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TravelLog
2012-01-13, 05:56 PM
Well, here it is. Thanks to some much appreciated feedback from Ziegander and Jiriku. Interestingly, it's a bit like a stronger, more useful Warlock, which isn't quite what I initially had in mind. All the standard Shouts are finished. I just have to work on the Forbidden ones, and it should be all set.


The Dovahkiin (v2.0)

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: d8


TABLE: The Dovahkiin
{table=head]Level|Base Attack|Fort|Ref|Will|Special|Shouts Known
1st|+1|+2|+0|+2|From the Blood of Dragons, Dragon Shouts (Whisper)|2
2nd|+2|+3|+0|+3|Inspiring Hero|2
3rd|+3|+3|+1|+3|Dragon’s Bane, Detect Draconic Presence|3
4th|+4|+4|+1|+4|Intuitive Aptitude|3
5th|+5|+4|+1|+4|Draconic Vision, Bonus Feat|4
6th|+6/+1|+5|+2|+5|Resist Disease (Mundane)|4
7th|+7/+2|+5|+2|+5|Indomitable Spirit|5
8th|+8/+3|+6|+2|+6|Draconic Fortitude, Poison Immunity (Mundane)|5
9th|+9/+4|+6|+3|+6|Without Fear, Dragon Shouts (Intonation)|6
10th|+10/+5|+7|+3|+7|Blessing of the Nine Divines, Bonus Feat|6
11th|+11/+6/+1|+7|+3|+7|Shared Resolve|7
12th|+12/+7/+2|+8|+4|+8|Draconic Soul Absorption, Resist Disease (Magical)|7
13th|+13/+8/+3|+8|+4|+8|Implacable Mind| 8
14th|+14/+9/+4|+9|+4|+9|Poison Immunity (Magical)|8
15th|+15/+10/+5|+9|+5|+9|Dragon Shouts (True Thu’um), Bonus Feat|9
16th|+16/+11/+6/+1|+10|+5|+10| |9
17th|+17/+12/+7/+2|+10|+5|+10|Forbidden Shout|10 (+1 Forbidden)
18th|+18/+13/+8/+3|+11|+6|+11|Mastery of the Dragon’s Tongue|10 (+1 Forbidden)
19th|+19/+14/+9/+4|+11|+6|+11||11 (+2 Forbidden)
20th|+20/+15/+10/+5|+12|+6|+12|Hero of Legend|11 (+2 Forbidden)
[/table]


CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
All skills are considered to be class skills for a Dovahkiin.

CLASS FEATURES

Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons and martial weapons, as well as one exotic weapon of their choice. They also gain proficiency with light, medium, and heavy armor, as well as with shields (including tower shields).

From the Blood of Dragons (Sp): All Dovahkiin are born with the blood of dragons and as such inherit talents beyond the ken of normal men. Dovahkiin gain the Dragontouched feat at 1st level, granting them the dragonblood subtype, and allowing them to take [Draconic] feats as a sorcerer of their level.


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


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. Dovahkiin begin the game knowing the Unrelenting Force Shout as well as one other Shout of their choosing and learn a new Shout at every odd level therafter (3rd, 5th, 7th, etc.). As a Dovahkiin gains levels, he learns new Shouts, as summarized on Table: The Dovahkiin.

Shouts themselves are all of relatively equivalent power, however, their usage is divided into three grades, usable at different periods in the Dovahkiin’s career. They are, in order of relative power: Whisper, Intonation, and True Thu’um. A Dovahkiin may choose to count any of his Shouts known as being of any grade available to him as long as it does not exceed his daily total of Shouts per day of that grade. In essence, while he knows each Shout and has access to it’s abilities at any of the grades he has unlocked, he has a number of slots relating to each grade that can be expended on his Shouts as desired.

Designer’s Note:

The wording on this one may be confusing (even I think so, but I haven’t figured out an alternative), so allow me to explain.

Say a Dovahkiin of 10th level is off adventuring. Each day, he has a total 6 slots to be used along with his six Shouts known. As such, he may elect to use Unrelenting Force for all six slots. However, he could only use the Intonation version of Unrelenting Force once, having to use it at the Whisper stage the 5 other times. Likewise, he might use Unrelenting Force (Intonation) once, Unrelenting Force (Whisper) twice, and then Elemental Fury (Whisper) three times.


At any level he learns a new Shout, the Dovahkiin can also replace that Shout with another Shout, though he is limited as to what grade he may use it at as normal. At 9th level, the Dovahkiin may begin using Shouts at their Intonation stage, and at 15th level, the Dovahkiin may begin using Shouts at their True Thu’um stage.

All Shouts function in areas of silence or where sound would not otherwise be possible. All Dragon Shouts are detailed further below. He may use a number of Shouts per day as detailed on the following table:



Shouts Per Day
{table=head]Level|Whisper|Intonation|True Thu’um|Forbidden
1|2|-|-|-
2|2|-|-|-
3|2|-|-|-
4|3|-|-|-
5|3|-|-|-
6|3|-|-|-
7|4|-|-|-
8|4|-|-|-
9|4|1|-|-
10|5|1|-|-
11|5|2|-|-
12|5|2|-|-
13|6|3|-|-
14|6|3|-|-
15|6|4|1|-
16|7|4|2|-
17|7|5|2|1
18|7|5|3|1
19|8|6|3|2
20|8|6|4|2

[/table]




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.


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 untyped bonus to attack and damage rolls, as well as +1d6 extra damage/2 Dovahkiin levels (to a maximum of +10d6). The Dovahkiin is also immune to the Frightful Presence ability.


Detect Draconic Presence (Su): After spending much of his time in battle against dragons, a 3rd level Dovahkiin gains the ability to sense the general direction of draconic creatures within 100 feet at all times. If he so desires, a Dovahkiin may extend this ability by 100 ft/level by concentrating uninterrupted for thirty seconds. The ability lasts for one round, during which time the Dovahkiin receives the sensory information. Once the round has passed, the ability returns to its normal limits. The augmented ability may be used 3/day.


Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. At 4th level, 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.


Draconic Vision (Ex): Over time, Dovahkiin begin to take on some of the traits of the dragons they kill, using the beast’s own abilities against them. As a result, Dovahkiin of 5th level gain Darkvision out to 60 ft, as well as low-light vision.


Bonus Feats: At 5th level, and again at 10th and 15th, the Dovahkiin may gain any [Draconic] feat or any feat which he qualifies for by virtue of the dragonblood subtype. All other prerequisites must still be met.


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.


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).


Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 8th 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 9th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.


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.


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 11th level or higher may, 3/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own. Once used, this ability cannot be used again until one hour has passed.


Draconic Soul Absorption (Su): When killing dragons, a Dovahkiin becomes able to absorb a small part of the creature’s soul and gain a fraction of its power. Any time a Dovahkiin of 12th level or higher deals the killing blow to a True Dragon, he may choose to gain the benefits of either it’s Breath Weapon (scaled to his level), it’s Flight speed (the Dovahkiin grows draconic wings, and the maneuverability is increased to good), or immunity to the energy type of the dragon’s breath weapon until such time as he kills another True Dragon, at which point he may make this decision again based upon the abilities of the dragon he has just slain. Should the Dovahkiin experience the effects of a disjunction or antimagic field, not only is the ability suppressed, but the dragon’s soul is freed from the Dovahkiin’s control, and he loses the use of this ability until such time as he slays another dragon.


Implacable Mind (Ex): As a result of years of dedication and experience in battle, there is no force on this plane or any other capable of bending the will of a Dovahkiin. As such, Dovahkiin of 13th level or higher are immune to all [Mind-Affecting] effects.


Forbidden Shout: A Dovahkiin of 17th 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. At 19th level, he gains another. He may use them at any grade he pleases, from Whisper to True Thu’um, but they may not be exchanged for other Shouts. Likewise, other Shouts cannot be exchanged for Forbidden ones. A Dovahkiin gains two (one at 17th and another at 19th) during his career, and no more.


Mastery of the Dragon’s Tongue: Dovahkiin of 18th 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.


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 10d8 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.
2.0: Complete and total revamp.

TravelLog
2012-01-13, 05:57 PM
Dragon Shouts


Animal Allegiance:

Whisper (Raan, “Animal”): As a standard action, a Dovahkiin may call to all non-hostile animals within 30 feet and request their aid. Animals must make a DC 10 Will save or be compelled to come to the Dovahkiin's aid, performing any non-self-destructive action. The Dovahkiin can only control twice his Hit Dice worth of creatures with this ability. This ability lasts for 5 rounds.

Intonation (Mir, “Allegiance”): As above, but the DC is increased to 20 and now affects non-hostile Magical Beasts and all animals (even hostile ones). The Dovahkiin can force the creatures to make self-destructive actions with a second Will save. The ability lasts for 10 rounds.

True Thu’um (Tah, “Pack”): As above, but the DC is increased to 30 and now affects non-hostile Monstrous Humanoids and all Magical Beasts and animals (even hostile ones). The Dovahkiin can now control up to three times his Hit Dice worth of creatures with this ability. This ability lasts for 15 rounds.


Aura Whisper:

Whisper (Laas, “Life”): By spending a swift action each round, the Dovahkiin gains Darkvision and Blindsight out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 10 rounds.

Intonation (Yah, “Seek”): By spending a swift action each round, the Dovahkiin gains Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 20 rounds.

True Thu’um (Nir, “Hunt”): By spending a swift action each round, the Dovahkiin gains Mindsight, Touchsight, Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 50 rounds.


Become Ethereal:

Whisper (Feim, “Fade”): As an immediate action, a Dovahkiin may turn himself Ethereal for one round. If the Dovahkiin wishes, he may also render one willing creature he is touching Ethereal at this time as well.

Intonation (Zii, “Spirit”): As an immediate action, a Dovahkiin may turn himself Ethereal for 1 round/5 levels. During this time, he gains Fast Healing equal to 1/2 his class level. If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well.

True Thu’um (Gron, “Bind”): As either an immediate action or a full-round action, the Dovahkiin may turn himself Ethereal. If he chooses to do so as an immediate action, this ability functions as above, though it is extended to 1 round/3 levels (rounded down) and he gains Fast Healing equal to his full class level. If, however, he chooses to do so as a full-round action, this ability lasts for 1 round/5 levels. However, during this time he may selectively count as being physical if it would be beneficial to him to do so (for purposes of spell casting, making attacks, etc.) If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well, though they are unable to manifest on the material plane during this time, regardless of which version the Dovahkiin uses.


Call Dragon:

Whisper (Od, “Snow”): As a full-round action, the Dovahkiin may summon a Wyrmling dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either a Wyrmling Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Wyrmling Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Wyrmling Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Friendly disposition.

Intonation (Ah, “Hunter”): As a full-round action, the Dovahkiin may summon a Juvenile dragon to fight at his side for 1 rounds/level. If the Dovahkiin is evil, he may summon either a Juvenile Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Juvenile Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Juvenile Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Helpful disposition.

True Thu’um (Viing, “Wing”): As a full-round action, the Dovahkiin may summon an Adult dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either an Adult Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either an Adult Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either an Adult Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Fanatic disposition.


Call of Valor:

Whisper (Hun, “Hero”): By issuing a call to arms as a standard, the Dovahkiin may grant his allies a +1/4 levels morale bonus to attack and damage rolls for 5 rounds. This bonus, unlike most morale bonuses, stacks.

Intonation (Kal, “Champion”): As a standard action, the Dovahkiin issues a mighty bellow, granting his allies the above bonus, and further granting them a +1/4 levels morale bonus to saving throws and armor class. This effect lasts for 1 round/level and unlike most morale bonuses, stacks.

True Thu’um (Zoor, “Legend”): As a standard action, the Dovahkiin empowers his allies to beyond their normal limits, granting them the above bonuses, and also rendering them immune to the confusion, fascination, fear, fatigue, daze, and nausea for the duration of this effect (and removing those effects if they are currently in place). This effect lasts for 1 round/level and unlike most morale bonuses, stacks.


Clear Skies:

Whisper (Lok, “Sky”): As a standard action, the Dovahkiin may call to the world itself and request consideration. As a result, all weather related spells and effects end and the environment becomes Temperate and Sunny. If this is used anywhere other than outside, it merely ends all temperature effects and sets it to Temperate (+/- 30 degrees Farenheit at the Dovahkiin's choosing). This effect lasts for 1 minute.

Intonation (Vah, “Spring”): As a standard action, the Dovahkiin may now actively oppose weather and spell effects related to the environment and may choose to gain control of the effect and use it to the extent that the ability, spell, power, etc. would normally allow. Further, the Dovahkiin may choose who is effected and who is not should others be present. This effect lasts for 2 minutes or the duration of the opposed effect, whichever is shorter.

True Thu’um (Koor, “Summer”): As a standard action, the Dovahkiin may exert full control on his environment. He and all allies within 30 feet automatically gain freedom of movement for the duration of this effect. Furthermore, in addition to the abilities provided above, the Dovahkiin may replace any environmental effect with its opposite (such that he might alter a desert to be under the effects of a blizzard spell). This effect lasts for 3 minutes or the duration of the effect replaced, whichever is shorter.


Disarm:

Whisper (Zun, “Weapon”): As an immediate action, the Dovahkiin may cause an opponents weapon to become immobile and immovable, rendering its user unable to attack with it for 1 round. They also cannot move unless they let go of the weapon in question.

Intonation (Haal, “Hand”): In addition to the ability granted above (which now lasts for 2 rounds), the Dovahkiin may cause the effect to target two weapons instead, and they do not need to be in use by the same creature. Further, the opponents must make a Fortitude save DC (10+1/2 levels+Dovahkiin's Strength modifier) or be the subject of their own attack (if they had initiated one at the time the ability was activated).

True Thu’um (Vik, “Defeat”): In addition to the abilities granted above (which may now affect three weapons), the Dovahkiin may instead to elect to use a full round action to have his Disarm Shout affect all enemies within 30 feet.


Dismay:

Whisper (Faas, “Fear”): By issuing a string of draconic curses at a creature within 30 feet (to whom the Dovahkiin must have line of effect), he may cause that creature to make a Will save DC (10+Dovahkiin's level+Dovahkiin's Charisma modifier) or be shaken for 1 round/4 levels.

Intonation (Ru, “Run”): By issuing a string of draconic curses at up to three creatures within 30 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be frightened for 1 round/4 levels. A successful save leaves the creatures shaken.

True Thu’um (Maar, “Terror”): By issuing a string of draconic curses at all creatures within 45 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be panicked for 1 round/3 levels. A successful save leaves the creatures frightened. The Dovahkiin may designate creatures he does not desire to feel the effects of this Shout.


Dragonrend:

Whisper (Joor, “Mortal”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin, within a 30 foot cone are dealt 5d8 sonic damage (Reflex halves) and must make a Will Save DC (10+1/2 level+Dovahkiin's Strength, Dexterity, or or Charisma modifier, whichever is higher) or be rendered confused as by the confusion spell.

Intonation (Zah, “Finite”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin within 30 feet are dealt 10d8 sonic damage (reflex halves) and must make a Will Save DC (10+1/2 class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered insane as by the insanity spell.

True Thu’um (Frul, “Temporary”): As a full-round action, the Dovahkiin may speak draconic in reverse, imbuing it with even more power than previously thought possible, the very sounds anathema to dragonkind. All creatures of draconic heritage within 60 feet (excluding the Dovahkiin himself) with the exception of True Dragons are dealt 20d8 sonic damage (reflex halves) and must make a DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered helpless for 5 rounds. A successful save halves this time. Should the target be a True Dragon however, they must make a Fortitude save DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or find themselves reduced by two age categories. A successful save results in the loss of only a single age category. This effect is permanent, but may not affect the same True Dragon more than once.


Elemental Fury:

Whisper (Su, “Air”): By calling out to the spirits of the air as a swift action, the Dovahkiin may imbue himself with some of the wind's incredible speed and grace. The Dovahkiin gains the effects of the haste spell using his level -2 as the caster level.

Intonation (Grah, “Battle”): By calling out to the spirits of the air as a swift action, the Dovahkiin may now harness a greater portion of their power. He gains the effects of the haste spell as above, but now gains a single extra attack in addition to those granted by haste and his BAB, and his base land speed doubles for the duration of this effect.

True Thu’um (Dun, “Grace”): Now truly at one with the air spirits, the Dovahkiin may, as an immediate action, gain the effects of the celerity spell, though he is not dazed afterward. However, because of the stress to his body, after two minutes have passed, the Dovahkiin becomes fatigued until such time as he rests for one hour. If he so wishes, the Dovahkiin may use this ability as a swift action instead, as above, but instead gains two extra attacks and his base land speed is tripled.


Fire Breath:

Whisper (Yol, “Fire”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a gout of flame in a 30 foot cone, dealing 3d10 fire damage to all creatures within it. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature takes an additional 2 points of fire damage each round for 1 round/2 levels.

Intonation (Toor, “Inferno”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a massive burst of flame in a 45 foot cone, dealing 6d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, and the creature takes an additional 2 points of fire damage for 1 round/4 levels. A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -2 penalty to attack rolls and AC, and may only make one attack of opportunity each round, even if would otherwise be able to make more (as from Combat Reflexes, etc.).

True Thu’um (Shul, “Sun”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a truly devasting blast of hellfire in a 60 foot cone, dealing 12d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -5 penalty to attack rolls and AC, and may not make attacks of opportunity.


Frost Breath:

Whisper (Fo, “Frost”): As a standard action, the Dovahkiin may call upon his draconic heritage to spray forth a torrent of icy malice in a 30 foot cone, dealing 3d8 cold damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature becomes fatigued for 5 rounds. If you have Frostburn, you may use the frostbitten condition instead.

Intonation (Krah, “Cold”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a frozen burst of deadly ice shards in a 45 foot cone, dealing 6d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is reduced by 1/4. A failed save results in full damage, and the creature becomes fatigued for 1 round/level and has it's movement speed halved. If you have Frostburn, you may use the frostbitten condition instead.

True Thu’um (Diin, “Freeze”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a veritable blizzard in a 60 foot cone, dealing 10d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is halved. A failed save results in full damage, and the creature becomes exhausted for 1 round/2 levels and has it's movement speed reduced by 3/4ths. If you have Frostburn, you may use the frostbitten condition instead. Furthermore, if it has a fly speed, that speed is reduced to zero, and the creature falls to the ground, unable to fly because of its frozen wings for 5 rounds.

Ice Form:

Whisper (Iis, “Ice”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +2 circumstance bonus. If the attack hits, the target receives any damage as normal, and there is a 25% chance that the targeted creature will be paralyzed for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of paralysis, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to negate the remaining duration. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

Intonation (Slen, “Flesh”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +4 circumstance bonus. If the attack hits, the target receives an additional 3d6 damage in addition to any normal damage, and there is a 50% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

True Thu’um (Nus, “Statue”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +6 circumstance bonus. If the attack hits, the target receives an additional 7d6 damage in addition to any normal damage, and there is a 70% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 3/4 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the second round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.


Kyne’s Peace:

Whisper (Kaan, “Kyne”): As a standard action, the Dovahkiin may speak a word of such startling purity that all creatures within 30 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to 1/2 the Dovahkiin's Charisma modifier. Creatures who cannot hear are unaffected by this [mind-affecting] ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

Intonation (Dream, “Peace”): As a standard action, the Dovahkiin may unleash a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to twice the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Friendly to the Dovahkiin. Creatures who cannot hear are unaffected by this ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

True Thu’um (Ov, “Trust”): As a standard action, the Dovahkiin may proclaim a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of minutes equal to half the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Helpful to the Dovahkiin. On a failed save, creatures are unable to initiate any hostile or violent action for 5 rounds. Creatures who cannot hear are unaffected by this ability. Each time the Dovahkiin or his allies attempt violence or harm to the affected creatures, this effect is shortened by 1/3 until such time as the effect would last for 4 or lower rounds, at which point the effect ends.


Marked for Death:

Whisper (Krii, “Kill”): By speaking fell words in the draconic tongue, the Dovahkiin may initiate a ranged touch attack as a standard action against a target within 20 feet. If the target fails a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier), they take a -4 profane penalty to their AC, and a -2 profane penalty to all saves for 3 rounds. Furthermore, all successful melee or ranged attacks made against them have a 20% of inflicting bleeding damage, causing an extra 2 points of ongoing damage to them each round for 3 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed to beyond his normal maximum hit points.

Intonation (Lun, “Leech”): By speaking vile words in the draconic tongue, the Dovahkiin may further weaken their foes. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -7 profane penalty to their AC, and a -4 penalty to all saves for 5 rounds. Furthermore, all successful melee or ranged attacks made against them have a 40% of inflicting bleeding damage, causing an extra 5 points of ongoing damage to them each round for 5 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. If they succeed on their save, they take a -4 profane penalty to AC, and a -2 penalty to all saves for 3 rounds. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed beyond his normal maximum hit points.

True Thu’um (Aus, “Suffer”): By speaking depraved words in the draconic tongue, the Dovahkiin may render their foes nearly helpless. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -10 profane penalty to their AC, and a -6 penalty to all saves for 7 rounds. Furthermore, all successful melee or ranged attacks made against them have a 60% of inflicting bleeding damage, causing an extra 7 points of ongoing damage to them each round for 7 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Finally, the attack does an additional 4d8 negative energy damage, and the creature's maximum hit points are reduced by 10% for 5 rounds. If they succeed on their save, the attack does an extra 2d8 negative energy damage and they take a -5 profane penalty to AC, and a -3 penalty to all saves for 5 rounds. Any damage inflicting by bleeding heals the Dovahkiin an amount of hit points equal to twice the damage inflicted, though he may not be healed beyond his normal maximum hit points.


Slow Time:

Whisper (Tiid, “Time”): As either a standard or a full-round action, the Dovahkiin may attempt to manipulate time around him to either benefit his allies or hinder his enemies. If the Dovahkiin uses this Shout for the benefit of his allies, he selects one creature, granting it the benefit of the haste spell for 3 rounds. If the Dovahkiin attempts to use this Shout against his foe, he selects one creature, forcing it to make a DC (10+1/2 class level+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be slowed as the spell, for 3 rounds. A successful save negates this affect. If the Dovahkiin chooses to use the full-round action version of this ability, he may select three creatures to be affected (if he chooses his foes, each creature makes a save separately).

Intonation (Klo, “Sand”): By manipulating the time stream with greater skill, the Dovahkiin gains new power. He may use the ability, as above, only the duration of either haste or slow becomes 1 round/3 levels. Furthermore, if this ability is used for the benefit of the Dovahkiin's allies, they all gain an additional 30 foot bonus to their movement speed, and gain freedom of movement for the duration of this ability. Likewise, when applied to enemies, their movement speed is halved, and they must treat all terrain as difficult. On a successful save, they are still slowed for 2 rounds.

True Thu’um (Ul, “Eternity”): Using only his voice, the Dovahkiin may bend the will of Time itself. The Dovahkiin has two choices. First, he may use the ability as above as a full-round action, only it affects both his allies (who now gain an additional attack in addition to the one normally granted by haste) and his enemies simultaneously (benefitting his allies and hindering his foes), or he may exert his temporal mastery in another fashion. As a standard action, the Dovahkiin may initiate a period of frozen time, as the spell time stop. He may choose to apply this only to himself, or he may apply it to himself and a single foe of his choosing who he has successfully damaged with an attack during the encounter. If he applies the Time Stop to himself, he treats it exactly as the spell, using his level as his caster level. If he applies it to both himself and a foe, the effect lasts for 3 rounds, during which neither may effect any creature outside the Time Stop, but may do battle with one another at their choosing.


Storm Call:

Whisper (Strun, “Storm”): As a standard action, the Dovahkiin may speak to the heavens themselves, directing their fury towards those who would oppose him. This ability causes the skies to cloud, at which point the Dovahkiin must designate an area of no more than 10 cubic feet. All creatures in the designated area immediately subject to the effects of a Great Thunderclap spell. Regardless of successful saves, they are also dealt 3d6 points of electricity damage.

Intonation (Bah, “Wrath”): As a standard action, the Dovahkiin may howl that the skies might smite his enemies with all their magnificent force. All creatures within 20 feet of the Dovahkiin are subject to the effects of a Great Thunderclap spell. Further, they must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be dealt 10d6 points of electricity damage, which ignores energy resistance. A successful save halves the damage, though it may still bypass 20 points of energy resistance.

True Thu’um (Qo, “Lightning”): With a roar of unimaginable fury, the Dovahkiin may, as a standard action, cause the heavens to roil, as the elemental power of lightning courses through the skies, thirsting for vengeance. With a flash, the lighting strikes the Dovahkiin himself, embodying it in all it's power. This ability works as above, with the following addition. For a number of rounds equal to 1/4 levels, the Dovahkiin becomes a living avatar of destruction. He gains immunity to [Electricity] and all his attacks deal +2d8 damage which bypasses up to 15 points of energy resistance, half of which is sonic damage. All of his attacks also have a 20% chance to cause the affected creature to drop anything they may be holding and fall to the ground, immobile, as the electricity courses through their body. There is no save, but each round after the first, they are entitled to a Fortitude Save (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) to end this effect. This part of the effect lasts for 1 round/6 levels (rounded down), and is not affected by [Electricity] immunity.


Throw Voice:

Whisper (Ful, “Fool”): As a swift action, the Dovahkiin may manipulate all sound within 50 feet as desired. This ability allows him to render the area as if under a silence effect, magnify even a whisper to become as a roar, or even to cause sounds to appear where there was none before (as ghost sound). He may even throw his own voice or the voice of others to make it appear that the sounds originated in another location. Finally, this ability allows the Dovahkiin to apply the Silent Spell metamagic feat if he so desires to all verbal spells cast within range with no level adjustment, either for himself or those involved. To do so however, forces the Dovahkiin to use a full-round action action. The swift action application of this ability may be used for up to 1 round/2 levels as long as the Dovahkiin continues to devote a swift action to it. The full-round application lasts only for 1 round/6 levels (rounded down).

Intonation (Mey, “Voice”): Having gained greater ability with his powers, the Dovahkiin may now actively steal control of one spell with verbal components cast within 30 feet of him through the use of an immediate action. He makes a caster level check using his Dovahkiin level with an additional plus 2 competence bonus as his caster level against his opponent to determine whether the attempt succeeds. If it does, the Dovahkiin gains control of the spell as if he had cast it himself, and may make any decisions the caster normally would. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by two additional rounds.

True Thu’um (Gut, “Far”): Having at last reached the pinnacle of his abilities, the Dovahkiin may now use the ability as above, though he may now steal up to three spells cast within one round of his immediate action, and his caster level check gains a +4, rather than a +2, competence bonus. Any spell caster from whom he successfully wrests control of a spell is affected as by the silence spell for 1 round/5 Dovahkiin levels. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by four additional rounds (this does not stack with the Intonation bonus, it overrides it.


Unrelenting Force:

Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may make a ranged Bull Rush attempt against any creature within 20 feet with a +2 insight bonus to the Strength check, provoking an attack of opportunity from that creature as normal. Furthermore, whether or not the attempt is successful, the creature takes 1d8 damage. All other aspects of this Bull Rush attempt are as normal.

Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may make a ranged Bull Rush attempt against all creatures within a 30 foot line, without provoking attacks of opportunity. The Dovahkiin makes the attempt with a +4 insight bonus against the lead creature. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 3d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin’s Strength modifier) or be Staggered for 1d6 rounds.

True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may launch himself forward, performing a ranged Bull Rush attempt against all creatures within a 45 foot cone. The Dovahkiin makes the attempt with a +6 insight bonus. Each creature with nothing between itself and the Dovahkiin makes this check separately, but those behind are affected based on the success or failure of the creature or creatures in front of itself. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 7d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+2/3 class levels+the Dovahkiin’s Strength modifier) or be Stunned for 1d6 rounds.


Whirlwind Sprint:

Whisper (Wuld, “Whirlwind”): As a move action, the Dovahkiin may propel himself forward a distance equal to 2x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 2d6 sonic damage as a result of the shockwave.

Intonation (Nah, “Fury”): As a move action, the Dovahkiin may propel himself forward a distance equal to 4x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 5d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened and checked for 1 round/2 levels. A successful save leaves the creature deafened for a period of 1 round/4 levels.

True Thu’um (Kest, “Tempest”): As a move action, the Dovahkiin may propel himself forward a distance equal to 6x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line but does not require line of effect, as there is so much force behind him that he may break through 50 hit points worth of objects during this movement. At the end of his movement, all creatures passed during his movement take 10d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened for 1 round/2 levels and knocked down. A successful save leaves the creature deafened and checked for 1 round/4 levels.




Forbidden Shouts

Meteor Swarm:

Whisper (Saqhon, “Crimson”):

Intonation (Vokun, “Shadow”):

True Thu’um (Mah, “Fall”):


Return to Nirn:

Whisper (Nahl, “Living”):

Intonation (Daal, “Return”):

True Thu’um (Vus, “Nirn”):


Resurrect Dead:

Whisper (Slen, “Flesh”):

Intonation (Tiid, “Time”):

True Thu’um (Vo, “Undo”):


Summon Fog:

Whisper (Ven, “Wind”):

Intonation (Mul, “Strong”):

True Thu’um (Riik, “Gale”):


Summon Spectral Clone:

Whisper (Fiik, “Mirror”):

Intonation (Lo, “Deceive”):

True Thu’um (Sah, “Phantom”):


Designer's Note: These Shouts are based on those not available to the Player Character.

ScrambledBrains
2012-01-13, 06:39 PM
Implacable Mind makes the upgrade of Without Fear useless.

Wyntonian
2012-01-13, 08:17 PM
Oh... I like this SO much better than the last one. Great work. I like the capstone ability, especially. Also, I think the shouts work better as Invocations than as a separate mechanic, so good choice there... I think that's pretty much everything. Good job on this.

Elfstone
2012-01-13, 11:16 PM
I agree, this is very different from the last version, and I think I like it. I also think the shouts is way too confusing, as it took me several reading to finally grasp it. Once I did of course, I loved it. Still have two dead levels, but I think they are less hurtful than the previous two. But only because your saves increase.

TravelLog
2012-01-13, 11:39 PM
Yeah I'm thinking about those. I might do a Daedric Investiture for one of them, but I haven't hammered out details yet.