Cardea
2011-02-26, 10:49 PM
http://i13.photobucket.com/albums/a263/lemuelrocksalot/classes/DRAC/HidecarvedDragon.png
"Child, you cannot fathom the powers my discipline and training have given me."
Hidecarved dragons are members of an enigmatic order of dragons and half-dragons. Their name comes from the markings engraved on their scales, which grant them incredible mystical protection. Dragons of the hidecarved order resemble monks in their strict discipline, dedication to personal perfection, and mystical transcendence.
Most hidecarved dragons are true dragons, since many drakes, landwyrms, wyverns, and other creatures of the dragon type lack the thick, heavy scales necessary to receive the mystical engravings of the order. A half-dragon can become a hidecarved dragon only if its nondragon parent had very significant natural armor, although some halfdragon/ half-giants have been known to use magic to thicken their hides sufficiently to qualify to join this order.
Hidecarved dragons do not build monasteries, but they do gather in small groups called “lauths.” These tiny communities of three to five dragons share a large territory and come together only occasionally, but will gather quickly to help if one member of the lauth is threatened.
Requirements
Race: Any Dragon, including Half-Dragons or Dragonborn.
Alignment: Any lawful.
Natural Armor Bonus: +5
Base Save Bonus: +6 Will
Feat: Iron Will
Hit Die: d12
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Class Level|BAB|Fort|Ref|Will|Class Abilities
1st|+1|+2|+2|+2|Chosen Path of Marking
2nd|+2|+3|+3|+3|Expel the Influence
3rd|+3|+3|+3|+3|Expel the Outside Elements
4th|+4|+4|+4|+4|Path Advancement the First
5th|+5|+4|+4|+4|Expel the Blow
6th|+6|+5|+5|+5|Expel the Suppression
7th|+7|+5|+5|+5|Path Advancement the Second
8th|+8|+6|+6|+6|Expel the Arcane
9th|+9|+6|+6|+6|Expel the Outside Elements
10th|+10|+7|+7|+7|Path Mastery[/table]
Chosen Path of Marking: As all those of Dragonblood come from different families, not all markings are the same. Upon taking first level in this class, a Hidecarved Dragon chooses one Path, choosing a set of markings special for his path, granting him unique powers.
Ocuir: Your first markings on your Path center in on your eyes, crown and ears. You gain a bonus equal to your Hidecarved Dragon level to Spot, Search and Listen checks.
Austrat: Your first set of markings form across your wings, strengthening them. You gain a bonus equal to your Hidecarved Dragon level times ten to your flight speed.You may only take this Path if you have a Natural Flight speed.
Thrae: Your first set of markings spread across your mouth, neck and chest, reinforcing your inner element. The DC to resist your Breath Weapon increases by one for every two levels you take in this class. The range of your Breath Weapon increases by five feet for each level you have in this class as well. You may only take this Path if you have a Natural Breath Attack.
Vargach: Your first set of markings cover your natural attacks, strengthening the muscles and sharpening their edge. Any natural attacks you possess gains a bonus to attack rolls equal to half your Hidecarved Dragon levels and all your natural attacks increase their damage die by one step. You may only take this Path if you have Natural Attacks.
Expel the Influence: Your discipline has spread, influencing your biological make up; strengthening it. You are now immune to Poisons of all kinds.
Expel the Outside Elements: Your flesh has been exposed to the elements of the world, and has learned to keep them out. Each time you gain this ability, choose one Element you do not have a vulnerability to. You are now immune to that energy type. At 9th level, you choose another element to become immune to.
Path Advancement the First: Your focus on your path advances, giving you more power in your chosen markings.
Ocuir: The markings first brought onto you giving you heightened powers of sense expand now grow in power, sharpening your mind and your body. Upon taking your fourth Hidecarved Dragon level, the markings across eyes, crown and ears expand, spreading across the section of your back covering your spine. You gain a bonus to all saves equal to half your Hidecarved Dragon levels, rounded down.
Austrat: The markings first brought onto you giving you stronger Wing strength now grow in power, allowing you to avoid the most catastrophic of attacks. Upon taking your fourth Hidecarved Dragon level, the markings on your Wings expand, spreading across your arms and legs. You gain a bonus to your Reflex saves equal to your Hidecarved Dragon levels.
Thrae: The markings first brought onto you giving you more ferocious breath now grow in power, allowing you to withstand the harshest of internal harm. Upon taking your fourth Hidecarved Dragon level, the markings across your mouth, neck and chest expand, spreading across your abdomen. You gain a bonus to your Fortitude saves equal to your Hidecarved Dragon levels.
Vargach: The markings first brought onto you giving you might in combat now grow in power, allowing your will be unbroken. Upon taking your fourth Hidecarved Dragon level, the markings across your natural weapons spread, forming symbols of power on your, if you have them, hands, tail and jaw. You gain a bonus to your Will saves equal to your Hidecarved Dragon levels.
Expel the Blow: You skin has hardened from combat, now more resistant to the harm that your foes may wish upon you. You gain Damage Reduction equal to half your Hidecarved Dragon levels. If you already have Damage Reduction when you gain this ability, it improves by three.
Expel the Suppression: Your discipline has passed on to your mind, giving you the ability to shrug off those who wish to control your might. You gain Mettle. If you already have Mettle upon taking this level, you instead gain Improved Mettle.
Path Advancement the Second: Your focus on your path advances, giving you more power in your chosen markings.
Ocuir: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings open up the world to you. You permanently gain the benefits of Greater Arcane Sight. Additionally, you may use Identify on any Magic Item, with no limit to how many times you use it, with its casting time reduced by a number equal to your Knowledge (Arcana) modifier in minutes.
Austrat: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings give you a freedom most land stuck, and even some flying, creatures wish they had in flight. You are permanently under the effect of Freedom of Movement, and your Maneuverability increases by one step.
Thrae: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings warp your organs, allowing your Breath to come stronger. Whenever you use your Breath Weapon, reduce the amount of time you have to wait before using it again by one round for each die you have to roll, minimum one round on each roll. You also increase the amount of damage done by your Breath Weapon by 3d6.
Vargach: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings warp your Natural Weapons, allowing them to strike with more ferocity. You gain the benefits of Improved Critical with all your Natural Weapons. In addition, your critical hits with your Natural Weapons can now affect creatures normally immune to critical hits. This does not allow you to bypass Critical Immunity from other sources other than race; for example, you still couldn't bypass the Heavy Fortification enchantment.
Expel the Arcane: Your flesh, as it grows in power, learns to block out powers which would harm you. Upon taking your second level in this class, you gain Spell Resistance equal to your Hidecarved Dragon level plus your Hit Dice. If you already possess some form of Spell Resistance, it increases by one for every two Hidecarved Dragon levels you possess.
Path Mastery: Your dedication to your Path is extraordinary; your name whispered amongst even members of your kind. Upon reaching 10th level in this class, you choose one of the following Markings, representative of your power. Additionally, you may choose one Path ability from Chosen Path of Marking that you did not take originally, that you qualify for, and gain its benefits.
Ocuir: You gain the benefits of Blindsight out a number of feet equal to your Charisma Modifier times ten. Additionally, you can see invisible creatures, as per the See Invisibility Spell.
Austrat: You may attack using your wings at any time during flight, even during special moves such as Wingstorm and Hover. Additionally, whenever you attack with your wings, you now deal one and a half times your strength modifier on any damage or attack rolls made with them.
Thrae: Your Breath weapon now deals two additional points of damage per die, and can now affect things normally immune to its specific type of damage, but only dealing half as much damage it would normally. Whenever you roll damage against a creature normally immune to your Breath Weapon, divide the result of the roll by two.
Vargach: Your reach with all natural weapons increases by five feet. Additionally, choose one type of Natural Attack you have. You now use one and a half times your strength modifier on any damage or attack rolls made with them.
"Child, you cannot fathom the powers my discipline and training have given me."
Hidecarved dragons are members of an enigmatic order of dragons and half-dragons. Their name comes from the markings engraved on their scales, which grant them incredible mystical protection. Dragons of the hidecarved order resemble monks in their strict discipline, dedication to personal perfection, and mystical transcendence.
Most hidecarved dragons are true dragons, since many drakes, landwyrms, wyverns, and other creatures of the dragon type lack the thick, heavy scales necessary to receive the mystical engravings of the order. A half-dragon can become a hidecarved dragon only if its nondragon parent had very significant natural armor, although some halfdragon/ half-giants have been known to use magic to thicken their hides sufficiently to qualify to join this order.
Hidecarved dragons do not build monasteries, but they do gather in small groups called “lauths.” These tiny communities of three to five dragons share a large territory and come together only occasionally, but will gather quickly to help if one member of the lauth is threatened.
Requirements
Race: Any Dragon, including Half-Dragons or Dragonborn.
Alignment: Any lawful.
Natural Armor Bonus: +5
Base Save Bonus: +6 Will
Feat: Iron Will
Hit Die: d12
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Class Level|BAB|Fort|Ref|Will|Class Abilities
1st|+1|+2|+2|+2|Chosen Path of Marking
2nd|+2|+3|+3|+3|Expel the Influence
3rd|+3|+3|+3|+3|Expel the Outside Elements
4th|+4|+4|+4|+4|Path Advancement the First
5th|+5|+4|+4|+4|Expel the Blow
6th|+6|+5|+5|+5|Expel the Suppression
7th|+7|+5|+5|+5|Path Advancement the Second
8th|+8|+6|+6|+6|Expel the Arcane
9th|+9|+6|+6|+6|Expel the Outside Elements
10th|+10|+7|+7|+7|Path Mastery[/table]
Chosen Path of Marking: As all those of Dragonblood come from different families, not all markings are the same. Upon taking first level in this class, a Hidecarved Dragon chooses one Path, choosing a set of markings special for his path, granting him unique powers.
Ocuir: Your first markings on your Path center in on your eyes, crown and ears. You gain a bonus equal to your Hidecarved Dragon level to Spot, Search and Listen checks.
Austrat: Your first set of markings form across your wings, strengthening them. You gain a bonus equal to your Hidecarved Dragon level times ten to your flight speed.You may only take this Path if you have a Natural Flight speed.
Thrae: Your first set of markings spread across your mouth, neck and chest, reinforcing your inner element. The DC to resist your Breath Weapon increases by one for every two levels you take in this class. The range of your Breath Weapon increases by five feet for each level you have in this class as well. You may only take this Path if you have a Natural Breath Attack.
Vargach: Your first set of markings cover your natural attacks, strengthening the muscles and sharpening their edge. Any natural attacks you possess gains a bonus to attack rolls equal to half your Hidecarved Dragon levels and all your natural attacks increase their damage die by one step. You may only take this Path if you have Natural Attacks.
Expel the Influence: Your discipline has spread, influencing your biological make up; strengthening it. You are now immune to Poisons of all kinds.
Expel the Outside Elements: Your flesh has been exposed to the elements of the world, and has learned to keep them out. Each time you gain this ability, choose one Element you do not have a vulnerability to. You are now immune to that energy type. At 9th level, you choose another element to become immune to.
Path Advancement the First: Your focus on your path advances, giving you more power in your chosen markings.
Ocuir: The markings first brought onto you giving you heightened powers of sense expand now grow in power, sharpening your mind and your body. Upon taking your fourth Hidecarved Dragon level, the markings across eyes, crown and ears expand, spreading across the section of your back covering your spine. You gain a bonus to all saves equal to half your Hidecarved Dragon levels, rounded down.
Austrat: The markings first brought onto you giving you stronger Wing strength now grow in power, allowing you to avoid the most catastrophic of attacks. Upon taking your fourth Hidecarved Dragon level, the markings on your Wings expand, spreading across your arms and legs. You gain a bonus to your Reflex saves equal to your Hidecarved Dragon levels.
Thrae: The markings first brought onto you giving you more ferocious breath now grow in power, allowing you to withstand the harshest of internal harm. Upon taking your fourth Hidecarved Dragon level, the markings across your mouth, neck and chest expand, spreading across your abdomen. You gain a bonus to your Fortitude saves equal to your Hidecarved Dragon levels.
Vargach: The markings first brought onto you giving you might in combat now grow in power, allowing your will be unbroken. Upon taking your fourth Hidecarved Dragon level, the markings across your natural weapons spread, forming symbols of power on your, if you have them, hands, tail and jaw. You gain a bonus to your Will saves equal to your Hidecarved Dragon levels.
Expel the Blow: You skin has hardened from combat, now more resistant to the harm that your foes may wish upon you. You gain Damage Reduction equal to half your Hidecarved Dragon levels. If you already have Damage Reduction when you gain this ability, it improves by three.
Expel the Suppression: Your discipline has passed on to your mind, giving you the ability to shrug off those who wish to control your might. You gain Mettle. If you already have Mettle upon taking this level, you instead gain Improved Mettle.
Path Advancement the Second: Your focus on your path advances, giving you more power in your chosen markings.
Ocuir: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings open up the world to you. You permanently gain the benefits of Greater Arcane Sight. Additionally, you may use Identify on any Magic Item, with no limit to how many times you use it, with its casting time reduced by a number equal to your Knowledge (Arcana) modifier in minutes.
Austrat: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings give you a freedom most land stuck, and even some flying, creatures wish they had in flight. You are permanently under the effect of Freedom of Movement, and your Maneuverability increases by one step.
Thrae: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings warp your organs, allowing your Breath to come stronger. Whenever you use your Breath Weapon, reduce the amount of time you have to wait before using it again by one round for each die you have to roll, minimum one round on each roll. You also increase the amount of damage done by your Breath Weapon by 3d6.
Vargach: The markings of your path are soon mastered, giving you increasing power. Upon taking your 7th level in Hidecarved Dragon, your markings warp your Natural Weapons, allowing them to strike with more ferocity. You gain the benefits of Improved Critical with all your Natural Weapons. In addition, your critical hits with your Natural Weapons can now affect creatures normally immune to critical hits. This does not allow you to bypass Critical Immunity from other sources other than race; for example, you still couldn't bypass the Heavy Fortification enchantment.
Expel the Arcane: Your flesh, as it grows in power, learns to block out powers which would harm you. Upon taking your second level in this class, you gain Spell Resistance equal to your Hidecarved Dragon level plus your Hit Dice. If you already possess some form of Spell Resistance, it increases by one for every two Hidecarved Dragon levels you possess.
Path Mastery: Your dedication to your Path is extraordinary; your name whispered amongst even members of your kind. Upon reaching 10th level in this class, you choose one of the following Markings, representative of your power. Additionally, you may choose one Path ability from Chosen Path of Marking that you did not take originally, that you qualify for, and gain its benefits.
Ocuir: You gain the benefits of Blindsight out a number of feet equal to your Charisma Modifier times ten. Additionally, you can see invisible creatures, as per the See Invisibility Spell.
Austrat: You may attack using your wings at any time during flight, even during special moves such as Wingstorm and Hover. Additionally, whenever you attack with your wings, you now deal one and a half times your strength modifier on any damage or attack rolls made with them.
Thrae: Your Breath weapon now deals two additional points of damage per die, and can now affect things normally immune to its specific type of damage, but only dealing half as much damage it would normally. Whenever you roll damage against a creature normally immune to your Breath Weapon, divide the result of the roll by two.
Vargach: Your reach with all natural weapons increases by five feet. Additionally, choose one type of Natural Attack you have. You now use one and a half times your strength modifier on any damage or attack rolls made with them.