and the chosen humanoid form at will as a move action, but you cannot take on a humanoid shape while in draconic release(see below).
Might of the Dragon (Su):
Your ability to expel powerful elements(or otherwise) from your mouth and ability to invoke fear continues to advance, as well as your martial capabilities just as a dragon. Your dragon HD and levels of this class stack for the purpose of determining the save DC of your frightful presence ability and the power of your breath weapon, including damage by age category and save DC. Additionally, all dragon HD you have or will receive count for your full initiator level, as opposed to the normal half.
Spirit Weapon (Ex):
At first level, an unveiled dragon gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance.
The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your unveiled dragon level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Draconic Ability class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. An exception to the normal rules for weapons completely destroyed by any means is that even if useless, a spirit weapon can regenerate until completely mended, so long as any piece of the original sword exists. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
Once chosen, you cannot designate a new weapon as your spirit weapon.
Draconic Release (Su):
At 2nd level, by channeling your true body, you are capable of releasing it through your weapon. To release the form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, your spirit weapon disappears, but it's consciousness fuses with yours, you have full access to all of your Draconic Abilities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your natural weapons. You gain an enhancement bonus to bite and claw attacks equal to your spirit enhancement bonus.
Additionally, any wings, natural weapons lost by unmasked shape are regained for the duration of the draconic release, as well as your former natural size and lost limbs.
Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance. Once the draconic release is over, your weapon returns to normal.
Spirit Enhancement (Su):
At 2nd level, and every subsequent even level, an unveiled dragon's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.
Draconic Abilities (Su):
At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your body while your true draconic shape is in it's draconic release. Whenever you are using your draconic release you have full access to all of your draconic abilities, and once chosen, none of your draconic abilities can be changed later on. Some abilities require a certain level in this class. to gain access to them. Additionally, some of these abilities don't require you to be in draconic release to use, and are either in constant use or usable outside of release.
Breath of fury:
While in your draconic released state, the power of your breath is brought up to a higher tier of power. The damage dice used for your breath weapon increases by one die type, and the save DC for any effects of your breath weapon increase by 2.
You are capable of channeling magical power through yourself with great ease. Select one arcane or divine spell of a level equal to half your unveiled dragon level, rounded down, you may use this as a spell-like ability once per round as a standard action. If this ability has a saving throw, the DC is 10+half your HD+Cha modifier.
Focusing your weapon through you increases your own power. Select one ability score, while in your released state you gain a +2 bonus to that ability score.
Your natural draconic toughness takes a step up. This ability grants fast healing 1, and your skin takes on either a darker or shinier appearance. You can only get this ability at 5th level or higher and it can be taken multiple times.
Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of armor similar to the shape and pattern of your scales. You gain a deflection bonus to your armor class equal to half of your unveiled dragon level rounded down.
You know how to mix pure magical energy into your breath weapon. Half the damage dealt by your breath weapon is untyped damage which can't be resisted and nothing is immune to. The rest of the damage is the same type as your normal breath weapon. You must be 7th level and have the Breath of fury draconic ability to take this ability.
Your natural weapons are more flexible and you can reach out with them ever further. Your natural weapons each gain a greater reach, increasing an additional 5 feet beyond it's normal reach.
Your natural weapon sucks the very life out of your enemies with every blow. Select a single natural weapon your possess, each time this weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
Your flesh becomes more adept at healing itself. This ability replaces your fast healing with an equal amount of regeneration. This regeneration can be overcome with weapons bearing an alignment opposite yours(if you have an extreme alignment or true neutral, select one alignment), spells with the same alignment, or dragon-bane quality weapons. This ability does not grant the ability to regrow lost limbs but holding severed limbs to the stump automatically reattaches it. You must be 9th level to take this ability and have the Fast Healing draconic ability.
Your skin isn't only armor-like, but it is capable of ignoring blows to a certain degree. You gain damage reduction 5/magic, if you already have damage reduction it instead increases by 5. This ability is constantly active and does not require draconic release. This ability can be taken multiple times, the effects stack. At 8th level, your damage reduction turns from DR/magic to DR/epic.
Your very body is more capable of ignoring spells. Your spell resistance increases by 2. You must already have spell resistance to gain this ability. It can be taken multiple times, the effects stack.
Your scales harden and thickens into an even more armor-like coating over your entire body. You gain a +4 bonus to your natural armor. This ability can be taken multiple times, increasing your natural armor by 2 every time it is taken. This ability is constantly active and does not require draconic release.
Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your bite and claw attacks now have this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
Strike of the Dragon's Heart (Ex):
At 5th level, you learn how to strike with the power deep in your draconic heart. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 6th level strike, and does not belong to any discipline. If this strike hits, it deals an additional 12d6 points of damage to your opponent and they are forced to make a Will save with a DC equal to your Frightful Presence(if you don't have one, DC 10+half your initiator level+Cha modifier) or be considered shaken for the duration of the encounter.
Bahamut's/Tiamat's Strike (Su):
You gain a strike unique to this class that channels the raw divinity of one of the two great dragon gods. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 9th level strike, and does not belong to any discipline. When you initiate this strike, choose either Bahamut's aspect, or Tiamat's aspect based on your alignment(if you are not good or evil, choose between the two). If using Bahamut's aspect, you make a normal melee attack against an opponent, adding your Cha modifier as a bonus to attack and if the strike hits, deals an additional 15d6 points of divine damage. If you chose Tiamat's aspect, you make a normal melee attack against an opponent, also adding your Cha modifier as a bonus to attack and if the strike hits, deals an additional 3d6 acid damage, 3d6 cold damage, 3d6 electricity damage, 3d6 fire damage and 5d6 untyped damage. Unlike a normal strike, this ability can only be used once per day, but still must take a readied maneuver slot to be used at all.
Shape of the Great Wyrm (Su):
At 10th level, you are capable of not only channeling all of your draconic power into one shape, but concentrating into ultimate power. To use this ability you must be in your draconic release state and uses the duration of the ability. You must take a standard action to gain the benefits of your shape of the great wyrm, and the release lasts for as many rounds as your initiator level. While in this state, all your natural weapons increase their damage die by one size, the crit. range for your bite and claws double and your actual size increases two categories, to a maximum of colossal. Just as the draconic release class feature, you must remain in your draconic shape in this state. You gain a +4 bonus on attack rolls while using your natural weapons, which does not stack with the bonus to attack rolls gained from your draconic release. Lastly, select six abilities from the list below, your weapon grants you these benefits when in your shape of the great wyrm state, and no ability can be taken more than once. Some abilities require you have certain Draconic Abilities attained previously. Once your shape of the great wyrm state is over with, you are considered exhausted. This ability is usable only once per day.
Breath of Legend:
The raw power of your breath weapon is unlike any other, penetrating the bodies of anything, even those normally resistant. The damage dealt by your breath weapon while in your shape of the great wyrm is considered untyped. You must have great breath draconic ability to get this ability.
The elements force themselves out through your body with explosive effect. Your weapon deals extra damage of the same type as your breath weapon, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of that damage type to your opponent.
The power of your body can cut through even the most durable shields. Your natural weapons are considered to be epic for the purposes of overcoming damage reduction. Additionally, your natural weapons deal an additional amount of damage equal to your Cha modifier.
Greater enhanced ability:
The channeling of your weapon further through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Draconic Ability to take this. Multiple uses of enhanced ability do not all grow to +8, only one does. All other enhanced abilities of the same ability score remain at +2.
Your natural weapons take on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapons have these properties while in your state of the great wyrm. You must have taken Weapon enhancement at least once to take this ability.
Greater Spell Resistance:
You become far greater at ignoring spells than most of your kin. The bonus granted by your Spell resistance draconic ability increases from +2 to +6. You must have the Spell resistance draconic ability to get this one.
Your jaws and claws are far more adept at ripping away at enemies on critical hits. The critical multiplier of your bite and claw attacks become x3 instead of x2.
Speed of the Wind:
Your weapon increases your speed a great amount. Your base land and flight speeds triple, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples). Additionally, your flight maneuverability increases one step, to a maximum of perfect.
You can channel mystical energy through your weapon to do unearthly things. Once per day while using your shape of the great wyrm, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
Your body is sheathed in great draconic armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor draconic ability. You must have taken the great armor draconic ability to take this.