GuyFawkes
2011-09-08, 02:46 PM
The Dragonheart 1.5
http://images.cryhavok.org/d/10942-2/Dragon+Warrior+by+Jason+Engle.jpg
"I...am human, and at the same time I am not. Whatever I am, you cannot hope to defeat." - Ignus Lepant, a human Dragonheart
In the oldest of legends, it is told that when some of the oldest of dragons are about to die, they transfer their powers and consciousness into the heart of a newborn warrior. This process seals their powers and memory until the baby matures and meets another dragon, thereby creating a resonance, awakening the dragon within.
Hit Die: d12
Requirements
To qualify to become a Dragonheart, a character must fulfill the following criteria.
Race: Any non-dragon
Skills: Speak Language (Draconic), Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Martial Lore 11 ranks
Feats: Exotic Weapon Proficiency (Sword, bastard), Weapon Focus (Sword, bastard)
Maneuvers: Ability to use 3rd level maneuvers from at least two martial disciplines.
Special: Must have a chance meeting with a dragon of the same type as your aspect which triggers your dragon's heart’s memory and awakens it.
Class Skills: Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Listen, Martial Lore, Search, Sense Motive, Spot, Spellcraft
Skill-points per Level: 4+Int modifier
Table: The Dragonheart
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+2
Dragon Aspect, Sentient Weapon
2nd
+2
+3
+0
+3
Dragon's Heart, Dragon's Fury
3rd
+3
+3
+1
+3
Weapon Abilities
4th
+4
+4
+1
+4
Spirit Contract
5th
+5
+4
+1
+4
Weapon Abilities
6th
+6
+5
+2
+5
Dragon's Domain
7th
+7
+5
+2
+5
Weapon Abilities
8th
+8
+6
+2
+6
Dragon's Presence
9th
+9
+6
+3
+6
Weapon Abilities
10th
+10
+7
+3
+7
Sword Heart Unified Form
Class Features
Weapon and Armor Proficiencies: The Dragonheart does not gain any proficiency with any weapon or armor.
Maneuvers: At each odd-numbered level, you gain a new maneuver known from Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet the prerequisite for the maneuver to learn it. You add your full Dragonheart levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional maneuvers readied per day.
Stances Known: At 5th level, you gain a new martial stance known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance's prerequisite to learn it.
Dragon Aspect: What separates the Dragonheart from other warriors is the dormant power lying within him: the power of a dragon. At 1st level, roll a percentage dice and compare your dice result to the table below to determine the type of dragon that is living inside of you. The type of dragon affects the Dragonheart's manifested abilities.
Table: Dragon Aspect
%d
Dragon Type
Breath Weapon Damage
Breath Weapon Energy Type
Immunity
Vulnerabilities
01-09
White
1d6
cold
cold
fire
10-18
Black
2d4
acid
acid
-
19-27
Brass
1d6
fire
fire
cold
28-36
Copper
2d4
acid
acid
-
37-45
Green
2d6
acid
acid
-
46-54
Blue
2d8
lightning
electricity
-
55-63
Bronze
2d6
lightning
electricity
-
64-72
Silver
2d8
cold
acid,cold
fire
73-81
Red
2d10
fire
fire
cold
82-90
Gold
2d10
acid
fire
cold
91-95
Roll again
-
-
-
-
96-100
Choose type
-
-
-
-
Sentient Weapon (Su): At 1st level, the Dragonheart gains a sentient weapon. This weapon is in the form of a +1 bastard sword, and is the manifestation of the dragon's consciousness. The sword is able to communicate telepathically with the Dragonheart, and is able to sense its surroundings. The sword itself cannot make Spot and Listen checks separate from its owner, but the owner counts as having the Alertness feat when she is wielding the weapon.
When not in use, this weapon can turn into any mundane item, such as a brooch, a bangle, a bracer, or anything the wielder imagines it to be. "Drawing" this weapon from its transformed state into a weapon and turning it back is a free action. When the Dragonheart loses her weapon, she can spend a full-round action of concentration for her weapon to reappear in her hand. This action provokes attacks of opportunity. The sword persists in an antimagicfield, however it cannot cast spells as normal and loses all supernatural abilities.
Dragon's Heart (Ex): At 2nd level, the heart of the dragon awakens, and the Dragonheart begins to regain some form of her draconic characteristics. She gains a permanent bonus to Strength and Constitution, a natural armor bonus to AC, spell resistance, and DR/magic. In addition, the Dragonheart gains immunity/vulnerability to a certain energy type corresponding to their dragon aspect. The bonuses for each are as shown in Table: Dragon's Heart Bonuses, and the immunities/vulnerabilities for each corresponding aspect is found in the table The Dragon Aspect.
Table: Dragon's Heart Bonuses
Level
Str
Con
AC
SR
DR
2nd
1
1
1
5
2
3rd
1
1
1
5
2
4th
1
1
2
5
2
5th
2
2
2
5
3
6th
2
2
3
10
3
7th
2
2
3
10
3
8th
3
3
4
10
5
9th
3
3
4
10
5
10th
4
4
5
15
10
Dragon's Fury (Ex): As the Dragonheart regains his memory, he tries to adapt his fighting style when she was a dragon to her current form. Starting at 2nd level, and every 2 levels after 2nd, the Dragonheart gains one technique from the following list of techniques. All Dragon Fury techniques require a standard action to initiate.
Dragon's Fury Techniques:
Dragon's Roar: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Roar Technique. The Dragonheart charges up to the target swinging her sword so fast it creates a sound similar to a roaring dragon. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Will save (DC 10 + 1/2 character level + Int mod) or be shaken for 2 rounds.
Dragon's Claws: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Claws Technique. The Dragonheart makes two successive attacks. Each attack deals a bonus damage equal to 1/4 the level of the maneuver spent rounded up. If both attack hits, the target suffers additional damage equal to 1d10 multiplied by 1/4 the level of the maneuver spent rounded up. In addition, the target suffers a bleeding wound, taking two points of damage each round for 5 rounds. This can be removed by taking a heal check (DC 15) or recover hit points through any means.
Dragon's Tail: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Tail Technique. The Dragonheart swings his sword around him, hitting all enemies within 15 feet. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by the half level of the maneuver spent. Use one roll for all attacks.
Dragon Crush: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Crush Technique. The Dragonheart charges up to the target and leaps up to the air, bringing down his sword upon his target for a crushing blow. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be stunned for 1 round.
Dragon's Breath: By spending a maneuver of up to 9th level, the Dragonheart can perform the Dragon's Breath Technique. The Dragonheart moves so fast that in a blink of an eye, he is able to make an attack against each enemy within a 30 feet cone. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. When an attack is a critical hit, the target receives an additional 2d10 of energy damage, the type of which depending on the Dragonheart's aspect (energy type of damage corresponds to energy type of the dragon aspect's breath weapon, i.e. red dragon has extra fire damage, green dragon has extra acid damage, and so on). In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be blown away.
Prerequisite: Must know 4 Dragon's Fury Techniques.
Weapon Abilities (Su): As the Dragonheart begins to understand how to tap into her hidden power, she also unlocks the sleeping abilities of her weapon. At 3rd level, and every two levels after, the Dragonheart's weapon gains a +1 enhancement bonus, capping at a total of +5 at 9th level (counting the +1 at level 1). The weapon also unlocks abilities at set levels, with the abilities depending on your dragon aspect. You benefit from all extraordinary abilities gained by your weapon as long as you are wielding it or have it on your person in its transformed state. The DCs for spells and spell-like abilities are 10 + Int mod + spell level.
Weapon Abilities:
White Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Icewalking ability.
Icewalking (Ex):
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Spells: arcane mark, dancing lights, detect magic, flare, ghost sound, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast fog cloud once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast gust of wind once per day. You gain one additional use per day at 9th level.
9th Level: You gain Freezing Fog as a spell-like ability.
Freezing Fog (Sp)
A white dragon can use this ability once per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Black Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance
5th level: You are able to cast darkness once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast corrupt water as a spell-like ability once per day. You gain one additional use per day at 9th level.
Corrupt Water (Sp):
A black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to 10 + 1/2 character level + Int mod) or become fouled. Its range is 30 feet.
9th Level: You are able to cast plant growth once per day.
Brass Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You are also able to cast speak with animals at-will.
Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast endure elements once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast control winds once per day.
Copper Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Spider Climb ability.
Spider Climb (Ex):
A copper dragon can climb on stone surfaces as though using the spider climb spell.
Spells: arcane mark, cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, open/close,read magic
5th level: You are able to cast command once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast stone shape once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either transmute rock to mud or transmute mud to rock once per day.
Green Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast true strike once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast plant growth once per day.
Blue Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the create/destroy water as a spell-like ability.
Create/Destroy Water (Sp):
A blue dragon can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to 10 + 1/2 character level + Int mod) or be ruined.
Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, ray of frost, read magic, resistance
5th level: You are able to cast shield once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast ventriloquism once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either hallucinatory terrain once per day.
Bronze Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing as a spell-like ability.
Water Breathing (Ex):
A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic
5th level: You are able to cast Alternate Form as a spell-like ability once per day. You gain one additional use per day at 7th, and 9th level.
Alternate Form (Su):
A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
7th Level: You are able to cast create food and water once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either detect thoughts once per day.
Silver Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Cloudwalking ability.
Alternate Form (Su):
A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Cloudwalking (Su):
A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, mending, prestidigitation, read magic
5th level: You are able to cast feather fall once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast fog cloud once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either control winds once per day.
Red Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability.
Alternate Form (Su):
A red dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast locate object once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either find the path once per day.
Gold Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Water Breathing ability.
Alternate Form (Su):
A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Water Breathing (Ex):
A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: arcane mark, detect magic, flare, guidance, light, mage hand, mending, prestidigitation, read magic
5th level: You are able to cast bless once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast zone of truth once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast geas/quest once per day. You also gain Detect Gem as a spell-like ability.
Detect Gems (Sp):
A gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Spirit Contract (Su): At 4th level, the Dragonheart gains the ability to form a contract with the the embodiment of the elements, the elementals. Once per day, as a full-round action, you can summon an elemental to aid and assist you. At 4th level, you form a contract with one type of elemental which you can call forth to assist you from the following types: air, earth, fire, or wind. You form contracts with one additional type at 6th, 8th, and 10th level. The kind of elemental summoned starts at Large elemental at 4th level, then becomes Huge, Greater, and Elder Elemental at 6th, 8th, and 10th level respectively, with the duration of the summoning depending on the kind of elemental summoned. The table below summarizes the kind and duration of the ability.
Table: Spirit Contract
Level
Elemental
Max Time
4th
Large
11 rounds
6th
Huge
13 rounds
8th
Greater
15 rounds
10th
Elder
17 rounds
Dragon's Domain (Su): A Dragonheart of 6th level is finally able to return to where she belongs: the skies. She gains flight speed equal to twice her land speed with average maneuverability. This improves to triple her land speed and good maneuverability at 10th level.
Dragon's Presence (Su): At 8th level, the Dragonheart's draconic powers cannot be denied. She gains the frightful presence ability with a radius of 30 feet and a DC equal to 10 + 1/2 character level + Charisma modifier which she can turn on and off as a free action.
Sword Heart Unified Form (Su): At 10th level, the heart and mind of the dragon becomes one. The Dragonheart merges with her weapon, resulting in a physical transformation; her eyes become that of a dragon, and her skin grows scales with the color of her dragon aspect. Once per day, as a swift action, the Dragonheart gains a sudden boost in her physical and mental state, gaining a +4 to all ability scores for a number of rounds equal to 3 + her Constitution modifier (including the bonus given by this ability). The Dragonheart also regains her spent weapon abilities as well as all her martial maneuvers, if any, at the start of this ability.
In addition, while this effect is active, she can make a 60-foot cone breath attack as a standard action with damage equal to half her character level rounded down multiplied by the damage die for your corresponding dragon aspect under the Breath Weapon column of the table The Dragon Aspect. The breath attack is of the energy type corresponding to your dragon aspect also shown in the table. The targets of this ability can make a Reflex save to half the damage with a DC equal to 10 + 1/2 character level + Constitution modifier. This ability is usable only once, and when it is used, the ability is ended.
While this ability is in effect, the Dragonheart is overwhelmed by the surge of power, and succumbs to her basic fighting instincts. She will fight focusing on offense, disregarding defense and suffers a -4 penalty to AC. The Dragonheart can end the ability any time. When the ability ends, the Dragonheart becomes fatigued until she rests for at least 6 hours, and her weapon loses all uses per day of all its abilities that have uses per day. When the ability is ended by using your breath weapon, you become exhausted instead of fatigued.
____________
The original version can be found on post #6.
http://images.cryhavok.org/d/10942-2/Dragon+Warrior+by+Jason+Engle.jpg
"I...am human, and at the same time I am not. Whatever I am, you cannot hope to defeat." - Ignus Lepant, a human Dragonheart
In the oldest of legends, it is told that when some of the oldest of dragons are about to die, they transfer their powers and consciousness into the heart of a newborn warrior. This process seals their powers and memory until the baby matures and meets another dragon, thereby creating a resonance, awakening the dragon within.
Hit Die: d12
Requirements
To qualify to become a Dragonheart, a character must fulfill the following criteria.
Race: Any non-dragon
Skills: Speak Language (Draconic), Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Martial Lore 11 ranks
Feats: Exotic Weapon Proficiency (Sword, bastard), Weapon Focus (Sword, bastard)
Maneuvers: Ability to use 3rd level maneuvers from at least two martial disciplines.
Special: Must have a chance meeting with a dragon of the same type as your aspect which triggers your dragon's heart’s memory and awakens it.
Class Skills: Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Listen, Martial Lore, Search, Sense Motive, Spot, Spellcraft
Skill-points per Level: 4+Int modifier
Table: The Dragonheart
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+2
Dragon Aspect, Sentient Weapon
2nd
+2
+3
+0
+3
Dragon's Heart, Dragon's Fury
3rd
+3
+3
+1
+3
Weapon Abilities
4th
+4
+4
+1
+4
Spirit Contract
5th
+5
+4
+1
+4
Weapon Abilities
6th
+6
+5
+2
+5
Dragon's Domain
7th
+7
+5
+2
+5
Weapon Abilities
8th
+8
+6
+2
+6
Dragon's Presence
9th
+9
+6
+3
+6
Weapon Abilities
10th
+10
+7
+3
+7
Sword Heart Unified Form
Class Features
Weapon and Armor Proficiencies: The Dragonheart does not gain any proficiency with any weapon or armor.
Maneuvers: At each odd-numbered level, you gain a new maneuver known from Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet the prerequisite for the maneuver to learn it. You add your full Dragonheart levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional maneuvers readied per day.
Stances Known: At 5th level, you gain a new martial stance known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance's prerequisite to learn it.
Dragon Aspect: What separates the Dragonheart from other warriors is the dormant power lying within him: the power of a dragon. At 1st level, roll a percentage dice and compare your dice result to the table below to determine the type of dragon that is living inside of you. The type of dragon affects the Dragonheart's manifested abilities.
Table: Dragon Aspect
%d
Dragon Type
Breath Weapon Damage
Breath Weapon Energy Type
Immunity
Vulnerabilities
01-09
White
1d6
cold
cold
fire
10-18
Black
2d4
acid
acid
-
19-27
Brass
1d6
fire
fire
cold
28-36
Copper
2d4
acid
acid
-
37-45
Green
2d6
acid
acid
-
46-54
Blue
2d8
lightning
electricity
-
55-63
Bronze
2d6
lightning
electricity
-
64-72
Silver
2d8
cold
acid,cold
fire
73-81
Red
2d10
fire
fire
cold
82-90
Gold
2d10
acid
fire
cold
91-95
Roll again
-
-
-
-
96-100
Choose type
-
-
-
-
Sentient Weapon (Su): At 1st level, the Dragonheart gains a sentient weapon. This weapon is in the form of a +1 bastard sword, and is the manifestation of the dragon's consciousness. The sword is able to communicate telepathically with the Dragonheart, and is able to sense its surroundings. The sword itself cannot make Spot and Listen checks separate from its owner, but the owner counts as having the Alertness feat when she is wielding the weapon.
When not in use, this weapon can turn into any mundane item, such as a brooch, a bangle, a bracer, or anything the wielder imagines it to be. "Drawing" this weapon from its transformed state into a weapon and turning it back is a free action. When the Dragonheart loses her weapon, she can spend a full-round action of concentration for her weapon to reappear in her hand. This action provokes attacks of opportunity. The sword persists in an antimagicfield, however it cannot cast spells as normal and loses all supernatural abilities.
Dragon's Heart (Ex): At 2nd level, the heart of the dragon awakens, and the Dragonheart begins to regain some form of her draconic characteristics. She gains a permanent bonus to Strength and Constitution, a natural armor bonus to AC, spell resistance, and DR/magic. In addition, the Dragonheart gains immunity/vulnerability to a certain energy type corresponding to their dragon aspect. The bonuses for each are as shown in Table: Dragon's Heart Bonuses, and the immunities/vulnerabilities for each corresponding aspect is found in the table The Dragon Aspect.
Table: Dragon's Heart Bonuses
Level
Str
Con
AC
SR
DR
2nd
1
1
1
5
2
3rd
1
1
1
5
2
4th
1
1
2
5
2
5th
2
2
2
5
3
6th
2
2
3
10
3
7th
2
2
3
10
3
8th
3
3
4
10
5
9th
3
3
4
10
5
10th
4
4
5
15
10
Dragon's Fury (Ex): As the Dragonheart regains his memory, he tries to adapt his fighting style when she was a dragon to her current form. Starting at 2nd level, and every 2 levels after 2nd, the Dragonheart gains one technique from the following list of techniques. All Dragon Fury techniques require a standard action to initiate.
Dragon's Fury Techniques:
Dragon's Roar: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Roar Technique. The Dragonheart charges up to the target swinging her sword so fast it creates a sound similar to a roaring dragon. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Will save (DC 10 + 1/2 character level + Int mod) or be shaken for 2 rounds.
Dragon's Claws: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Claws Technique. The Dragonheart makes two successive attacks. Each attack deals a bonus damage equal to 1/4 the level of the maneuver spent rounded up. If both attack hits, the target suffers additional damage equal to 1d10 multiplied by 1/4 the level of the maneuver spent rounded up. In addition, the target suffers a bleeding wound, taking two points of damage each round for 5 rounds. This can be removed by taking a heal check (DC 15) or recover hit points through any means.
Dragon's Tail: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Tail Technique. The Dragonheart swings his sword around him, hitting all enemies within 15 feet. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by the half level of the maneuver spent. Use one roll for all attacks.
Dragon Crush: By spending a maneuver of up to 7th level, the Dragonheart can perform the Dragon's Crush Technique. The Dragonheart charges up to the target and leaps up to the air, bringing down his sword upon his target for a crushing blow. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be stunned for 1 round.
Dragon's Breath: By spending a maneuver of up to 9th level, the Dragonheart can perform the Dragon's Breath Technique. The Dragonheart moves so fast that in a blink of an eye, he is able to make an attack against each enemy within a 30 feet cone. If the attack hits, the attack gains a bonus damage equal to 1d10 multiplied by half the level of the maneuver spent rounded up. When an attack is a critical hit, the target receives an additional 2d10 of energy damage, the type of which depending on the Dragonheart's aspect (energy type of damage corresponds to energy type of the dragon aspect's breath weapon, i.e. red dragon has extra fire damage, green dragon has extra acid damage, and so on). In addition, the target must make a successful Fortitude save (DC 10 + 1/2 character level + Int mod) or be blown away.
Prerequisite: Must know 4 Dragon's Fury Techniques.
Weapon Abilities (Su): As the Dragonheart begins to understand how to tap into her hidden power, she also unlocks the sleeping abilities of her weapon. At 3rd level, and every two levels after, the Dragonheart's weapon gains a +1 enhancement bonus, capping at a total of +5 at 9th level (counting the +1 at level 1). The weapon also unlocks abilities at set levels, with the abilities depending on your dragon aspect. You benefit from all extraordinary abilities gained by your weapon as long as you are wielding it or have it on your person in its transformed state. The DCs for spells and spell-like abilities are 10 + Int mod + spell level.
Weapon Abilities:
White Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Icewalking ability.
Icewalking (Ex):
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Spells: arcane mark, dancing lights, detect magic, flare, ghost sound, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast fog cloud once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast gust of wind once per day. You gain one additional use per day at 9th level.
9th Level: You gain Freezing Fog as a spell-like ability.
Freezing Fog (Sp)
A white dragon can use this ability once per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Black Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance
5th level: You are able to cast darkness once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast corrupt water as a spell-like ability once per day. You gain one additional use per day at 9th level.
Corrupt Water (Sp):
A black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to 10 + 1/2 character level + Int mod) or become fouled. Its range is 30 feet.
9th Level: You are able to cast plant growth once per day.
Brass Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You are also able to cast speak with animals at-will.
Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast endure elements once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast control winds once per day.
Copper Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Spider Climb ability.
Spider Climb (Ex):
A copper dragon can climb on stone surfaces as though using the spider climb spell.
Spells: arcane mark, cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, open/close,read magic
5th level: You are able to cast command once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast stone shape once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either transmute rock to mud or transmute mud to rock once per day.
Green Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing ability.
Water Breathing (Ex):
A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast true strike once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast plant growth once per day.
Blue Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the create/destroy water as a spell-like ability.
Create/Destroy Water (Sp):
A blue dragon can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to 10 + 1/2 character level + Int mod) or be ruined.
Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, ray of frost, read magic, resistance
5th level: You are able to cast shield once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast ventriloquism once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either hallucinatory terrain once per day.
Bronze Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Water Breathing as a spell-like ability.
Water Breathing (Ex):
A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spells: arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic
5th level: You are able to cast Alternate Form as a spell-like ability once per day. You gain one additional use per day at 7th, and 9th level.
Alternate Form (Su):
A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
7th Level: You are able to cast create food and water once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either detect thoughts once per day.
Silver Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Cloudwalking ability.
Alternate Form (Su):
A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Cloudwalking (Su):
A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Spells: cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, mending, prestidigitation, read magic
5th level: You are able to cast feather fall once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast fog cloud once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either control winds once per day.
Red Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability.
Alternate Form (Su):
A red dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Spells: arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance
5th level: You are able to cast locate object once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast suggestion once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast either find the path once per day.
Gold Dragon:
3rd Level: At 3rd level, you can cast three spells per day from any of the spells below. You gain one additional spell per day at 5th, 7th, and 9th level. You also gain the Alternate Form as a spell-like ability as well as the Water Breathing ability.
Alternate Form (Su):
A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Water Breathing (Ex):
A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: arcane mark, detect magic, flare, guidance, light, mage hand, mending, prestidigitation, read magic
5th level: You are able to cast bless once per day. You gain one additional use per day at 7th, and 9th level.
7th Level: You are able to cast zone of truth once per day. You gain one additional use per day at 9th level.
9th Level: You are able to cast geas/quest once per day. You also gain Detect Gem as a spell-like ability.
Detect Gems (Sp):
A gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Spirit Contract (Su): At 4th level, the Dragonheart gains the ability to form a contract with the the embodiment of the elements, the elementals. Once per day, as a full-round action, you can summon an elemental to aid and assist you. At 4th level, you form a contract with one type of elemental which you can call forth to assist you from the following types: air, earth, fire, or wind. You form contracts with one additional type at 6th, 8th, and 10th level. The kind of elemental summoned starts at Large elemental at 4th level, then becomes Huge, Greater, and Elder Elemental at 6th, 8th, and 10th level respectively, with the duration of the summoning depending on the kind of elemental summoned. The table below summarizes the kind and duration of the ability.
Table: Spirit Contract
Level
Elemental
Max Time
4th
Large
11 rounds
6th
Huge
13 rounds
8th
Greater
15 rounds
10th
Elder
17 rounds
Dragon's Domain (Su): A Dragonheart of 6th level is finally able to return to where she belongs: the skies. She gains flight speed equal to twice her land speed with average maneuverability. This improves to triple her land speed and good maneuverability at 10th level.
Dragon's Presence (Su): At 8th level, the Dragonheart's draconic powers cannot be denied. She gains the frightful presence ability with a radius of 30 feet and a DC equal to 10 + 1/2 character level + Charisma modifier which she can turn on and off as a free action.
Sword Heart Unified Form (Su): At 10th level, the heart and mind of the dragon becomes one. The Dragonheart merges with her weapon, resulting in a physical transformation; her eyes become that of a dragon, and her skin grows scales with the color of her dragon aspect. Once per day, as a swift action, the Dragonheart gains a sudden boost in her physical and mental state, gaining a +4 to all ability scores for a number of rounds equal to 3 + her Constitution modifier (including the bonus given by this ability). The Dragonheart also regains her spent weapon abilities as well as all her martial maneuvers, if any, at the start of this ability.
In addition, while this effect is active, she can make a 60-foot cone breath attack as a standard action with damage equal to half her character level rounded down multiplied by the damage die for your corresponding dragon aspect under the Breath Weapon column of the table The Dragon Aspect. The breath attack is of the energy type corresponding to your dragon aspect also shown in the table. The targets of this ability can make a Reflex save to half the damage with a DC equal to 10 + 1/2 character level + Constitution modifier. This ability is usable only once, and when it is used, the ability is ended.
While this ability is in effect, the Dragonheart is overwhelmed by the surge of power, and succumbs to her basic fighting instincts. She will fight focusing on offense, disregarding defense and suffers a -4 penalty to AC. The Dragonheart can end the ability any time. When the ability ends, the Dragonheart becomes fatigued until she rests for at least 6 hours, and her weapon loses all uses per day of all its abilities that have uses per day. When the ability is ended by using your breath weapon, you become exhausted instead of fatigued.
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The original version can be found on post #6.