TravelLog
2012-01-06, 06:54 PM
The Dovahkiin
http://fc02.deviantart.net/fs71/f/2011/265/c/1/dovahkiin_by_kushima26-d4amu8f.jpg
The Dovahkiin, ready to battle for the fate of Skyrim.
“You should have acted. They're already here. The Elder Scrolls told of their return. Their defeat, was merely a delay. From the time after Oblivion opened... When the sons of Skyrim, would spill their own blood... But no one wanted to believe... believe they would exist. And when the truth, finally dawned... it dawned in FIRE! But... there's one they fear... In their tongue he is Dovahkiin... DRAGONBORN!"
--Esbern, Of Death and Dragons
Ages ago, when the world was still young and the dragons held power, their rose among the most powerful of them one of incredible talent and ingenuity. His name was Paarthurnax. Over the centuries, Paarthurnax sought a way to reach new heights with his inherent abilities, and after much experimentation discovered a solution.
Words.
Words, you see, are much more than sounds. Words are pale shadows of forgotten names. Just as names have power, so too do words. Words can light fires in the minds of men and inspire them to new heights of greatest. Words can wring tears from the hardest hearts and bring fears to life. Words, you see, are the foundation of reality.
And it was with this realization that Paarthurnax achieved greater power than any dragon before him. By combining his blood-given magics and his draconic essence, his soul, with the words of High Draconic, he found that he could shape the very fabric of the cosmos around him. All was within his power.
Men, beasts of unimaginable strength and guile, the very world itself.
All bent knee to his newfound might.
Words, you see, are the path to power.
GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Alignment: Any
Hit Die: Varies, see Path of the Dragonborn for details
TABLE: The Dovahkiin
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+1|+2|+0|+1|From the Blood of Dragons, Path of the Dragonborn, Dragon Shout (Unrelenting Force)
2nd|+2|+3|+0|+1|Inspiring Hero, Intuitive Aptitude
3rd|+3|+3|+1|+2|Dragon’s Bane
4th|+4|+4|+1|+2|Path Advancement
5th|+5|+4|+1|+3|Draconic Fortitude, Dragon Shout
6th|+6/+1|+5|+2|+3|Resist Disease (Mundane)
7th|+7/+2|+5|+2|+3|Indomitable Spirit, Poison Immunity (Mundane)
8th|+8/+3|+6|+2|+4|Without Fear, Path Advancement
9th|+9/+4|+6|+3|+4|On Dragon’s Wings
10th|+10/+5|+7|+3|+5|Blessing of the Nine Divines, Dragon Shout
11th|+11/+6/+1|+7|+3|+5|Detect Draconic Presence
12th|+12/+7/+2|+8|+4|+6|Resist Disease (Magical), Path Advancement
13th|+13/+8/+3|+8|+4|+6|
14th|+14/+9/+4|+9|+4|+6|Shared Resolve, Poison Immunity (Magical)
15th|+15/+10/+5|+9|+5|+7|Thane, Dragon Shout
16th|+16/+11/+6/+1|+10|+5|+7|Path Advancement
17th|+17/+12/+7/+2|+10|+5|+8|Practiced Intonation
18th|+18/+13/+8/+3|+11|+6|+8|Unstoppable Versatility
19th|+19/+14/+9/+4|+11|+6|+9|Mastery of the Dragon’s Tongue
20th|+20/+15/+10/+5|+12|+6|+9|Forbidden Shout, Hero of Legend, Path Advancement
[/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A Dovahkiin class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Speak Language
Designer’s Note:
The Dovahkiin’s skill list is dependent on his choice of Paths. This is the base skill list.
CLASS FEATURES
Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons, and one martial weapon of their choice. They also gain proficiency with light armor, but not shields. Weapon and Armor proficiencies may change based on selection of Paths. However, all Dovahkiin start with this level of proficiency.
From the Blood of Dragons (Sp): All Dovahkiin are born with the blood of dragons (meaning they possess the Dragonblood subtype), and as such inherit talents beyond the ken of normal men. At 1st level, all Dovahkiin gain the use of a small handful of abilities, each relating to one of the three Paths (The Mage, The Warrior, and The Thief). First, Dovahkiin gain the use three cantrips of their choice and one first level spell (chosen from the sorcerer/wizard spell list), each of which may be used 1/day. Second, Dovahkiin gain the use of two 1st level martial maneuvers of their choosing from among any of the schools of the Nine Swords, each of which may be used 2/day. Finally, Dovahkiin gain Trapfinding, as the Rogue ability.
Special: These benefits are only gained if the character takes Dovahkiin as their first class level. If they do so, they may only take levels in the Dovahkiin class until they have taken at least 5 total levels of the class. At that point, they may multi-class out if they so desire.
In the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim. Foremost among all animals was the dragon. And for good reason. Their power is beyond imagining.
--Torhal Bjorik, The Dragon War
Path of the Dragonborn: Because of their innate abilities, Dovahkiin are able to harness their dragon blood to gain unimaginable power. However, their powers are divided into three sections, or Paths, that the Dovahkiin must select between. In total, there are four stages to each Path (Novice, Initiate, Master, and Dragon). At 1st level, he selects a single Path to start his adventuring career with. At 4th level, and each four levels thereafter, he may choose to either advance a Path he has already chosen by one stage (from Novice to Initiate for example), or he may select a new Path, which he begins at the rank of Novice. The Paths are as follows:
The Warrior:
Novice: Those who choose the Path of the Warrior as their initial path begin the game with d10 hit dice and add all of the following skills to their Skill List: Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (Nature), Survival (Wis), and Swim (Str). Additionally, those who choose the Path of the Warrior gain proficiency with all martial weapons and one exotic weapon of their choice, as well as with Heavy Armor and shields (including tower shields). Their Base Saving Throws remain as shown on the table above.
If this Path is chosen second or third, the player may add any two of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Warrior to at least Master, in which case their HD per level increase to d10. They gain proficiency with martial weapons, but do not gain proficiency with Heavy Armor or shields (including tower shields) unless they advance the Path of the Warrior to at least Initiate. They also retain their original Base Saving Throw chassis unless they advance the Path of the Warrior to at least Master, in which case their Fortitude becomes Good.
Furthermore, those on the Path of the Warrior gain the maneuvers known and readied of a Warblade of their level -2 as well as one stance, all of which may be chosen from among any of the Nine Schools (though they must use the Swordsage’s recovery mechanic). They gain an additional stance each time they choose to advance the Path of the Warrior. The Dovahkiin may use his level -2 for purposes of determining which maneuvers and stances he may learn (minimum 1st level).
Initiate: Those who choose to advance the Path of the Warrior to the level of initiate gain one Fighter Bonus Feat of their choice (though they must still meet any prerequisites).
Furthermore, they gain ability to issue a Dovahkiin’s Challenge a number of times per day equal to ½ their Strength modifier (minimum 1). Each of the effects described below consumes one daily use of the Dovahkiin's challenge ability.
At Initiate level, a Dovahkiin can issue a fighting challenge against a single foe as a swift action. The Dovahkiin gets a boost from the challenge and gains a +1 morale bonus on Will saves and a +1 morale bonus on attack and damage rolls against the challenged foe. If the foe defeats the Dovahkiin (by reducing her to 0 hit points or less), the Dovahkiin loses two uses of his Dovahkiin's challenge ability because of the blow to his ego. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
At Master level, the bonus from this ability increases to +2. At Dragon level, it rises to +3.
Starting at Master level, a Dovahkiin can issue a test of mettle. This is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are forced to attack the Dovahkiin with their ranged or melee attacks (or spells or special attacks) in preference over other available targets. Using this power is a swift action. If the Dovahkiin is reduced to 0 or fewer hit points by any opponent forced to attack him through this ability, him experiences a burst of confidence (from facing a slew of foes) and an additional use of his Dovahkiin's challenge ability for the current day.
Starting at Dragon level, a Dovahkiin can issue a call to battle, which makes him an inspiring figure to an ally. As a swift action, the Dovahkiin grants one ally an extra save against a fear effect (after failing the initial save against the effect). The ally gains a bonus on the extra save equal to the Dovahkiin's Charisma bonus (if any). If the second save succeeds, the ally gains the benefits of a successful save against the fear effect. Starting at 12th level, a Dovahkiin can issue a daunting challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are shaken.
Master: Those who choose to advance the Path of the Warrior to the level of Master gain an additional Fighter Bonus Feat of their choice (as long as they meet the prerequisites).
Mettle (Ex): Furthermore, the Dovahkiin gains the ability to resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Dovahkiin does not gain the benefit of mettle.
Dragon: Those who choose to advance the Path of the Warrior to the level of Dragon gain strength and power beyond those of any ordinary man. Once per day as an immediate action, the Dovahkiin may cause any attack he has successfully made to deal double the normal damage, forcing his opponent to make a DC (10+1/2 Dovahkiin levels+Strength modifier) check or be exhausted
Furthermore, the Dovahkiin ignores any miss chance as a result of his foe being incorporeal, and he gains a floating pool of 5 "enchantment points" which he may distribute in the form of magical enchantments among his weapons and armor in any way he sees fit at the beginning of each day (i.e. he could grant his sword five +1 weapon properties, or he could give his sword a +2 property, his shield a +1 property, and his armor a +2 property, etc.).
The Mage:
Novice: Those who choose the Path of the Mage as their initial path begin the game with d6 hit dice and add all of the following skills to their Skill List: Decipher Script (Int), Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Spellcraft (Int), and Use Magic Device (Cha). Their Base Attack Bonus becomes 3/4ths, and their Base Saving Throws are also altered such that: Will (Good), Reflex (Average), Fortitude (Poor). They also retain their original Base Saving Throw chassis unless they advance the Path of the Mage to at least Master, in which their Will becomes Good. They also gain Scribe Scroll as a bonus feat.
If this Path is chosen second or third, the player may add any two of the above skills to their Skill List and gains Scribe Scroll as a bonus feat.
Furthermore, those on the Path of Mage have the spells known and spells per day of a sorcerer of their level -2, using Charisma as their casting statistic. However, those of only Novice ability may only cast 1st and 2nd level spells, regardless of level.
Initiate: Those who choose to advance the Path of the Mage to the level of Initiate gain an untyped +5 bonus to the Craft (Alchemy) skill and may learn a bonus item creation feat of their choosing (though they must meet any prerequisites). For purposes of caster level effects pertaining to item creation, the Dovahkiin may treat his caster level as one higher than it actually is.
Furthermore, the Dovahkiin gains the ability to cast spells of 3rd and 4th level as long as he would normally be able to do so based on his level (i.e. an 8th level Dovahkiin could cast 3rd level spells as would a sorcerer of 6th level).
Master: Those who choose to advance the Path of the Mage to the level of Master gain an additional item creation feat of their choosing (though they must meet any prerequisites) and gains even greater ability as both a magic-user and a crafter. By advancing to Master, the Dovahkiin becomes able to create items 10% faster than normal. This reduction must be applied before any other such reduction in crafting time. Furthermore, their caster level is treated as two higher for purposes of item crafting, and it costs 10% less gold to do so. Finally, they gain the ability to ignore Arcane Spell Failure while wearing Light Armor.
Furthermore, the Dovahkiin gains the ability to cast spells of 5rd and 6th level as long as he would normally be able to do so based on his level (i.e. an 12th level Dovahkiin could cast 5th level spells as would a sorcerer of 10th level).
Dragon: Those who choose to advance the Path of the Mage to its peak gain power beyond the dreams of any ordinary arcanist. First, they gain a +4 racial bonus to saves against magical effects (spells, spell-like abilities, etc.). A Dovahkiin also gains the ability to cast spells of 7th level as long as he would normally be able to do so based on his level (i.e. an 16th level Dovahkiin could cast 7th level spells as would a sorcerer of 14th level). Additionally, they gain the ability to ignore Arcane Spell Failure while wearing Medium Armor.
Finally, as a result of their magical study, they gain a unique ability that allows them to transcend the limitations of normal magic. Three times per week as a standard action, a Dovahkiin who has taken the Path of the Mage to the level of Dragon may choose to emit an antimagic field centered on themselves with a radius of 30 feet for 3 rounds. During this time, by sacrificing double the number of spell slots that would ordinarily be required, the Dovahkiin may cast spells as if they were not affected by the antimagic field. Because of the energy required, however, they may only cast spells of 6th level or below and are immediately fatigued once the effect ends until such time as they rest for one hour.
The Thief:
Novice: Those who choose the Path of the Thief as their initial path begin the game with d8 hit dice and add all of the following skills to their Skill List: Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (Local), Move Silently (Dex), Open Lock (Dex), Search (Int), Tumble (Dex), and Use Rope (Dex). Additionally, those who select the Path of the Thief gain proficiency with Medium armor, bucklers, and all martial weapons. Their Base Saving Throws are also altered such that: Reflex (Good), Fortitude (Average), Will (Bad). Skill points per level are also raised to 6+Int.
If this Path is chosen second or third, the player may add any three of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Thief to at least Master, in which case their HD per level increase to d8. If their HD per level would be lowered, there is no effect. They do not gain proficiency with Medium armor, bucklers, or martial weapons unless they advance the Path of the Thief to Initiate. They also retain their original Base Saving Throw chassis and Skill Points per level unless they advance the Path of the Thief to at least Master, in which case their Reflex becomes Good and their skill points per level are raised to 6+Int.
Furthermore, the Dovahkiin adds +1 per three class levels as a competence bonus to Search and Disable Device checks involving traps. He also adds this bonus to saves made against traps and to his AC against attacks made by traps. If he has levels in another class that grants trap sense, stack his levels in all such classes to determine the size of his trap sense bonus.
Initiate: Those who choose to progress the Path of the Thief to the level of Initiate gain the ability to move unheard. By using a swift action when attempting to sneak, all sound within 5 feet of the Dovahkiin may be muffled for 1 round/2 levels, as though by the Silence spell. This is an extraordinary ability and may be used 2/day.
Furthermore, the Dovahkiin gains a +5 competence bonus to Hide checks. This ability improves to Hide in Plain Sight at the Master level, allowing them to use the Hide skill even while observed.
Master: Those who choose to progress the Path of the Thief to the level of master are never at risk of accidentally poisoning themselves when applying poison to a weapon, and add +2 to the save DC of any poison they use.
Evasion (Ex): Furthermore, the Dovahkiin gains the ability to 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, she instead takes no damage. Evasion can be used only if the Dovahkiin is wearing medium, light, or no armor. A helpless Dovahkiin does not gain the benefit of evasion.
Dragon: Those who choose to progress the Path of the Thief to the level of Master gain the ability to perform assassination attempts with incredible skill. By studying his victim for 3 rounds, a Dovahkiin may then add 8d6 damage to their next attack against that victim, so long as the target does not detect the Dovahkiin or recognize them as an enemy. If the attack succeeds, the target must make a Fortitude save (DC 10+1/2 Dovahkiin levels+the Dovahkiin’s dexterity modifier) or be rendered helpless and unable to act for 1d6 rounds.
Furthermore, the Dovahkiin is treated as being under a permanent Nondetection effect, and may be treated as Mind Blanked 1/day for 5 consecutive rounds.
Dragon Shouts (Su): Because of their unique heritage, Dovahkiin can, through effort, gain the ability to speak the language of Dragons, using the tongue’s mystical powers to great effect. All Dovahkiin begin the game with Draconic as a known language. Beginning at 1st level, Dovahkiin are able to make use of Thu’um or Dragon Shouts. Shouts may be used a number of times per day equal to the total number of Dragon Shouts that the Dovahkiin knows. Thus a Dovahkiin who knows both Unrelenting Force and Ice Form may use two Shouts per day (using each once, or making use of a single Shout twice).
All Dovahkiin start with the ability to use the Unrelenting Force Shout, and at 5th, 10th and 15th levels may select new shouts to be learned from among those listed. Each Shout begins at its first stage of power, and increases in power based on the number of others Shouts the Dovahkiin knows, as follows:
If one (or zero) other Shout(s) is known, the Shout is at the Whisper stage.
If two other Shouts are known, each Shout is advanced to the Intonation stage.
If three other Shouts are known, each Shout is finally endowed with its true power, thus earning its name as a True Thu’um.
All Shouts function in areas of silence or where sound would not otherwise be possible. All Dragon Shouts are detailed in below, with the exception of Unrelenting Force, shown here.
Unrelenting Force:
Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may unleash a blast of force, dealing 2d6 Force damage to a single creature within 10 feet (the Dovahkiin must have line of effect). Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.
Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may create a massive Cone of Force, dealing 5d6 Force damage to all creatures in a 30 foot cone. The Dovahkiin must have line of effect. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.
True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may create a massive explosion of force, dealing 15d6 Force damage to all creatures within 30 feet of them. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage..
Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation. In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.
--Hela Thrice-Versed, Dragon Language: Myth No More
Inspiring Hero (Ex): Even those without mystical inclinations can feel the power exuded by one of the Dovahkiin. As such, at 2nd level, all allies within 5 ft/level of the Dovahkiin gain a +1 moral bonus on attack and damage rolls. This bonus increases by 1 at 5th level, and every five levels thereafter (to a maximum of +5 at 20th level). The Dovahkiin may not be counted as his own ally for purposes of this effect.
Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. By spending 10 minutes contemplating a particular task, the Dovahkiin may gain an insight bonus on their next attempted skill check equal to 1/4 Dovahkiin levels. After the check is made, the bonus ends, regardless of success or failure. This ability is usable 3/day.
Dragon’s Bane (Ex): A Dovahkiin, though possessed of their blood, is an enemy of dragon’s everywhere. Whenever they attack with a creature of draconic origin or blood, Dovahkiin gain a +2 competence bonus to Strength and Constitution for 5 rounds, and may make coup de grace attempts on such creatures as a free action once they are reduced below 0 hit points during that same time period. Attacking again resets the number of rounds remaining for this ability. The Dovahkiin is also immune to the Frightful Presence ability.
Draconic Fortitude (Ex): Because of the dragon’s blood flowing through his veins, a Dovahkiin becomes able to withstand incredible blows without injury. Dovahkiin gain DR equal to ½ their class level, rounded down based on their moral alignment. Thus a Good Dovahkiin gains DR/evil, while an Evil Dovahkiin gains DR/good. A neutral Dovahkiin may choose between either DR/good or DR/evil (once made, the decision may not be altered).
Resist Disease (Ex): Thanks to their incredible recuperative powers, the blood of a Dovahkiin actively resists all microbes introduced to the body. As a result, Dovahkiin of 6th level or higher are immune to mundane disease. At 12th level, this improves to become immunity to magical disease as well.
Indomitable Spirit (Ex): Hardened by battle, all Dovahkiin possess incredible mental resilience. If a Dovahkiin of 7th level or higher is is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.
Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 7th level or higher becomes immune to the effects of mundane poisons. At 14th level, this improves to become immunity to magically created or infused poisons as well.
Without Fear (Ex): Having long hardened themselves against the fright of confronting even dragons, a Dovahkiin of 8th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.
On Dragon’s Wings (Ex): Harnessing the power of their draconic blood, upon reaching 9th level, the Dovahkiin grows a pair of leathery wings, granting them a fly speed equal to twice their land speed at Average maneuverability. At 18th level, this becomes Good maneuverability.
Blessing of the Nine Divines (Su): Once per day, as an immediate action, the Dovahkiin may call on the blessing of the Nine Divines to aid or protect them. This ability negates any damage which the Dovahkiin might receive or have received over the course of one round. Alternatively, this ability may be used to negate any one spell used against them that would allow for spell resistance, forcing the caster to expend the slot to no result.
Detect Draconic Presence (Su): After spending years in battle against dragons, the Dovahkiin gains the ability to sense the general direction of draconic creatures within 1 mile by concentrating for thirty seconds. The ability lasts as long as the Dovahkiin spends a swift action each turn to maintain it.
Shared Resolve (Su): A Dovahkiin is one who fights back to back with his allies, never for a moment allowing them to come to harm. As a result, a Dovahkiin of 14th level or higher may, 1/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own.
Thane: Upon reaching 15th level, word of the Dovahkiin’s exploits has spread far and wide. As a result, they receive a Cohort of their level -2 to journey with them and share their burden.
Practiced Intonation: Slowly, a Dovahkiin gains greater ability with his Shouts. At 17th level Dovahkiin become able to alter their Shouts using techniques typically reserved for magic. 3/day, a Dovahkiin may alter a Shout with the metamagic feat of his choosing, that he possesses, as long as it could workably apply (i.e. Persistent Spell cannot be applied to Unrelenting Force). As part of this ability, the Dovahkiin also gains a Metamagic feat of his choosing, though he must meet any prerequisites.
Unstoppable Versatility: Because of his incredible inherent abilities, a Dovahkiin of 18th level gains a powerful ability relating to each of the Paths he has chosen that he has taken to the level of Dragon. If he has taken the Path of the Mage to Dragon, the Dovahkiin gains a 9th level spell. If he has taken the Path of the Warrior to Dragon, a 9th level maneuver (whose prerequisites he must meet). And if he has taken the Path of the Thief to Dragon, he gains 3 Inspiration Points which he may use as a Factotum of 11th level might, which refresh each day.
Mastery of the Dragon’s Tongue: A Dovahkiin of 19th level is a being of unimaginable power and skill. Having at last gained a full understanding of the Draconic language, the Dovahkiin is able to change his Shouts known at the beginning of each day by spending 15 minutes in linguistic contemplation.
Forbidden Shout: A Dovahkiin of 20th level has found his way to some of the darkest secrets of Dragonkind. He gains the use of a single Forbidden Shout from the list below. Unlike his other Shouts, however, it may not changed through the use of his Mastery of the Dragon's Tongue ability. Thus, the choice cannot be altered once made. A Forbidden Shout is usable 1/day and does not contribute additional uses to other Shouts.
Hero of Legend: At 20th level, a Dovahkiin has transcended his normal mortal state. He is now more than a man, he is a name, an idea, a legend. Whenever the Dovahkiin would be killed, his body instead vanishes in an enormous gout of flame dealing 10d6 Fire damage to all creatures within 10 feet. One week later, the Dovahkiin is revived at the same location in which he “died” at full health, with his memory intact. This ability takes effect even in areas of anti-magic or Dead Magic and does not cause level loss.
Change Log:
1.0: Original version.
1.1: Detect Draconic Presence clarified, Initiator level clarified, Skills fixed, Dragon's Bane and Draconic Fortitude fixed, Blessing of the Nine Divines altered and clarified, added clause to Hero of Legend about level loss and anti-magic fields. Added Practiced Intonation and Unstoppable Versatility. Moved Mastery of the Dragon's Tongue to 19th level and added Forbidden Shout at 20th.
1.2: Added opening Fluff, and filled in Shouts.
http://fc02.deviantart.net/fs71/f/2011/265/c/1/dovahkiin_by_kushima26-d4amu8f.jpg
The Dovahkiin, ready to battle for the fate of Skyrim.
“You should have acted. They're already here. The Elder Scrolls told of their return. Their defeat, was merely a delay. From the time after Oblivion opened... When the sons of Skyrim, would spill their own blood... But no one wanted to believe... believe they would exist. And when the truth, finally dawned... it dawned in FIRE! But... there's one they fear... In their tongue he is Dovahkiin... DRAGONBORN!"
--Esbern, Of Death and Dragons
Ages ago, when the world was still young and the dragons held power, their rose among the most powerful of them one of incredible talent and ingenuity. His name was Paarthurnax. Over the centuries, Paarthurnax sought a way to reach new heights with his inherent abilities, and after much experimentation discovered a solution.
Words.
Words, you see, are much more than sounds. Words are pale shadows of forgotten names. Just as names have power, so too do words. Words can light fires in the minds of men and inspire them to new heights of greatest. Words can wring tears from the hardest hearts and bring fears to life. Words, you see, are the foundation of reality.
And it was with this realization that Paarthurnax achieved greater power than any dragon before him. By combining his blood-given magics and his draconic essence, his soul, with the words of High Draconic, he found that he could shape the very fabric of the cosmos around him. All was within his power.
Men, beasts of unimaginable strength and guile, the very world itself.
All bent knee to his newfound might.
Words, you see, are the path to power.
GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Alignment: Any
Hit Die: Varies, see Path of the Dragonborn for details
TABLE: The Dovahkiin
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+1|+2|+0|+1|From the Blood of Dragons, Path of the Dragonborn, Dragon Shout (Unrelenting Force)
2nd|+2|+3|+0|+1|Inspiring Hero, Intuitive Aptitude
3rd|+3|+3|+1|+2|Dragon’s Bane
4th|+4|+4|+1|+2|Path Advancement
5th|+5|+4|+1|+3|Draconic Fortitude, Dragon Shout
6th|+6/+1|+5|+2|+3|Resist Disease (Mundane)
7th|+7/+2|+5|+2|+3|Indomitable Spirit, Poison Immunity (Mundane)
8th|+8/+3|+6|+2|+4|Without Fear, Path Advancement
9th|+9/+4|+6|+3|+4|On Dragon’s Wings
10th|+10/+5|+7|+3|+5|Blessing of the Nine Divines, Dragon Shout
11th|+11/+6/+1|+7|+3|+5|Detect Draconic Presence
12th|+12/+7/+2|+8|+4|+6|Resist Disease (Magical), Path Advancement
13th|+13/+8/+3|+8|+4|+6|
14th|+14/+9/+4|+9|+4|+6|Shared Resolve, Poison Immunity (Magical)
15th|+15/+10/+5|+9|+5|+7|Thane, Dragon Shout
16th|+16/+11/+6/+1|+10|+5|+7|Path Advancement
17th|+17/+12/+7/+2|+10|+5|+8|Practiced Intonation
18th|+18/+13/+8/+3|+11|+6|+8|Unstoppable Versatility
19th|+19/+14/+9/+4|+11|+6|+9|Mastery of the Dragon’s Tongue
20th|+20/+15/+10/+5|+12|+6|+9|Forbidden Shout, Hero of Legend, Path Advancement
[/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A Dovahkiin class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Speak Language
Designer’s Note:
The Dovahkiin’s skill list is dependent on his choice of Paths. This is the base skill list.
CLASS FEATURES
Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons, and one martial weapon of their choice. They also gain proficiency with light armor, but not shields. Weapon and Armor proficiencies may change based on selection of Paths. However, all Dovahkiin start with this level of proficiency.
From the Blood of Dragons (Sp): All Dovahkiin are born with the blood of dragons (meaning they possess the Dragonblood subtype), and as such inherit talents beyond the ken of normal men. At 1st level, all Dovahkiin gain the use of a small handful of abilities, each relating to one of the three Paths (The Mage, The Warrior, and The Thief). First, Dovahkiin gain the use three cantrips of their choice and one first level spell (chosen from the sorcerer/wizard spell list), each of which may be used 1/day. Second, Dovahkiin gain the use of two 1st level martial maneuvers of their choosing from among any of the schools of the Nine Swords, each of which may be used 2/day. Finally, Dovahkiin gain Trapfinding, as the Rogue ability.
Special: These benefits are only gained if the character takes Dovahkiin as their first class level. If they do so, they may only take levels in the Dovahkiin class until they have taken at least 5 total levels of the class. At that point, they may multi-class out if they so desire.
In the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim. Foremost among all animals was the dragon. And for good reason. Their power is beyond imagining.
--Torhal Bjorik, The Dragon War
Path of the Dragonborn: Because of their innate abilities, Dovahkiin are able to harness their dragon blood to gain unimaginable power. However, their powers are divided into three sections, or Paths, that the Dovahkiin must select between. In total, there are four stages to each Path (Novice, Initiate, Master, and Dragon). At 1st level, he selects a single Path to start his adventuring career with. At 4th level, and each four levels thereafter, he may choose to either advance a Path he has already chosen by one stage (from Novice to Initiate for example), or he may select a new Path, which he begins at the rank of Novice. The Paths are as follows:
The Warrior:
Novice: Those who choose the Path of the Warrior as their initial path begin the game with d10 hit dice and add all of the following skills to their Skill List: Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (Nature), Survival (Wis), and Swim (Str). Additionally, those who choose the Path of the Warrior gain proficiency with all martial weapons and one exotic weapon of their choice, as well as with Heavy Armor and shields (including tower shields). Their Base Saving Throws remain as shown on the table above.
If this Path is chosen second or third, the player may add any two of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Warrior to at least Master, in which case their HD per level increase to d10. They gain proficiency with martial weapons, but do not gain proficiency with Heavy Armor or shields (including tower shields) unless they advance the Path of the Warrior to at least Initiate. They also retain their original Base Saving Throw chassis unless they advance the Path of the Warrior to at least Master, in which case their Fortitude becomes Good.
Furthermore, those on the Path of the Warrior gain the maneuvers known and readied of a Warblade of their level -2 as well as one stance, all of which may be chosen from among any of the Nine Schools (though they must use the Swordsage’s recovery mechanic). They gain an additional stance each time they choose to advance the Path of the Warrior. The Dovahkiin may use his level -2 for purposes of determining which maneuvers and stances he may learn (minimum 1st level).
Initiate: Those who choose to advance the Path of the Warrior to the level of initiate gain one Fighter Bonus Feat of their choice (though they must still meet any prerequisites).
Furthermore, they gain ability to issue a Dovahkiin’s Challenge a number of times per day equal to ½ their Strength modifier (minimum 1). Each of the effects described below consumes one daily use of the Dovahkiin's challenge ability.
At Initiate level, a Dovahkiin can issue a fighting challenge against a single foe as a swift action. The Dovahkiin gets a boost from the challenge and gains a +1 morale bonus on Will saves and a +1 morale bonus on attack and damage rolls against the challenged foe. If the foe defeats the Dovahkiin (by reducing her to 0 hit points or less), the Dovahkiin loses two uses of his Dovahkiin's challenge ability because of the blow to his ego. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
At Master level, the bonus from this ability increases to +2. At Dragon level, it rises to +3.
Starting at Master level, a Dovahkiin can issue a test of mettle. This is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are forced to attack the Dovahkiin with their ranged or melee attacks (or spells or special attacks) in preference over other available targets. Using this power is a swift action. If the Dovahkiin is reduced to 0 or fewer hit points by any opponent forced to attack him through this ability, him experiences a burst of confidence (from facing a slew of foes) and an additional use of his Dovahkiin's challenge ability for the current day.
Starting at Dragon level, a Dovahkiin can issue a call to battle, which makes him an inspiring figure to an ally. As a swift action, the Dovahkiin grants one ally an extra save against a fear effect (after failing the initial save against the effect). The ally gains a bonus on the extra save equal to the Dovahkiin's Charisma bonus (if any). If the second save succeeds, the ally gains the benefits of a successful save against the fear effect. Starting at 12th level, a Dovahkiin can issue a daunting challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Dovahkiin level + the Dovahkiin's Cha modifier). Creatures that fail this save are shaken.
Master: Those who choose to advance the Path of the Warrior to the level of Master gain an additional Fighter Bonus Feat of their choice (as long as they meet the prerequisites).
Mettle (Ex): Furthermore, the Dovahkiin gains the ability to resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Dovahkiin does not gain the benefit of mettle.
Dragon: Those who choose to advance the Path of the Warrior to the level of Dragon gain strength and power beyond those of any ordinary man. Once per day as an immediate action, the Dovahkiin may cause any attack he has successfully made to deal double the normal damage, forcing his opponent to make a DC (10+1/2 Dovahkiin levels+Strength modifier) check or be exhausted
Furthermore, the Dovahkiin ignores any miss chance as a result of his foe being incorporeal, and he gains a floating pool of 5 "enchantment points" which he may distribute in the form of magical enchantments among his weapons and armor in any way he sees fit at the beginning of each day (i.e. he could grant his sword five +1 weapon properties, or he could give his sword a +2 property, his shield a +1 property, and his armor a +2 property, etc.).
The Mage:
Novice: Those who choose the Path of the Mage as their initial path begin the game with d6 hit dice and add all of the following skills to their Skill List: Decipher Script (Int), Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Spellcraft (Int), and Use Magic Device (Cha). Their Base Attack Bonus becomes 3/4ths, and their Base Saving Throws are also altered such that: Will (Good), Reflex (Average), Fortitude (Poor). They also retain their original Base Saving Throw chassis unless they advance the Path of the Mage to at least Master, in which their Will becomes Good. They also gain Scribe Scroll as a bonus feat.
If this Path is chosen second or third, the player may add any two of the above skills to their Skill List and gains Scribe Scroll as a bonus feat.
Furthermore, those on the Path of Mage have the spells known and spells per day of a sorcerer of their level -2, using Charisma as their casting statistic. However, those of only Novice ability may only cast 1st and 2nd level spells, regardless of level.
Initiate: Those who choose to advance the Path of the Mage to the level of Initiate gain an untyped +5 bonus to the Craft (Alchemy) skill and may learn a bonus item creation feat of their choosing (though they must meet any prerequisites). For purposes of caster level effects pertaining to item creation, the Dovahkiin may treat his caster level as one higher than it actually is.
Furthermore, the Dovahkiin gains the ability to cast spells of 3rd and 4th level as long as he would normally be able to do so based on his level (i.e. an 8th level Dovahkiin could cast 3rd level spells as would a sorcerer of 6th level).
Master: Those who choose to advance the Path of the Mage to the level of Master gain an additional item creation feat of their choosing (though they must meet any prerequisites) and gains even greater ability as both a magic-user and a crafter. By advancing to Master, the Dovahkiin becomes able to create items 10% faster than normal. This reduction must be applied before any other such reduction in crafting time. Furthermore, their caster level is treated as two higher for purposes of item crafting, and it costs 10% less gold to do so. Finally, they gain the ability to ignore Arcane Spell Failure while wearing Light Armor.
Furthermore, the Dovahkiin gains the ability to cast spells of 5rd and 6th level as long as he would normally be able to do so based on his level (i.e. an 12th level Dovahkiin could cast 5th level spells as would a sorcerer of 10th level).
Dragon: Those who choose to advance the Path of the Mage to its peak gain power beyond the dreams of any ordinary arcanist. First, they gain a +4 racial bonus to saves against magical effects (spells, spell-like abilities, etc.). A Dovahkiin also gains the ability to cast spells of 7th level as long as he would normally be able to do so based on his level (i.e. an 16th level Dovahkiin could cast 7th level spells as would a sorcerer of 14th level). Additionally, they gain the ability to ignore Arcane Spell Failure while wearing Medium Armor.
Finally, as a result of their magical study, they gain a unique ability that allows them to transcend the limitations of normal magic. Three times per week as a standard action, a Dovahkiin who has taken the Path of the Mage to the level of Dragon may choose to emit an antimagic field centered on themselves with a radius of 30 feet for 3 rounds. During this time, by sacrificing double the number of spell slots that would ordinarily be required, the Dovahkiin may cast spells as if they were not affected by the antimagic field. Because of the energy required, however, they may only cast spells of 6th level or below and are immediately fatigued once the effect ends until such time as they rest for one hour.
The Thief:
Novice: Those who choose the Path of the Thief as their initial path begin the game with d8 hit dice and add all of the following skills to their Skill List: Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (Local), Move Silently (Dex), Open Lock (Dex), Search (Int), Tumble (Dex), and Use Rope (Dex). Additionally, those who select the Path of the Thief gain proficiency with Medium armor, bucklers, and all martial weapons. Their Base Saving Throws are also altered such that: Reflex (Good), Fortitude (Average), Will (Bad). Skill points per level are also raised to 6+Int.
If this Path is chosen second or third, the player may add any three of the above skills to their Skill List, and gain no increase in HD per level unless they take the Path of the Thief to at least Master, in which case their HD per level increase to d8. If their HD per level would be lowered, there is no effect. They do not gain proficiency with Medium armor, bucklers, or martial weapons unless they advance the Path of the Thief to Initiate. They also retain their original Base Saving Throw chassis and Skill Points per level unless they advance the Path of the Thief to at least Master, in which case their Reflex becomes Good and their skill points per level are raised to 6+Int.
Furthermore, the Dovahkiin adds +1 per three class levels as a competence bonus to Search and Disable Device checks involving traps. He also adds this bonus to saves made against traps and to his AC against attacks made by traps. If he has levels in another class that grants trap sense, stack his levels in all such classes to determine the size of his trap sense bonus.
Initiate: Those who choose to progress the Path of the Thief to the level of Initiate gain the ability to move unheard. By using a swift action when attempting to sneak, all sound within 5 feet of the Dovahkiin may be muffled for 1 round/2 levels, as though by the Silence spell. This is an extraordinary ability and may be used 2/day.
Furthermore, the Dovahkiin gains a +5 competence bonus to Hide checks. This ability improves to Hide in Plain Sight at the Master level, allowing them to use the Hide skill even while observed.
Master: Those who choose to progress the Path of the Thief to the level of master are never at risk of accidentally poisoning themselves when applying poison to a weapon, and add +2 to the save DC of any poison they use.
Evasion (Ex): Furthermore, the Dovahkiin gains the ability to 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, she instead takes no damage. Evasion can be used only if the Dovahkiin is wearing medium, light, or no armor. A helpless Dovahkiin does not gain the benefit of evasion.
Dragon: Those who choose to progress the Path of the Thief to the level of Master gain the ability to perform assassination attempts with incredible skill. By studying his victim for 3 rounds, a Dovahkiin may then add 8d6 damage to their next attack against that victim, so long as the target does not detect the Dovahkiin or recognize them as an enemy. If the attack succeeds, the target must make a Fortitude save (DC 10+1/2 Dovahkiin levels+the Dovahkiin’s dexterity modifier) or be rendered helpless and unable to act for 1d6 rounds.
Furthermore, the Dovahkiin is treated as being under a permanent Nondetection effect, and may be treated as Mind Blanked 1/day for 5 consecutive rounds.
Dragon Shouts (Su): Because of their unique heritage, Dovahkiin can, through effort, gain the ability to speak the language of Dragons, using the tongue’s mystical powers to great effect. All Dovahkiin begin the game with Draconic as a known language. Beginning at 1st level, Dovahkiin are able to make use of Thu’um or Dragon Shouts. Shouts may be used a number of times per day equal to the total number of Dragon Shouts that the Dovahkiin knows. Thus a Dovahkiin who knows both Unrelenting Force and Ice Form may use two Shouts per day (using each once, or making use of a single Shout twice).
All Dovahkiin start with the ability to use the Unrelenting Force Shout, and at 5th, 10th and 15th levels may select new shouts to be learned from among those listed. Each Shout begins at its first stage of power, and increases in power based on the number of others Shouts the Dovahkiin knows, as follows:
If one (or zero) other Shout(s) is known, the Shout is at the Whisper stage.
If two other Shouts are known, each Shout is advanced to the Intonation stage.
If three other Shouts are known, each Shout is finally endowed with its true power, thus earning its name as a True Thu’um.
All Shouts function in areas of silence or where sound would not otherwise be possible. All Dragon Shouts are detailed in below, with the exception of Unrelenting Force, shown here.
Unrelenting Force:
Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may unleash a blast of force, dealing 2d6 Force damage to a single creature within 10 feet (the Dovahkiin must have line of effect). Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.
Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may create a massive Cone of Force, dealing 5d6 Force damage to all creatures in a 30 foot cone. The Dovahkiin must have line of effect. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage.
True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may create a massive explosion of force, dealing 15d6 Force damage to all creatures within 30 feet of them. Targets are entitled to Reflex Save (DC 10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, which is highest) for half damage..
Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation. In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.
--Hela Thrice-Versed, Dragon Language: Myth No More
Inspiring Hero (Ex): Even those without mystical inclinations can feel the power exuded by one of the Dovahkiin. As such, at 2nd level, all allies within 5 ft/level of the Dovahkiin gain a +1 moral bonus on attack and damage rolls. This bonus increases by 1 at 5th level, and every five levels thereafter (to a maximum of +5 at 20th level). The Dovahkiin may not be counted as his own ally for purposes of this effect.
Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. By spending 10 minutes contemplating a particular task, the Dovahkiin may gain an insight bonus on their next attempted skill check equal to 1/4 Dovahkiin levels. After the check is made, the bonus ends, regardless of success or failure. This ability is usable 3/day.
Dragon’s Bane (Ex): A Dovahkiin, though possessed of their blood, is an enemy of dragon’s everywhere. Whenever they attack with a creature of draconic origin or blood, Dovahkiin gain a +2 competence bonus to Strength and Constitution for 5 rounds, and may make coup de grace attempts on such creatures as a free action once they are reduced below 0 hit points during that same time period. Attacking again resets the number of rounds remaining for this ability. The Dovahkiin is also immune to the Frightful Presence ability.
Draconic Fortitude (Ex): Because of the dragon’s blood flowing through his veins, a Dovahkiin becomes able to withstand incredible blows without injury. Dovahkiin gain DR equal to ½ their class level, rounded down based on their moral alignment. Thus a Good Dovahkiin gains DR/evil, while an Evil Dovahkiin gains DR/good. A neutral Dovahkiin may choose between either DR/good or DR/evil (once made, the decision may not be altered).
Resist Disease (Ex): Thanks to their incredible recuperative powers, the blood of a Dovahkiin actively resists all microbes introduced to the body. As a result, Dovahkiin of 6th level or higher are immune to mundane disease. At 12th level, this improves to become immunity to magical disease as well.
Indomitable Spirit (Ex): Hardened by battle, all Dovahkiin possess incredible mental resilience. If a Dovahkiin of 7th level or higher is is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.
Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 7th level or higher becomes immune to the effects of mundane poisons. At 14th level, this improves to become immunity to magically created or infused poisons as well.
Without Fear (Ex): Having long hardened themselves against the fright of confronting even dragons, a Dovahkiin of 8th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.
On Dragon’s Wings (Ex): Harnessing the power of their draconic blood, upon reaching 9th level, the Dovahkiin grows a pair of leathery wings, granting them a fly speed equal to twice their land speed at Average maneuverability. At 18th level, this becomes Good maneuverability.
Blessing of the Nine Divines (Su): Once per day, as an immediate action, the Dovahkiin may call on the blessing of the Nine Divines to aid or protect them. This ability negates any damage which the Dovahkiin might receive or have received over the course of one round. Alternatively, this ability may be used to negate any one spell used against them that would allow for spell resistance, forcing the caster to expend the slot to no result.
Detect Draconic Presence (Su): After spending years in battle against dragons, the Dovahkiin gains the ability to sense the general direction of draconic creatures within 1 mile by concentrating for thirty seconds. The ability lasts as long as the Dovahkiin spends a swift action each turn to maintain it.
Shared Resolve (Su): A Dovahkiin is one who fights back to back with his allies, never for a moment allowing them to come to harm. As a result, a Dovahkiin of 14th level or higher may, 1/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own.
Thane: Upon reaching 15th level, word of the Dovahkiin’s exploits has spread far and wide. As a result, they receive a Cohort of their level -2 to journey with them and share their burden.
Practiced Intonation: Slowly, a Dovahkiin gains greater ability with his Shouts. At 17th level Dovahkiin become able to alter their Shouts using techniques typically reserved for magic. 3/day, a Dovahkiin may alter a Shout with the metamagic feat of his choosing, that he possesses, as long as it could workably apply (i.e. Persistent Spell cannot be applied to Unrelenting Force). As part of this ability, the Dovahkiin also gains a Metamagic feat of his choosing, though he must meet any prerequisites.
Unstoppable Versatility: Because of his incredible inherent abilities, a Dovahkiin of 18th level gains a powerful ability relating to each of the Paths he has chosen that he has taken to the level of Dragon. If he has taken the Path of the Mage to Dragon, the Dovahkiin gains a 9th level spell. If he has taken the Path of the Warrior to Dragon, a 9th level maneuver (whose prerequisites he must meet). And if he has taken the Path of the Thief to Dragon, he gains 3 Inspiration Points which he may use as a Factotum of 11th level might, which refresh each day.
Mastery of the Dragon’s Tongue: A Dovahkiin of 19th level is a being of unimaginable power and skill. Having at last gained a full understanding of the Draconic language, the Dovahkiin is able to change his Shouts known at the beginning of each day by spending 15 minutes in linguistic contemplation.
Forbidden Shout: A Dovahkiin of 20th level has found his way to some of the darkest secrets of Dragonkind. He gains the use of a single Forbidden Shout from the list below. Unlike his other Shouts, however, it may not changed through the use of his Mastery of the Dragon's Tongue ability. Thus, the choice cannot be altered once made. A Forbidden Shout is usable 1/day and does not contribute additional uses to other Shouts.
Hero of Legend: At 20th level, a Dovahkiin has transcended his normal mortal state. He is now more than a man, he is a name, an idea, a legend. Whenever the Dovahkiin would be killed, his body instead vanishes in an enormous gout of flame dealing 10d6 Fire damage to all creatures within 10 feet. One week later, the Dovahkiin is revived at the same location in which he “died” at full health, with his memory intact. This ability takes effect even in areas of anti-magic or Dead Magic and does not cause level loss.
Change Log:
1.0: Original version.
1.1: Detect Draconic Presence clarified, Initiator level clarified, Skills fixed, Dragon's Bane and Draconic Fortitude fixed, Blessing of the Nine Divines altered and clarified, added clause to Hero of Legend about level loss and anti-magic fields. Added Practiced Intonation and Unstoppable Versatility. Moved Mastery of the Dragon's Tongue to 19th level and added Forbidden Shout at 20th.
1.2: Added opening Fluff, and filled in Shouts.