Milo v3
2012-02-02, 05:28 AM
Everyone wants to be able to be a dragon. But no one ever does because of the dreaded LA's of it. Many people technically become a dragon by being dragonwrought but they still don't feel like dragons should.
This Prestige class is ment to make players feel like Dragons.
Note that it different from every other prestige class as it uses my homebrew idea of Full Prestige Classes. These are PrC's with 20 level's instead of 10 or 5, but getting to level 11 and beyond requires an extra requirement.
Disciple of the Noble Blood
Most require years of hard work and brutal training of the arcane to become a Disciple. I was born to do it!
-Dragonwrought Kobold Sorcerer 1/Disciple of the Royal Blood 7
Millions of mortals have non-humanoid heritage. Thousands of mortals have draconic heritage. Hundreds of mortals have the skill to control their draconic blood to cast spells in the way of sorcerery . Tens of mortals can not only control their draconic blood to give them a different gift. These rare individuals can use the dragon blood within them to slowly warp their own soul and body into that of a dragon.
But this skill is not only rare but astoundingly difficult, and only those who have trained properly can truly use it. A disciple without training might be able to warp their hands into claws and use breath weapons like a dragon, but without proper training they will never reach their true potential. Only then will they be able to truly be called a Disciple of the Noble Blood.
GAME RULE INFORMATION
Disciples of the Noble Blood have the following game statistics.
Abilities: The most important ability for a Disciple of the Noble Blood is Charisma. The Charisma is what allows a Disciple to manifest their power and use their spell-like abilities. Dexterity and constitution is useful as you likely won't be wearing medium or heavy armour.
Hit Die: d12
ENTRY REQUIREMENTS
Base Attack Bonus: +3
Subtype: Dragonblood.
Skills: 6 ranks in concentration, 8 ranks in Knowledge (Arcana), and 4 ranks in Use Magic Device.
Feats: Draconic Heritage, and Magical Aptitude.
Spellcasting: Must be able to spontaneously cast arcane spells of 3rd level.
Disciple of the Noble Blood
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+2|
+0|
+2|Dragonblood Bond, Breath Weapon 1d8, Dragon Magic|
2nd|
+1|
+3|
+0|
+3|Draconic Ivory, Draconic Power|+1 level of existing arcane spellcasting class
3rd|
+2|
+3|
+1|
+3|Breath Weapon 2d8, Dragon Magic|
4th|
+3|
+4|
+1|
+4|Dragon Skin +1|+1 level of existing arcane spellcasting class
5th|
+3|
+4|
+1|
+4|Low-Light Vision, Draconic Muscle|
6th|
+4|
+5|
+2|
+5|Breath Weapon 3d8, Dragon Magic|+1 level of existing arcane spellcasting class
7th|
+5|
+5|
+2|
+5|Darkvision 60ft|
8th|
+6/+1|
+6|
+2|
+6|Dragon Skin +2|+1 level of existing arcane spellcasting class
9th|
+6/+1|
+6|
+3|
+6|Breath Weapon 4d8, Gifts of Leather and Flesh, Dragon Magic|
10th|
+7/+2|
+7|
+3|
+7|Draconic Understanding 30ft., Dragon Apotheosis, Draconic Muscle|+1 level of existing arcane spellcasting class
11th|
+8/+3|
+7|
+3|
+7|Frightful Presence|
12th|
+9/+4|
+8|
+4|
+8|Breath Weapon 5d8, Dragon Skin +3, Dragon Magic|+1 level of existing arcane spellcasting class
13th|
+9/+4|
+8|
+4|
+8|Arcane Scales|
14th|
+10/+5|
+9|
+4|
+9|Draconic Potential|+1 level of existing arcane spellcasting class
15th|
+11/+6/+1|
+9|
+5|
+9|Breath Weapon 6d8, Draconic Muscle, Dragon Magic|
16th|
+12/+7/+2|
+10|
+5|
+10|Dragon Skin +4, Draconic Understanding 60ft|+1 level of existing arcane spellcasting class
17th|
+12/+7/+2|
+10|
+5|
+10||
18th|
+13/+8/+3|
+11|
+6|
+11|Breath Weapon 7d8, Dragon Magic|+1 level of existing arcane spellcasting class
19th|
+14/+9/+4|
+11|
+6|
+11||
20th|
+15/+10/+5|
+12|
+6|
+12|True Dragon Apotheosis, Dragon Skin +5|+1 level of existing arcane spellcasting class[/table]
Class Skills
The Disciples of the Noble Bloods's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft, Swim (Str) and Use Magic Device (Cha).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Disciple of Noble Blood.
Weapon and Armor Proficiency: The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features.
Dragonblood Bond: At 1st level, your connection to the Dragon selected for the Dragon Heritage Feat becomes more powerful. This heritage determines several Disciple of the Noble Blood features.
Dragon Magic: At level one, three, and every three levels afterward, select one spell from a spellcasting class that your Dragon heritage can cast from naturally that is equal to or lower than your Disciple of the Noble Blood Level divided by 3 (Round Up)(Minimum Level Zero spells).
You now have that spell as a spell-like ability that is usable once per day(except for Cantrips and Orisons; see below), though they are not spells and so have no verbal, somatic, material, or focus components.
Any Cantrips or Orisons selected can be used an unlimited amount of times per day.
Once a Disciple of the Noble Blood reaches level five any level 1 spells or lower selected can be used an unlimited amount of times per day.
Begining at level ten any, level 2 spells or lower selected can be used an unlimited amount of times per day.
Starting at at level fifteen, any level 3 spells or lower selected can be used an unlimited amount of times per day.
Finally at level twenty, any level 4 spells or lower selected can be used an unlimited amount of times per day.
You may not select any spell with an experience point cost or a gold cost of 10,000 or above (For spells with gold costs which vary, you can't cast the spell if the GP cost for what you are attempting is 10,000 or higher).
Breath Weapon (Su): The Disciple of the Noble Blood gains the breath weapons from the dragon you are descended from, which may be used once every 1d4 rounds. If the breath weapon deals damage it deals 1d8 damage. The ranges for these breath weapons are a 30 foot if a cone and a 60 foot if a line (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).
At 3rd level and every three levels beyond, your breath weapon does 1d8 more damage.
Note that this effect is different if you have Amber Dragon, Amethyst Dragon, Crystal Dragon, Dry Dragon, Emerald Dragon, Sapphire Dragon, or Topaz Dragon Heritage.
For Amber Dragon Heritage the breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per three class levels but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per three class levels and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + Class level/3, Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per three class levels of the Disciple of the Noble Blood (hardness 5 + 1 per three class levels of the Disciple of the Noble Blood). Note that Suffocation rules are in effect to all immobilized in the sap.
For Amethyst Dragon heritage it functions as normal, except it can deal non-lethal damage instead of lethal damage at the decsion of the Disciple.
For Crystal Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Reflex save (Same DC as the Breath Weapon) or are blinded for 1d4 rounds.
For Dry Dragon Heritage the breath weapon is a spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage). This breath weapon deals deals 1d6 slashing and 1d4 desiccating damage. The ranges for this breath weapon is a 30 foot cone (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).
At 3rd level and every three levels beyond, your breath weapon does 1d6 more slashing damage and 1d4 more desiccating damage.
For Emerald Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a fortitude save (Same DC as the Breath Weapon) or are deafened for 1d4 rounds.
For Sapphire Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Will save (Same DC as the Breath Weapon) or are panicked for 1d4 rounds.
For Topaz Dragon heritage it functions as normal, except that when directed against an aquesous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per point of damage dealt.
The breath invokes a Reflex save, DC 10 + 1/2 class level + Con modifier, half damage on a successful save. Metabreath effects may be applied as per any dragon's breath weapon.
Draconic Ivory (Ex): At 2nd level, a Disciple of the Noble Blood gains two claws and a bite as natural weapons if he does not already have them. Medium creatures have a claw attack of 1d6, and a bite attack of 1d8. Smaller and larger characters scale their damage accordingly. Your bite is your primary attack, while your claws are secondary.
Draconic Power (Ex): At 2nd level you begin to pick up the innante power of a dragon. You may add half your class level, rounded down, as a bonus to saves against sleep and paralysis, and gains one ability or resistance to energy, which is dependent on your Heritage Dragon.
Amber: Gains the ability use Wild Shape as a druid one per three class levels times a day, this can only be used to become small animals. This increases to Medium animals at level 8, and tiny and large animals at level 11.
Amethyst: Gains resistance to force damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of earth as a spell-like ability at will.
Black: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
Blue: Gains resistance to electricity equal to half your class level, rounded down, as well as the Create/Destroy Water ability of a Blue Dragon.
Brass: Gains resistance to fire equal to half your class level, rounded down, as well as the ability Speak with Animals as the spell, along with vulnerability to cold.
Bronze: Gains resistance to electricity equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
Brown: Gains resistance to acid equal to half your class level (rounded down), as well as the Tremorsense ability of a Brown Dragon.
Copper: Gains resistance to acid equal to half your class level, rounded down, as well as the ability Spider Climb as the spell.
Crystal: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
Dry: Gains resistance to desiccation damage equal to half your class level, rounded down, as well as the Hold Breath ability of a Dry Dragon.
Emerald: Gains resistance to Sonic damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
Gold: Gains resistance to fire equal to half your class level, rounded down, as well as Waterbreathing as a Gold Dragon, along with vulnerability to cold.
Green: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Green Dragon.
Mercury: Gains the Fire Subtype, as well as the Brilliance ability of a Mercury Dragon.
Plague: Gains resistance to acid equal to half your class level, rounded down, as well as gains immunity to disease as a Plague Dragon.
Red: Gains the Fire Subtype, as well as your breath weapon damage increases by one die (From 1d8 to 1d10 or from 3d8 to 3d10)
Sapphire: Gains resistance to electricity damage equal to half your class level (rounded down), as well as the ability Spider Climb as a Sapphire Dragon.
Sand: Gains resistance to fire damage equal to half your class level (rounded down), as well as gaining Tremorsense 60ft.
Silver: Gains resistance to cold equal to half your class level, rounded down, as well as the Cloudwalking ability as a Silver Dragon, along with vulnerability to Fire.
Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. At level two it only affects level 0 and 1 spells and spell-like abilities. At level 8 it affects level 2 and 3 spells and spell-like abilities. At level 17 it affects level 4, 5, and 6 spells and spell-like abilities.
Steel: Gains the Resistance to Poison ability of a Steel Dragon, as well as gaining the ability to cast polymorph five times per day.
Topaz: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability water breathing as a Topaz Dragon.
White: Gains resistance to cold equal to half your class level, rounded down, as well as the Icewalking ability as a White Dragon, along with vulnerability to Fire.
Dragon Skin (Ex): At 4th level and every 4 levels beyond, you gain a +1 increase to natural armor as your skin hardens into visible dragon scales (To a maximium of +5 Natual Armor).
Low-Light Vision (Ex): At 5th level a Disciples's eyes become cat-like and striking, gaining low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
If a Disciple of the Noble Blood already has Low-Light Vision, the distance he can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Draconic Muscle (Ex): At 5th level a Disciples surges with the strength of his parentage. He gains a +2 bonus to Str. At 10th and 15th level he gains another +2 Str.
Darkvision (Ex): At 7th level a Disciples's eyes glow with a soft inner light, and the color seeps over the whites of their eyes turning them into seas of hue. He can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded can function just fine with no light at all. As the dragonblooded ages his pupils fade away, making his eyes look like molten spheres of color.
If a Disciple of the Noble Blood already has Darkvision, the distance he can see with Darkvision increases by 30ft.
Gifts of Leather and Flesh(Ex): At 9th level, a Disciple of the Noble Blood grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability. The Disciple of the Noble blood can slam opponents with its wings, even when flying. Wing attacks deal 1d4 damage for medium creatures plus ½ the dragon’s Strength bonus (round down) and are treated as secondary attacks. These wings grant the Disciple a +10 racial bonus on jump checks.
In addition, they grow a tail. This tail starts to warp their body into a more monstrous shape. This tail grants the Disciple a +4 racial bonus on Balance and Swim checks. A Disciple of the Noble Blood must wear armor made for inhuman characters, doubling the base item price. They may get their current armor re-fitted by paying the difference.
A Disciple of the Noble Blood with Brown Dragon Heritage doesn't grow wings instead its gains burrow speed equal to its normal land speed. Also their claw damage increases by one die.
Draconic Understanding (Ex): At 10th level, the Disciple of the Noble Blood gains blindsense with a range of 30 feet. Using nonvisual senses the Disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the Disciple cannot see still has total concealment against him, and the Disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 16th level, the range of this ability increases to 60 feet.
Dragon Apotheosis: The transformation from humanoid to dragon continues. At 10th level, if it hasn't already occurred yet, the Disciples body becomes completely draconic, much like a Dragonborn. The dragonblooded's type changes to Dragon (If it isn't already). The Disciple is now resistant to damage and has damage reduction 5/magic.
After the transformation the Disciple's mind is now grown as such they gain +2 Int and Cha as they surge with new mental prowess. In addition, they are now immune to the frightful presence of dragons.
Their mind begins to change and they show more draconic qualities (especially those qualities associated with their color). They may also consume, and may develop a taste for, indigestible metals which may now be digested. Each pound of metal counts as one pound of decent food for the purposes of starvation.
Also in order to level up further in this class you require training, this can come from two sources a dragon from which you have the heritage for that is Ancient or Older, or from the MABLIK KITRIL.
MABLIK KITRIL is an order of Dragonwrought Kobolds who live in the mountains of the Dragon Isles were they teach the Disciples how to use their powers. All the teachers in the Mablik Kitril are powerful Disciple of the Noble Blood who understand who to manifest draconic potential. Strangely the Temple of the Mablik Kitril is one of the only places in the Dragon Isles were people don't care about race and they will teach any who have the talent.
The specifics of how this occurs and works is up to the DM. But note that it should be eaiser if the Disciple has high Wisdom and/or Intelligence.
Frightful Presence (Ex): At 11th level a Disciple of the Noble Blood can unsettle foes with its mere presence. The ability takes effect automatically whenever the Disciple attacks, charges, or flies overhead. Creatures within a radius of 10 feet × Disciple of the Noble Blood class level are subject to the effect if they have fewer HD than the Disciple. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Disciples’s HD + Disciples’s Cha modifier) remains immune to that Disciples’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons and Disciple of the Noble Blood.
Arcane Scales (Ex): At 13th level, a Disciple of the Noble Blood gains spell resistance equal to his character level + 10. In order to affect the Disciple with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Disciple's spell resistance.
Draconic Potential (Ex): The fortifications of your draconic abilities are further developed. At 14th level you gain complete immunity to sleep, paralysis, and your heritage specific abilities advance.
Amber: Gains the ability use Blink as the spell twice per day, as well as the Magnetise ability of an Amber Dragon usable once per day.
Amethyst: Gains the Stomp ability of an Amethyst Dragon, as well as immunity to force damage.
Black: Gains the ability to use Darkness as the spell three times per day, as well as immunity to acid.
Blue: Gains the ability to use Ventriloquism as the spell twice per day, as well as immunity to electricity.
Brass: Gains the ability to use Endure Elements as the spell three times per day, as well as immunity to fire.
Bronze: Gains the ability to use Change Shape as a Bronze Dragon, as well as immunity to electric.
Brown: Gains the ability to use Create water as the spell once per day, as well as immunity acid.
Copper: Gains the ability to use Stoneshape as the spell once per day, as well as immunity to acid.
Crystal: Gains the the ability to use charm person 3/day as a psionic, as well as immunity to cold damage.
Dry: Gains the ability Swift Strike +2d6 and Tremorsense 40ft as a Dry Dragon, as well as immunity to desiccation.
Emerald: Gains the the ability to use Fog Cloud and Improved Invisbility 3/day, as well as immunity to sonic damage.
Gold: Gains the ability to use Bless as the spell three times per day, as well as immunity to fire.
Green: Gains the ability to use Suggestion as the spell once per day, as well as immunity to acid.
Mercury: Gains the ability to use Gaze Screen as the spell at will, as well as the ability to use Mirror Image as the spell three times per day.
Plague: Gains the following abilities of a Plague Dragon; Diseased Saliva, Withstand Magic, and Festering Wounds, as well as immunity to acid.
Red: Gains the ability to use Locate Object as the spell four times per day, as well as the ability to use Suggestion as the spell twice per day.
Sapphire: Gains the Sense Psychoportation abilities of a Sapphire Dragon, as well as immunity to Electricity damage.
Sand: Gains the ability to use Haboob (Sandstorm) as the spell at will, as well as immunity to fire.
Silver: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to cold.
Spellwaste: Gains the ability to use Create Spell as a Spellwaste Dragon, as well as the Wild Power ability of a Spellwaste Dragon.
Steel: Gains the ability to cast Enthrall as the spell once per day, as well as the Minor Arcane Shield and Moderate Arcane Shield abilities of a Steel Dragon.
Topaz: Gains the ability to use Feather Fall as a psionic twice per day, as well as immunity to cold damage.
White: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to Cold.
The immunities gained through this feature override the resistances gained from Draconic Power.
True Dragon Apotheosis: The physical form of the Disciple of the Noble Blood has changed irrevocably to that of a dragon. They often begin walking on all fours, living in lairs, and being almost impossible to tell that they were every humanoid.
They become True Dragons (and thus may qualify for true dragon only prestige classes and feats), and gain an elemental subtype according to their draconic blood. They gain an additional +4 Str, and their damage reduction rises to 10/epic.
Finally their size increases to one larger (Gaining all bonuses and penalties of the new size), and they gain age categories as a dragon of their kind. Their age category is changed to the youngest age category for the dragon that is of your new size (For previously medium sized creatures this is generally Young Adult). This removes all penalties acquired through aging, but bonuses still remain.
As a Disciple of level twenty ages he increases his age category accordingly (Refer to the Age Category Chart for True Dragons for info). Advancing through age categories doesn't grant any new abilities, but it does increase size when a Dragon of your species would increase in size when they reach a new age category.
Now that they are a size larger the length or spread of their breath weapon increases as a true dragon of the same size (minimum 30ft cone, 60ft line).
They also are able to use their tail to attack, dealing 1d8 damage for large, 1d6 for medium. The Disciples can slap one opponent each round with its tail. A tail slap deals the indicated damage plus half the Disciple's Strength bonus (round down) and is treated as a secondary attack.
This Prestige class is ment to make players feel like Dragons.
Note that it different from every other prestige class as it uses my homebrew idea of Full Prestige Classes. These are PrC's with 20 level's instead of 10 or 5, but getting to level 11 and beyond requires an extra requirement.
Disciple of the Noble Blood
Most require years of hard work and brutal training of the arcane to become a Disciple. I was born to do it!
-Dragonwrought Kobold Sorcerer 1/Disciple of the Royal Blood 7
Millions of mortals have non-humanoid heritage. Thousands of mortals have draconic heritage. Hundreds of mortals have the skill to control their draconic blood to cast spells in the way of sorcerery . Tens of mortals can not only control their draconic blood to give them a different gift. These rare individuals can use the dragon blood within them to slowly warp their own soul and body into that of a dragon.
But this skill is not only rare but astoundingly difficult, and only those who have trained properly can truly use it. A disciple without training might be able to warp their hands into claws and use breath weapons like a dragon, but without proper training they will never reach their true potential. Only then will they be able to truly be called a Disciple of the Noble Blood.
GAME RULE INFORMATION
Disciples of the Noble Blood have the following game statistics.
Abilities: The most important ability for a Disciple of the Noble Blood is Charisma. The Charisma is what allows a Disciple to manifest their power and use their spell-like abilities. Dexterity and constitution is useful as you likely won't be wearing medium or heavy armour.
Hit Die: d12
ENTRY REQUIREMENTS
Base Attack Bonus: +3
Subtype: Dragonblood.
Skills: 6 ranks in concentration, 8 ranks in Knowledge (Arcana), and 4 ranks in Use Magic Device.
Feats: Draconic Heritage, and Magical Aptitude.
Spellcasting: Must be able to spontaneously cast arcane spells of 3rd level.
Disciple of the Noble Blood
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+2|
+0|
+2|Dragonblood Bond, Breath Weapon 1d8, Dragon Magic|
2nd|
+1|
+3|
+0|
+3|Draconic Ivory, Draconic Power|+1 level of existing arcane spellcasting class
3rd|
+2|
+3|
+1|
+3|Breath Weapon 2d8, Dragon Magic|
4th|
+3|
+4|
+1|
+4|Dragon Skin +1|+1 level of existing arcane spellcasting class
5th|
+3|
+4|
+1|
+4|Low-Light Vision, Draconic Muscle|
6th|
+4|
+5|
+2|
+5|Breath Weapon 3d8, Dragon Magic|+1 level of existing arcane spellcasting class
7th|
+5|
+5|
+2|
+5|Darkvision 60ft|
8th|
+6/+1|
+6|
+2|
+6|Dragon Skin +2|+1 level of existing arcane spellcasting class
9th|
+6/+1|
+6|
+3|
+6|Breath Weapon 4d8, Gifts of Leather and Flesh, Dragon Magic|
10th|
+7/+2|
+7|
+3|
+7|Draconic Understanding 30ft., Dragon Apotheosis, Draconic Muscle|+1 level of existing arcane spellcasting class
11th|
+8/+3|
+7|
+3|
+7|Frightful Presence|
12th|
+9/+4|
+8|
+4|
+8|Breath Weapon 5d8, Dragon Skin +3, Dragon Magic|+1 level of existing arcane spellcasting class
13th|
+9/+4|
+8|
+4|
+8|Arcane Scales|
14th|
+10/+5|
+9|
+4|
+9|Draconic Potential|+1 level of existing arcane spellcasting class
15th|
+11/+6/+1|
+9|
+5|
+9|Breath Weapon 6d8, Draconic Muscle, Dragon Magic|
16th|
+12/+7/+2|
+10|
+5|
+10|Dragon Skin +4, Draconic Understanding 60ft|+1 level of existing arcane spellcasting class
17th|
+12/+7/+2|
+10|
+5|
+10||
18th|
+13/+8/+3|
+11|
+6|
+11|Breath Weapon 7d8, Dragon Magic|+1 level of existing arcane spellcasting class
19th|
+14/+9/+4|
+11|
+6|
+11||
20th|
+15/+10/+5|
+12|
+6|
+12|True Dragon Apotheosis, Dragon Skin +5|+1 level of existing arcane spellcasting class[/table]
Class Skills
The Disciples of the Noble Bloods's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft, Swim (Str) and Use Magic Device (Cha).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Disciple of Noble Blood.
Weapon and Armor Proficiency: The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features.
Dragonblood Bond: At 1st level, your connection to the Dragon selected for the Dragon Heritage Feat becomes more powerful. This heritage determines several Disciple of the Noble Blood features.
Dragon Magic: At level one, three, and every three levels afterward, select one spell from a spellcasting class that your Dragon heritage can cast from naturally that is equal to or lower than your Disciple of the Noble Blood Level divided by 3 (Round Up)(Minimum Level Zero spells).
You now have that spell as a spell-like ability that is usable once per day(except for Cantrips and Orisons; see below), though they are not spells and so have no verbal, somatic, material, or focus components.
Any Cantrips or Orisons selected can be used an unlimited amount of times per day.
Once a Disciple of the Noble Blood reaches level five any level 1 spells or lower selected can be used an unlimited amount of times per day.
Begining at level ten any, level 2 spells or lower selected can be used an unlimited amount of times per day.
Starting at at level fifteen, any level 3 spells or lower selected can be used an unlimited amount of times per day.
Finally at level twenty, any level 4 spells or lower selected can be used an unlimited amount of times per day.
You may not select any spell with an experience point cost or a gold cost of 10,000 or above (For spells with gold costs which vary, you can't cast the spell if the GP cost for what you are attempting is 10,000 or higher).
Breath Weapon (Su): The Disciple of the Noble Blood gains the breath weapons from the dragon you are descended from, which may be used once every 1d4 rounds. If the breath weapon deals damage it deals 1d8 damage. The ranges for these breath weapons are a 30 foot if a cone and a 60 foot if a line (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).
At 3rd level and every three levels beyond, your breath weapon does 1d8 more damage.
Note that this effect is different if you have Amber Dragon, Amethyst Dragon, Crystal Dragon, Dry Dragon, Emerald Dragon, Sapphire Dragon, or Topaz Dragon Heritage.
For Amber Dragon Heritage the breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per three class levels but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per three class levels and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + Class level/3, Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per three class levels of the Disciple of the Noble Blood (hardness 5 + 1 per three class levels of the Disciple of the Noble Blood). Note that Suffocation rules are in effect to all immobilized in the sap.
For Amethyst Dragon heritage it functions as normal, except it can deal non-lethal damage instead of lethal damage at the decsion of the Disciple.
For Crystal Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Reflex save (Same DC as the Breath Weapon) or are blinded for 1d4 rounds.
For Dry Dragon Heritage the breath weapon is a spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage). This breath weapon deals deals 1d6 slashing and 1d4 desiccating damage. The ranges for this breath weapon is a 30 foot cone (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).
At 3rd level and every three levels beyond, your breath weapon does 1d6 more slashing damage and 1d4 more desiccating damage.
For Emerald Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a fortitude save (Same DC as the Breath Weapon) or are deafened for 1d4 rounds.
For Sapphire Dragon heritage it functions as normal, except replace 1d8 for 1d6 when determining damage and any hit by the breath weapon must make a Will save (Same DC as the Breath Weapon) or are panicked for 1d4 rounds.
For Topaz Dragon heritage it functions as normal, except that when directed against an aquesous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per point of damage dealt.
The breath invokes a Reflex save, DC 10 + 1/2 class level + Con modifier, half damage on a successful save. Metabreath effects may be applied as per any dragon's breath weapon.
Draconic Ivory (Ex): At 2nd level, a Disciple of the Noble Blood gains two claws and a bite as natural weapons if he does not already have them. Medium creatures have a claw attack of 1d6, and a bite attack of 1d8. Smaller and larger characters scale their damage accordingly. Your bite is your primary attack, while your claws are secondary.
Draconic Power (Ex): At 2nd level you begin to pick up the innante power of a dragon. You may add half your class level, rounded down, as a bonus to saves against sleep and paralysis, and gains one ability or resistance to energy, which is dependent on your Heritage Dragon.
Amber: Gains the ability use Wild Shape as a druid one per three class levels times a day, this can only be used to become small animals. This increases to Medium animals at level 8, and tiny and large animals at level 11.
Amethyst: Gains resistance to force damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of earth as a spell-like ability at will.
Black: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
Blue: Gains resistance to electricity equal to half your class level, rounded down, as well as the Create/Destroy Water ability of a Blue Dragon.
Brass: Gains resistance to fire equal to half your class level, rounded down, as well as the ability Speak with Animals as the spell, along with vulnerability to cold.
Bronze: Gains resistance to electricity equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
Brown: Gains resistance to acid equal to half your class level (rounded down), as well as the Tremorsense ability of a Brown Dragon.
Copper: Gains resistance to acid equal to half your class level, rounded down, as well as the ability Spider Climb as the spell.
Crystal: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
Dry: Gains resistance to desiccation damage equal to half your class level, rounded down, as well as the Hold Breath ability of a Dry Dragon.
Emerald: Gains resistance to Sonic damage equal to half your class level (rounded down), as well as the ability to Planeshift to the Elemental Plane of air as a spell-like ability at will.
Gold: Gains resistance to fire equal to half your class level, rounded down, as well as Waterbreathing as a Gold Dragon, along with vulnerability to cold.
Green: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Green Dragon.
Mercury: Gains the Fire Subtype, as well as the Brilliance ability of a Mercury Dragon.
Plague: Gains resistance to acid equal to half your class level, rounded down, as well as gains immunity to disease as a Plague Dragon.
Red: Gains the Fire Subtype, as well as your breath weapon damage increases by one die (From 1d8 to 1d10 or from 3d8 to 3d10)
Sapphire: Gains resistance to electricity damage equal to half your class level (rounded down), as well as the ability Spider Climb as a Sapphire Dragon.
Sand: Gains resistance to fire damage equal to half your class level (rounded down), as well as gaining Tremorsense 60ft.
Silver: Gains resistance to cold equal to half your class level, rounded down, as well as the Cloudwalking ability as a Silver Dragon, along with vulnerability to Fire.
Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. At level two it only affects level 0 and 1 spells and spell-like abilities. At level 8 it affects level 2 and 3 spells and spell-like abilities. At level 17 it affects level 4, 5, and 6 spells and spell-like abilities.
Steel: Gains the Resistance to Poison ability of a Steel Dragon, as well as gaining the ability to cast polymorph five times per day.
Topaz: Gains resistance to cold damage equal to half your class level (rounded down), as well as the ability water breathing as a Topaz Dragon.
White: Gains resistance to cold equal to half your class level, rounded down, as well as the Icewalking ability as a White Dragon, along with vulnerability to Fire.
Dragon Skin (Ex): At 4th level and every 4 levels beyond, you gain a +1 increase to natural armor as your skin hardens into visible dragon scales (To a maximium of +5 Natual Armor).
Low-Light Vision (Ex): At 5th level a Disciples's eyes become cat-like and striking, gaining low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
If a Disciple of the Noble Blood already has Low-Light Vision, the distance he can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Draconic Muscle (Ex): At 5th level a Disciples surges with the strength of his parentage. He gains a +2 bonus to Str. At 10th and 15th level he gains another +2 Str.
Darkvision (Ex): At 7th level a Disciples's eyes glow with a soft inner light, and the color seeps over the whites of their eyes turning them into seas of hue. He can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded can function just fine with no light at all. As the dragonblooded ages his pupils fade away, making his eyes look like molten spheres of color.
If a Disciple of the Noble Blood already has Darkvision, the distance he can see with Darkvision increases by 30ft.
Gifts of Leather and Flesh(Ex): At 9th level, a Disciple of the Noble Blood grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability. The Disciple of the Noble blood can slam opponents with its wings, even when flying. Wing attacks deal 1d4 damage for medium creatures plus ½ the dragon’s Strength bonus (round down) and are treated as secondary attacks. These wings grant the Disciple a +10 racial bonus on jump checks.
In addition, they grow a tail. This tail starts to warp their body into a more monstrous shape. This tail grants the Disciple a +4 racial bonus on Balance and Swim checks. A Disciple of the Noble Blood must wear armor made for inhuman characters, doubling the base item price. They may get their current armor re-fitted by paying the difference.
A Disciple of the Noble Blood with Brown Dragon Heritage doesn't grow wings instead its gains burrow speed equal to its normal land speed. Also their claw damage increases by one die.
Draconic Understanding (Ex): At 10th level, the Disciple of the Noble Blood gains blindsense with a range of 30 feet. Using nonvisual senses the Disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the Disciple cannot see still has total concealment against him, and the Disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 16th level, the range of this ability increases to 60 feet.
Dragon Apotheosis: The transformation from humanoid to dragon continues. At 10th level, if it hasn't already occurred yet, the Disciples body becomes completely draconic, much like a Dragonborn. The dragonblooded's type changes to Dragon (If it isn't already). The Disciple is now resistant to damage and has damage reduction 5/magic.
After the transformation the Disciple's mind is now grown as such they gain +2 Int and Cha as they surge with new mental prowess. In addition, they are now immune to the frightful presence of dragons.
Their mind begins to change and they show more draconic qualities (especially those qualities associated with their color). They may also consume, and may develop a taste for, indigestible metals which may now be digested. Each pound of metal counts as one pound of decent food for the purposes of starvation.
Also in order to level up further in this class you require training, this can come from two sources a dragon from which you have the heritage for that is Ancient or Older, or from the MABLIK KITRIL.
MABLIK KITRIL is an order of Dragonwrought Kobolds who live in the mountains of the Dragon Isles were they teach the Disciples how to use their powers. All the teachers in the Mablik Kitril are powerful Disciple of the Noble Blood who understand who to manifest draconic potential. Strangely the Temple of the Mablik Kitril is one of the only places in the Dragon Isles were people don't care about race and they will teach any who have the talent.
The specifics of how this occurs and works is up to the DM. But note that it should be eaiser if the Disciple has high Wisdom and/or Intelligence.
Frightful Presence (Ex): At 11th level a Disciple of the Noble Blood can unsettle foes with its mere presence. The ability takes effect automatically whenever the Disciple attacks, charges, or flies overhead. Creatures within a radius of 10 feet × Disciple of the Noble Blood class level are subject to the effect if they have fewer HD than the Disciple. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Disciples’s HD + Disciples’s Cha modifier) remains immune to that Disciples’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons and Disciple of the Noble Blood.
Arcane Scales (Ex): At 13th level, a Disciple of the Noble Blood gains spell resistance equal to his character level + 10. In order to affect the Disciple with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Disciple's spell resistance.
Draconic Potential (Ex): The fortifications of your draconic abilities are further developed. At 14th level you gain complete immunity to sleep, paralysis, and your heritage specific abilities advance.
Amber: Gains the ability use Blink as the spell twice per day, as well as the Magnetise ability of an Amber Dragon usable once per day.
Amethyst: Gains the Stomp ability of an Amethyst Dragon, as well as immunity to force damage.
Black: Gains the ability to use Darkness as the spell three times per day, as well as immunity to acid.
Blue: Gains the ability to use Ventriloquism as the spell twice per day, as well as immunity to electricity.
Brass: Gains the ability to use Endure Elements as the spell three times per day, as well as immunity to fire.
Bronze: Gains the ability to use Change Shape as a Bronze Dragon, as well as immunity to electric.
Brown: Gains the ability to use Create water as the spell once per day, as well as immunity acid.
Copper: Gains the ability to use Stoneshape as the spell once per day, as well as immunity to acid.
Crystal: Gains the the ability to use charm person 3/day as a psionic, as well as immunity to cold damage.
Dry: Gains the ability Swift Strike +2d6 and Tremorsense 40ft as a Dry Dragon, as well as immunity to desiccation.
Emerald: Gains the the ability to use Fog Cloud and Improved Invisbility 3/day, as well as immunity to sonic damage.
Gold: Gains the ability to use Bless as the spell three times per day, as well as immunity to fire.
Green: Gains the ability to use Suggestion as the spell once per day, as well as immunity to acid.
Mercury: Gains the ability to use Gaze Screen as the spell at will, as well as the ability to use Mirror Image as the spell three times per day.
Plague: Gains the following abilities of a Plague Dragon; Diseased Saliva, Withstand Magic, and Festering Wounds, as well as immunity to acid.
Red: Gains the ability to use Locate Object as the spell four times per day, as well as the ability to use Suggestion as the spell twice per day.
Sapphire: Gains the Sense Psychoportation abilities of a Sapphire Dragon, as well as immunity to Electricity damage.
Sand: Gains the ability to use Haboob (Sandstorm) as the spell at will, as well as immunity to fire.
Silver: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to cold.
Spellwaste: Gains the ability to use Create Spell as a Spellwaste Dragon, as well as the Wild Power ability of a Spellwaste Dragon.
Steel: Gains the ability to cast Enthrall as the spell once per day, as well as the Minor Arcane Shield and Moderate Arcane Shield abilities of a Steel Dragon.
Topaz: Gains the ability to use Feather Fall as a psionic twice per day, as well as immunity to cold damage.
White: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to Cold.
The immunities gained through this feature override the resistances gained from Draconic Power.
True Dragon Apotheosis: The physical form of the Disciple of the Noble Blood has changed irrevocably to that of a dragon. They often begin walking on all fours, living in lairs, and being almost impossible to tell that they were every humanoid.
They become True Dragons (and thus may qualify for true dragon only prestige classes and feats), and gain an elemental subtype according to their draconic blood. They gain an additional +4 Str, and their damage reduction rises to 10/epic.
Finally their size increases to one larger (Gaining all bonuses and penalties of the new size), and they gain age categories as a dragon of their kind. Their age category is changed to the youngest age category for the dragon that is of your new size (For previously medium sized creatures this is generally Young Adult). This removes all penalties acquired through aging, but bonuses still remain.
As a Disciple of level twenty ages he increases his age category accordingly (Refer to the Age Category Chart for True Dragons for info). Advancing through age categories doesn't grant any new abilities, but it does increase size when a Dragon of your species would increase in size when they reach a new age category.
Now that they are a size larger the length or spread of their breath weapon increases as a true dragon of the same size (minimum 30ft cone, 60ft line).
They also are able to use their tail to attack, dealing 1d8 damage for large, 1d6 for medium. The Disciples can slap one opponent each round with its tail. A tail slap deals the indicated damage plus half the Disciple's Strength bonus (round down) and is treated as a secondary attack.