Pyromancer999
2012-07-21, 08:27 PM
Dovahkiin
http://images1.wikia.nocookie.net/__cb20110616002204/elderscrolls/images/archive/4/4d/20110928152711!Dovahkiin.jpg
"I do more than emulate dragons. I am one."
- T'anir Vorastrix, dragonborn Dovahkiin
Thanks to the appetite of dragons for certain pleasures of the earth, there are no shortage of people in the world with Draconic ancestry. But sometimes, dragonblooded children inherit more than a draconic improvement to their body or a draconic talent for simple magic. Sometimes, a dragonblooded child is born with a draconic soul. Others are born as the reincarnated form of dragons of the ancient past. No matter how they came to be, these dragon-souled creatures have the power to gain control of Ancient Draconic, the form of Draconic spoken at the world's beginning, a language that is imbued with the magic of dragons future and past.
Adventures: Dovahkiins' powers are gained through self-examination of themselves and their draconic soul. While this can be done while having a normal life, the life of an adventurer seems to accelerate the progression of their powers.
Characteristics: Dovahkiin are capable of a variety of effects. They can serve on the front lines for a while, as well as use a variety of magical effects.
Alignment: As varied as dragons are in alignment, so are Dovahkiin. Dovahkiin are easily found as members of any alignment, although many follow the general alignment of whatever society they are raised in.
Religion: Many Dovahkiin do not worship a deity, seeing themselves as being close to being a god, and thus do not worship any deity. Many Dovahkiin, though, do worship draconic deities, or at least pay homage to a few.
Background: Dovahkiin are born, not made. Some wake up naturally, coming into their powers in a manner similar to sorcerers. Others discover theirs after pursuit of knowledge of Dovahkiin in ages past. Others come into their power after being made into Dragonborn, who account for the most numerous race amongst the Dovahkiin, rivaled only by humans.
Races: Dovahkiin are found almost exclusively amongst dragonblooded individuals. The most common race is the Dragonborn, many coming into their power after their conversion into a draconic child of Bahamut, and subsequently attend one of scarce few temples where they teach Ancient Draconic. Other than Dragonborn, dragonblooded humans tend to make up the second most numerous race due to being a populous race, and any other dragonblooded individuals are equally likely to become Dovahkiin.
Other Classes: Lawful classes, such as Paladins and Monks, tend to view Dovahkiin as abominations, having the soul of one creature while having the body of another, although Paladins do tend to give grudging respect to good-aligned Dovahkiin upon getting a change to know them. Wizards similarly view them as abominations, although fascinating ones, and tend to want to study Dovahkiin in their spare time. Sorcerers tend to treat Dovahkiin as kin, much like a sibling or cousin.
Role: Dovahkiin can make use of a variety of magical effects, although when not using such effects, tend to be found on the front lines, although not always up to par with pure melee classes.
Adaptation: Maybe they're just super-draconic children. Perhaps they're just draconic spellcaster-warriors. Any variation is up to you.
GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Abilities: Charisma is definitely an important score, as abilities tend to key off of it. Second is Constitution, for extra hit points, and Dexterity, for obvious reasons, and Strength if a Dovahkiin likes to stick to the front lines.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer
Starting Gold: As sorcerer
Class Skills
The Dovahkiin's class skills (and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana)(Int), Knowledge(Planes)(Int),Listen (Wis), Open Lock(Dex), Ride (Dex), Sleight of Hand(Dex), Spellcraft(Int), Survival (Wis), and Swim (Str)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Good Save|Good Save|Bad Save|Special|Dragon Shouts
1st|
+1|
+2|
+2|
+0|Dragon Shouts(Vowel), Draconic Child|2
2nd|
+2|
+3|
+3|
+0|Dovahsil, Focus |3
3rd|
+3|
+3|
+3|
+1| Dragon Shouts(First), Perks(Novice) |3
4th|
+4|
+4|
+4|
+1|Dovahsil |3
5th|
+5|
+4|
+4|
+1|Perks |4
6th|
+6|
+5|
+5|
+2|Dovahsil |4
7th|
+7|
+5|
+5|
+2|Perks(Apprentice) |4
8th|
+8|
+6|
+6|
+2| Dovahsil |5
9th|
+9|
+6|
+6|
+3|Dragon Shout(Second), Perks|5
10th|
+10|
+7|
+7|
+3| Dovahsil |5
11th|
+11|
+7|
+7|
+3|Perks(Adept) |6
12th|
+12|
+8|
+8|
+4| Dovahsil|6
13th|
+13|
+8|
+8|
+4|Perks |6
14th|
+14|
+9|
+9|
+4|Dovahsil |7
15th|
+15|
+9|
+9|
+5| Dragon Shouts(Third), Perks(Expert) |7
16th|
+16|
+10|
+10|
+5| Dovahsil |7
17th|
+17|
+10|
+10|
+5|Perks |8
18th|
+18|
+11|
+11|
+6|Dovahsil |8
19th|
+19|
+11|
+11|
+6|Perks(Master) |8
20th|
+20|
+12|
+12|
+6|Dovah, Dovahsil |9[/table]
Class Features
All of the following are class features of the Dovahkiin.
Weapon and Armor Proficiencies: The Dovahkiin is proficient with all simple weapons, four martial weapons, and light and medium armor.
Draconic Child:At 1st level, the Dovahkiin gains Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) as a bonus feat.
Dragon Shouts(Su): Dragon Shouts are the prime ability of Dovahkiin. Dragon Shouts are three-word phrases gleaned from Ancient Draconic, resonating with the power of ancient dragons. At first, Dovahkiin can only manage the most basic words of the phrases, then manage to work out more advanced words as they advance in power, eventually completing their phrase. Dovahkiin starts out with access to two shouts, gaining another at 2nd level, and gains another every three levels after. The Dovahkiin starts out with access to the Vowel ability of each shout it knows, then progresses their shouts as stated on the table above. They also gain access to a minor ability or benefit upon gaining access to a shout, called a Vowel due to the mere knowledge of the smallest part of such words altering their being. You may use Shouts once per encounter unless otherwise stated. The Dovahkiin gains access to a number of bonus Shouts equal to 1/2 their Charisma modifier. All spells and abilities that mimic them treat the caster level as being equal to the Dovahkiin's class level.
Shouts may be selected from the list below:
Animal Allegiance
Vowel: You gain Wild Empathy, as a Druid, except you gain a bonus to checks equal to 1/2 your class level, and you do not take a penalty for trying to influence magical beasts.
First(Raan): You may summon any one creature of the Animal type of up to your HD - 1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level.
Second(Mir): You may summon any one creature of the Magical Beast type of up to your HD -1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level, and the Magical Beast may only use (Ex) and (Su) abilities.
Third(Tah): You may summon any two creatures of the Animal or Magical Beast type, each of which may have of up to your HD - 3(minimum 1) as a full-round action. The summoning lasts for a number of rounds equal to your class level.
Aura Whisper
Vowel: You gain a bonus to Heal checks equal to 1/2 your class levels, and once per encounter, you may make a Heal check to heal a creature of hit points equal to the check's result/5.
First(Laas): You gain a healing pool of points equal to your Charisma modifier(min 1) x your class level, with which to heal your comrades. You may expend any number of points from the pool as a move action in order to heal an ally of a corresponding number of hit points. You may also heal as a swift action, although you may only expend up to 1/2 your class level in hit points when you heal this way.
Second(Yah): You gain the ability to sense life and unlife. You gain the blindsense ability out to 5 x (1/4 your class level + your Charisma modifier), which functions as blindsight when undead or constructs enter the area.
Third(Nir): Just as you may whisper to life and one's aura better than most others, so may you seek and damage it. When attacking someone within your blindsense from Yah, you may add damage to your attack equal to your class level + your Charisma modifier. Once per encounter, you may double this added damage.
Become Ethereal
Vowel: You gain a bonus to Hide and Move Silently checks equal to half your class level. Also, you gain access to a form of Hide In Plain Sight, except that you must make a check of DC 20, and it lasts for 1 round + 1 additional round per 5 that the check exceeds the DC by.
First(Feim): You gain the ability to become invisible, as per the spell, once per encounter. This invisibility lasts for a number of rounds equal to your class level, or until you do something that would break your invisibility.
Second(Zii): You may become Ethereal for a number of rounds per day equal to 1/2 your class leve, as a standard action. You may not attack other creatures like this, but may use other forms of action, such as movement while in this state. These rounds need not be consecutive, but must be used in minimum of 2-round intervals.
Third(Gron): Once per day, you may become Incorporeal as a move action. You gain the incorporeal subtype while this effect lasts. This lasts for a number of rounds equal to 1/2 your class level. These rounds need not be consecutive, but must be used within the same encounter. You may expend two rounds of this effect's duration to become Incorporeal as an immediate action. Ending the effect is a swift action.
Call Dragon
Vowel: You gain a bonus to all Charisma-based checks relating to creatures with the Dragon type or the Dragonblooded subtype equal to 1 + 1/2 your level.
First(Od): You may, as a standard action once per encounter, summon others with dragon blood in their veins. You may summon any creature with the Humanoid or Monstrous Humanoid type that has HD equal up to your level - 1. This summon has the Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) feat for the same type of true dragon as you chose for Draconic Child, and enough levels in the Warrior class to make its HD equal to the HD limit on this ability. This summons lasts for a number of rounds equal to your class level. Also, you may not activate any of the summons abilities of this shout while an existing summons from this shout is active.
Second(Ah): You may, as a standard action once per encounter, summon either a true dragon of the type you selected for Draconic Child or non-true dragon creature with the Dragon type of HD equal up to 1/2 your class level. This summoning lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the summons from Od now gain an additional Draconic Heritage feat when summoned, chosen when this ability is gained, and gain a bonus to attack and damage rolls equal to your Charisma modifier.
Third(Viing): You may summon, once per day as a full-round action, a true dragon of the type you selected for Draconic Child, of HD equal up to your class level -1. This summons lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the enhancement to Od gained in Ah now applies to the summons from Ah, and the summons from Od now gain one more Draconic Heritage feat, gained when this ability is gained.
Call of Valor
Vowel:By mere knowledge of this shout, you gain the ability to call upon a bit of the valor of heroes past. You may add 1/2 your Charisma modifier to AC(minimum 1), and increase your AC by 1 per 5 class levels.
First(Hun): Once per encounter, as a standard action, you may summon the shade of Gormlaith, slayer of Dragons past. Gormlaith comes equipped with a longsword and has the same statistics of a Warrior equal to your class level, except she gains the ability to take a -1 penalty to attack rolls to add 2 damage to an attack she makes. She may take further -1 penalties to add an additional 2 damage to each attack she makes, and may only have a total penalty in this manner equal to 1/2 your class level(ex. the maximum penalty that Gormlaith may have when summoned by a 4th level Dovahkiin is -2). This summons lasts for a number of rounds equal to your level. You may not have any of the summons from this shout active when an existing summons from this shout is active.
Second(Haal):You may, as a standard action once per encounter, summon Felldir the Old, an ancient Dragon-slayer that was able to slay dragons even into old age. Felldir comes equipped with a greatsword has the same statistics as a warrior of level equal to your class level, except he gains your Charisma modifier as a bonus to AC, and may benefit from any one perk you have and use the First Word Shout from the Shout he gains the perk from once during his summoning, provided it is not from the Call of Valor, Call of the Dragon, or Animal Allegiance shouts. Gormlaith now gains your Charisma modifier as a bonus to damage and attack rolls. This summons lasts for a number of rounds equal to your class level.
Third(Zor):You may, as a full-round action once per day, summon one of the greatest heroes of legend: Hakon One-Eye. Hakon comes equipped with a scythe, and has the same statistics as a warrior of level equal to your class level, except that he gains the benefit of two fighter feats, selected upon gaining this ability, adds xd6 to his attacks where x is equal to your Charisma modifier, and may once during his summoning, double the amount of damage he deals, decided before attacking, although a missed attack does not expend this ability. Additionally, all summons from this shout's weapons are treated as having the Bane(Dragon) quality, and gain a bonus to all attack and damage rolls equal to your Charisma modifier(on top of previous bonuses gained).
Clear Skies
Vowel: You gain a bonus to all checks relating to physical ability scores during inclement weather equal to 1/2 your class level, and may once per week clear up inclement weather.
First(Lok): You may, once per encounter, take to the skies. While this ability is in effect, you gain a fly speed equal to your base land speed plus (5 x your Charisma modifier) with average maneuverability. This effect may last for up to a number of rounds equal to your Charisma modifier. You may also fly a distance equal to your base land speed as a move action, so long as you start and end the action on a solid surface.
Second(Vah): You gain the ability to summon aspects of spring weather. You may add xd6 fire damage to your attacks, where x is equal to 1/2 your Charisma modifier(minimum 1). Once per encounter, the bonus to attacks may be doubled for a number of rounds equal to your Charisma modifier. Also, when flying, as a ranged touch attack, you may make a ranged touch attack as a swift action to deal xd6 fire damage, although this attack is not affected by the once per encounter ability. Additionally, your maneuverability improves to good.
Third(Koor): You know how to add the power of summer storms to your abilities. The ability from Vah may now substitute electricity damage for fire damage, and x now equals your Charisma modifier. Also, any enemy within distance equal to your fly speed from Lok striking you prompts a reflexive bolt of lightning in reponse, which deals electricity damage equal to twice your Charisma modifier when on the ground, and electricity damage equal to your bonus to attack from Vah when flying. Also, once per week, you may make use of a Control Weather effect, as the spell except it takes 1 minute, and may only switch current weather to spring and summer weather.
Disarm
Vowel: You get a bonus equal to 1/2 your level on checks made to disarm an opponent, and you do not provoke attacks of opportunity when doing so.
First(Zun):Whenever an opponent makes an attempt to make an attack of opportunity against you, you may attempt to disarm them as an immediate action. Additionally, you may disarm as a move action.
Second(Haal):Just because a foe isn't using a sword or axe doesn't mean you can't put him out of action for a while. Whenever you may try to disarm an opponent, you may target natural attacks(including unarmed attacks) or spell-like abilities that you know of. If you succeed, these are damaged enough that they cannot be used for a number of rounds equal to d4 + your Charisma modifier. If disarming as an immediate action, you may only target natural attacks and spell-like abilities if those are the attacks being used against you. Spell-like abilities that are disarmed are counted as having expended one use. You may also target magic items, which count as having expended one charge or use if disarming is successful.
Third(Viik): You may now strip enemies of any of their attacks. You may now target spells and supernatural abilities that you know of. Supernatural abilities are expended as though having been used once, and spells disarmed as an immediate action are counting as having been expent. If not expending spells as an immediate action, if you know the target has use of spells but do not know of which they are able to cast, the spell slot is selected randomly from the highest level spells that the target may cast by the DM. If the spell slot was for a spontaneous casting class, a randomly selected spell of the same level of the spell slot may not be used for a number of rounds equal to d4 + your Charisma modifier, and if the spell slot was for a prepared casting class, the target may not make use of any spell slots with that spell prepared. If the Dovahkiin does know of a particular spell the target may cast, they may choose to target that spell.
Dismaying Shout
Vowel: You gain a bonus to Intimidate checks equal to 1/2 your class level. Also, you gain an aura of passive menace, making a passive Intimidate check against all creatures within 30 ft, treating your roll as a 10, with your Charisma modifier as a bonus.
First(Faas):Your actions can inspire fear in others. Should you roll a natural 20 on an attack, or kill or render an opponent unconscious, all enemies within line of sight are shaken. Also, once per target per encounter, when hitting an enemy that you have hit before, you may roll an Intimidate check as part of the attack. The attack need not hit for the Intimidate check to succeed, although you do gain a bonus to the roll equal to your Charisma modifier if it does.
Second(Ru):You gain the Frightful Presence ability out to 20 ft + (5 x Charisma modifier) ft, with the following changes. Firstly, it may affect creatures with HD equal up to your class level + your Charisma modifier. Secondly, once per encounter, you may choose for all creatures within the aura take a penalty to their rolls equal to your Charisma modifier. Thirdly, any creature that fails their save by 10 or more is frightened. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are frightened. Also, creatures with bonuses to saves against fear have them reduced by an amount equal to 1/2 your class level(Minimum +0). Lastly, whenever you exceed the DC of the roll to Intimidate a creature by 5, you may treat them as shaken.
Third(Maar): You know how to terrify creatures, even to the point where it may be their doom. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are panicked. Whenever you would move a creature's status on fear effects to beyond panicked, you may treat them as terrified. Terrified creatures are treated the same as panicked, except they are also stunned. If a terrified creature would be panicked, they must roll a save(DC 10 + 1/2 Dovahkiin's class level + Charisma modifier), or die. Lastly, you may now affect creatures immune to fear and non-intelligent creatures.
Dragonrend
Vowel: You know how to handle using two weapons at once, thanks to the knowledge of dragonblooded warriors in ancient times, learned through your ability to learn Ancient Draconic. You take no penalty to the weapon in your primary hand with two-weapon fighting, and you may reduce the penalty to the weapon in your secondary hand by 1/2 your class level + 1/2 your Charisma modifier.
First(Joor): You gain a bonus to attack rolls equal to your Charisma modifier when fighting with two weapons. Additionally, should you hit with both your weapons in an attack, you may deal an additional 1d6 + Charisma modifier damage.
Second(Zah):You know how to get people to stop moving for a while by a combination of attacks. If you hit with both of your weapons in an attack, you may force the target to stop moving. If the target is in the air or levitating, they immediately fall to the ground, and cannot fly for a number of rounds equal to your Charisma modifier. Otherwise, the target is treated as being slowed, as per the spell, for a number of rounds equal to your Charisma modifier. Additionally, should you hit with both your weapons in an attack, the attack deals an additional 2d6 + Charisma modifier damage.
Third(Frul): You know how to arrest the movement of all creatures using a secret combination created in ancient times, which can only be managed by two weapons. If you succeed on an attack with both of your weapons in an attack, you may forgo additional damage to daze the target. This may only be done a number of times per encounter equal to 1/2 your Charisma modifier. Also, if you succeed on an attack with both of your weapons, you may deal an additional 3d6 + Charisma modifier damage.
Elemental Breath
Perk: Select one type of energy(fire, cold, electricity, acid). You gain resistance to that type of energy equal to your class level + your Charisma modifier. Additionally, you may add 1/2 your Charisma modifier(minimum 1) energy damage of the energy type selected.
First(Yol/Fo):You gain a breath weapon with which to attack your enemies. This breath weapon deals 1d6 damage of your energy type per two class levels, and is a 15 ft cone if you selected fire or cold, or 20 ft line if you selected acid or electricity. This breath weapon is usable once every 1d4- 1/2 your Charisma modifier rounds. Enemies must make a Reflex save(DC 10 + 1/2 class level + Charisma modifier). A number of times per encounter equal to your Charisma modifier, you may choose to have all enemies take a penalty to their saves against your breath weapon equal to your Charisma modifier.
Second(Toor/Krah): The range of your breath weapon increases to a 30 ft cone or a 40 ft line, depending on which type you have. A number of times per encounter equal to your Charisma modifier, you may add xd6 damage to your breath weapon, where x equals your Charisma modifier. Additionally, your breath weapon has an additional effect based on what energy type you chose:
Acid: Acid sizzles into the flesh, sapping away vitality. Those affected by your breath weapon take Constitution damage equal to 1/4 your Charisma modifier(minimum 1).
Cold: Cold can seep into the joints of creatures slowing them down. Creatures affected by your breath weapon are slowed, as the spell, for a number of rounds equal to 1/2 your Charisma modifier(minimum 1).
Electricity: Shooting lighting out of can be terrifying. Those affected by your breath weapon must spend a number of rounds equal to 1/2 your Charisma modifier(minimum 1) moving away from you.
Fire: Fire sets things ablaze. Like your opponent. Those affected by your breath weapon take xd4 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier.
Third(Shul/Diin):Once per day, you may have your breath weapon's damage improve to 1d6 per class level. This may not be done in conjunction with the extra damage per encounter ability of Toor/Krah. Additionally, you may sacrifice damage in order to improve the secondary ability of your breath weapon, adding 1 to your Charisma modifier per two dice of damage sacrificed.
Elemental Fury
Vowel: You know the fury of the dragons of old, and seek to channel it. You gain a bonus equal to 1/2 your class level to grapple checks, and do not provoke an attack of opportunity for doing so.
First(Su):You may make an additional attack at your highest attack bonus with -5 penalty as a part of each full attack you make. Additionally, you halve the penalty to attack rolls while grappling. You may also intiate a grapple as part of a normal attack.
Second(Grah):You may make an additional attack once per round against a creature you've grappled, regardless of other actions taken. You no longer take a penalty to attack rolls while grappling. Also, you may trip a creature with a melee weapon, and move at half-speed while grappling without an opposed grapple check. Additionally, you gain a bonus to the melee touch attack roll made as part of a grapple equal to 1/2 your level + your Charisma modifier.
Third(Dun): You gain a bonus to attack and damage rolls equal to your Charisma modifier on attacks made while grappling. Additionally, for a number of times per day equal to 1/2 your Charisma modifier, you may treat all of your attack rolls against your target as though they were critical hits for a number of rounds equal to your Charisma modifier. Lastly, creatures grappled by you take a penalty equal to 1/2 your level on Escape Artist checks to escape a grapple you have on them.
Ice Form
Vowel: You know how to stop enemies. You gain a bonus to grapple checks made to pin an opponent equal to 1/2 your class level.
First(Iiz):You may add cold damage equal to your Charisma modifier to your melee attacks. Also, as a standard action for a number of times equal to your Charisma modifier, you may make an icy attack. This attack is a ranged touch attack with a range equal to 20 ft + (5 x Charisma modifier) ft. If successful, the attack deals 2 x (class level + Cha modifier) cold damage, and is treated as being entangled. This condition persists for a number of rounds equal to your Charisma modifier.
Second(Slen):You know how to visit deeper frozen imprisonment upon creatures hit with your ice attacks. You may now add the cold damage from Iiz to your ranged attacks, and every 1d4 rounds, any opponent who is hit by a ranged or melee attack is treated as being entangled for one round. Additionally, once per encounter, upon a successful attack, you may treat the opponent as being dazed for a number of rounds equal to your Charisma modifier, as the arctic chill of your attacks distracts them from all else. Lastly, whenever you inflict a condition upon a creature with this shout, they take cold damage equal to your Charisma modifier for each round they sustain the condition.
Third(Nus):You may now add 1/4 your class level to the cold damage added to your attacks, and once every 1d8 rounds, you may slow, as per the spell, the target of a successful melee attack for a number of rounds equal to 1 + 1/2 your Charisma modifier. Additionally, a number of times per day equal to your Charisma modifier, you may deal xd6 cold damage as a ranged touch attack, where x equals 1/2 your class level + your Charisma modifier. Opponents hit by this attack are treated as paralyzed for a number of rounds equal to 1/4 your class level + 1/2 your Charisma modifier, and the condition damage from Slen is changed to yd6 cold damage per round paralyzed, where yd6 equals your Charisma modifier.
Kyne's Peace
Vowel: You gain a bonus to Handle Animal checks equal to 1/2 your class level + 1/2 your Charisma modifier(minimum 1).
First(Kaan):You may use Calm Emotions, as per the spell, as an at-will action, with the exception that it only applies to animals and magical beasts. A number of times per day equal to your Charisma modifier, you may use the spell Calm Emotions, as per the spell as normal, and may attempt a Diplomacy check as part of the action to cast the spell.
Second(Drem):You may expand your peace-making abilities to creating limited peace zones. You may, whenever you use your Calm Emotions abilities from Kaan, allow for a pacifistic zone to develop within the spell's area, affecting those whom the Calm Emotions ability you're using affects. When a pacifistic zone is in effect, all damage within the zone is non-lethal, and creatures affected must make non-lethal attacks, imposing the normal -4 penalty to attack rolls. Additionally, all non-lethal damage in this zone is reduced by a number of points equal to your Charisma modifier. A pacifistic zone lasts for a number of rounds equal to the duration of the Calm Emotions effect + 1/4 your class level + 1/2 your Charisma modifier.
Third(Ov):You may, as a standard action for a number of times per day equal to 1/2 your Charisma modifier, create a peace zone. When within a peace zone, no players may take offensive actions, and may not deal damage. If anyone within the peace zone is taking damage from an ongoing effect, they gain an additional save against the effect on their next turn after the peace zone is created if it requires a save to end it, or have it become non-lethal damage which is halved each successive round if it does not. Peace zones created this way last for a number of rounds equal to 1/2 your class level + twice your Charisma modifier. Peace zones have a radius of 10 ft per class level. Alternatively, you may create a peace zone at-will, provided all parties within the zone agree to it. The effects of a peace zone created this way last for as long as all creatures within the zone when it was created stay within it, and lasts for x minutes after one of the creatures leaves, where x equals your Charisma modifier.
Marked For Death
Vowel:You have a constant Death Knell effect going on around you, except that it only affects enemies, and instead of the normal benefits gained upon an affected creature dying, you gain temporary hit points equal to 1/2 your class level and a bonus to Charima equal to 1 + 1/2 your Charisma modifier before modification by this ability.
First(Krii):You know how to create Death Marks. You may mark a creature within 30 ft with a Death Mark as a swift action, and may have up to your Charisma modifier in Death Marks active at any one time. When a creature is affected by your Death Mark, they take a penalty to AC equal to your Charisma modifier, and when a successful attack is made against a target with a Death Mark, they take damage equal to your Charisma modifier for a number of rounds equal to 1/2 your Charisma modifier(minimum 1). You regain use of a Death Mark if a creature with a Death Mark dies.
Second(Un):As creatures with Death Marks become closer to death, their body functions more like a corpse. Creatures with Death Marks now take a penalty to all rolls equal to your Charisma modifier, and when a successful attack is made against the target, if the attacker has Sneak Attack or similar damage, they may add half that damage to the attack, and if it does not, simply adds 1d6 + your Charisma modifier damage to the attack.
Third(Laus):Death can be peaceful, but not for creatures with a Death Mark. If a creature with a Death Mark is below 1/2 its total HP, whenever a successful attack is made against it, they take xd6 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier. Additionally, for a number of rounds per day equal to your Charisma modifier(minimum 2), you may double all of the effects of a Death Mark for all creatures affected by one of your Death Marks. These rounds need not be consecutive, although they must be spent in minimum two-round intervals.
Slow Time
Vowel:You may take 10 on skill checks even in stressful circumstances, and for a number of times per day equal to 1 + 1/4 your class level, may take 20 on a skill check when circumstances would normally allow you to take 10.
First(Tiid):Once per encounter, you may slow things down a little. You may create a slow zone, which acts as per the spell, but affects all enemies within ranged, and lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Klo):You move so fast compared to the creatures within your slow zone, that you speed up by comparison. When within your slow zone from Tiid, you gain an extra move action per turn, and do not provoke attacks of opportunity for moving within the slow zone. Additionally, you may create a slow zone a number of times per encounter equal to 1 + 1/2 your Charisma modifier.
Third(Ul): You end up making it so that, for a short time, you can slow down time for creatures within your zone that time seems to stop for all but you. You may, a number of times per day equal to 1/2 your Charisma modifier, may create a Time Stop effect, except that it only lasts for a number of rounds equal to 1/2 your Charisma modifier, and only is in effect for the area that a slow zone would affect. Additionally, you may now create a slow zone a number of times equal to 1 + your Charisma modifier.
Storm Call
Vowel: When in an area affected by a storm, you gain a bonus to all skill checks equal to 1/4 your class level, and a bonus to attack rolls equal to your Charisma modifier.
First(Strun):Once per encounter, you may cause a localized storm. This storm affects a radius equal to 20 ft + (your class level rounded down to the nearest 5) ft + (5 x your Charisma modifier) ft. When within it, all area within it is treated as difficult terrain for all creatures except you, and you may deal bonus electricity damage on all melee and ranged attacks equal to your Charisma modifier. This lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Bah):You can't have lightning without the storm. Once per round while a storm from Strun is in effect, you may use Call Lightning, except that it only affects creatures within your storm's radius, and may only be used while the storm persists, and is treated as being in a stormy area. Once per encounter, you may use the Call Lightning effect as a swift action. Additionally, all creatures attacking you with a melee attack take electricity damage equal to your Charisma modifier, and you may lower electricity resistance for the rest of the encounter by 1/2 your class level + Charisma modifier upon a successful attack. Multiple hits effects do not stack, and does not affect immunity.
Third(Qo):For a number of times per day equal to 1/2 your Cha modifier, you may call a greater storm. This counts as your use of Strun for the encounter. This storm grants the same benefits as the storm from Bah, except that the Call Lightning effect changes to a Call Lightning Storm effect, and the storm affects the same area a Call Lightning Storm spell would. Also, you may spend a full round once per usage to have all enemies within the storm's area to be hit by the Call Lightning Storm effect of this ability. Lastly, you may, for a number of times per encounter equal to 1/2 your Charisma modifier, choose to treat electricity damage you would deal as untyped damage.
Throw Voice
Vowel:You gain Ventriloquism, except that it is constantly in effect, and is treated as an extraordinary ability. You may use Cha-based skills this way, and gain a bonus to skill checks made this way equal to 1/4 your class level.
First(Zul):Your voice isn't simply the voice of a normal creature. It is the voice of a creature that can speak Ancient Draconic, carrying a portion of your draconic might, and by extension, your soul. If you use your Ventriloquism ability from this shout's perk to appear to speak from an object, you may perceive the surrounding area as though you were positioned where the object is. Additionally, you may animate an object you are perceiving through this way once per encounter, as per the Animate Object spell, for a number of rounds equal to your Charisma modifier. The object acts when you do and may take any one action on your turn, and you may spend actions of your own in order to direct an object animated this way. You may animate an object outside of an encounter, for a number of minutes equal to 1/2 your class level + your Charisma modifier, and should the object get into an encounter, the effect persists for a number of rounds equal to your Charisma modifier. You may not maintain the effects of the First, Second, and Third Word abilities of this shout at the same time, excluding improvements to abilities, and should one make use of another ability of this shout while they have one active, the previous effect automatically ends.
Second(Mey):Now, your voice gains in strength, influencing the minds of others, as well as increasing some of your existing voice abilities. You may now attempt to influence a creature to become more friendly to you through throwing your voice in a manner that the creature mistakes it for their own thoughts. This effect is treated as a Charm Monster spell, usable a number of times per day equal to your Charisma modifier, except that it persists for a number of hours equal to 1/2 your Charisma modifier(minimum 1). You may also use this effect in combat, in which case it lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier. Additionally, you may now use abilities gained from shouts through objects you have animated, and objects animated may now take a move and standard action during their turn.
Third(Gut):Your voice becomes so overwhelming as to drown out a creature's thoughts, if only for a while. This acts as per the spell Dominate Monster, except that it follows the same restrictions as the Charm Monster ability as it is stated in Mey, and is only usable a number of times per day equal to 1/2 your Charisma modifier. Additionally, the Charm Monster effect from Mey now lasts for a number of hours equal to your Charisma modifier, and lasts for a number of rounds in combat equal to 1/2 your class level + your Charisma modifier, and animated objects from Zul may remain animated for a number of rounds equal to twice your Charisma modifier in combat, and for your class level + twice your Charisma modifier minutes outside of combat.
Unrelenting Force
Vowel: You gain a bonus equal to 1/2 your class levels on all saves against force effects, and may be granted a save against force effects that normally do not allow one.
First(Fus): You may, as a standard action, release a bolt of force. This bolt deals xd4 force damage, there x equals 1/2 your level(minimum 1). This attack is a ranged touch attack with a range of 20 ft + class level(rounded down to nearest 5) + (5 x your Charisma modifier) Once per encounter, you may add damage to the attack equal to your class level + twice your Charisma modifier. Also, once per day per two class levels, you may double the damage this attack deals. Lastly, you may choose to sacrifice die of damage to push back a creature 5 ft per die sacrificed.
Second(Ro):Once per encounter, you may add your Charisma modifier in dice to your force attack. This benefit lasts for a number of rounds equal to 1/2 your class level. You may not use your doubling ability from Fus in conjunction with this once per encounter ability. Also, your force attack may now add your Charisma modifier to attack rolls and damage for this attack. Lastly, you may sacrifice three dice to trip as part of the attack. This may be combined with the push back effect.
Third(Dah):Once per day per four class levels, you may automatically determine an attack you make with your force attack from Fus to be a critical hit. You may use this in conjunction with the doubling ability from Fus, but it counts as two uses of this ability. Also, you may take 10 with attack rolls for the purposes of this attack, and do not treat attack rolls of 1 as an automatic failure. Lastly, you may trip and push creatures that are normally immune to such measures.
Whirlwind Sprint
Vowel: When running, you may quadruple your land speed if in heavy armor or increase it by 5 times if in medium, light, or no armor, and may increase your running speed by an additional 5 ft per two class levels.
First(Wuld):When you spend an entire round to run, you may make an attack against against one target you within 5 ft of you at any point during the movement. Additionally, enemies take a penalty to attacks of opportunity made against you equal to your Charisma modifier.
Second(Nah):You know how to increase the quickness of your attacks and movement. You may, once per encounter, gain a bonus to your land speed equal to 10 ft + (5 x Charisma modifier) ft. When moving under the influence of this ability, you may, once per movement while your speed is enhanced due to the abilities of this shout, may attack one a creature that makes an attack of opportunity against you with a bonus to the attack and damage roll equal to your Charisma modifier. This is in addition to your attack during running from Wuld if you are running.
Third(Kest):For a number of rounds per day equal to your class level + your Charisma modifier, you may treat yourself as hasted, as per the spell. These rounds need not be consecutive. Additionally, when moving while your movement is enhanced due to the abilities of this shout, you may attempt a basic melee attack against all creatures that attempt attacks of opportunity against you.
Focus: While a Dovahkiin may do well in being stealthy, good with a blade, and sometimes even casting magic, in the end, a Dovahkiin tends to excel in one of the three. At 2nd level, the Dovahkiin selects one of the following focuses, which cannot be changed once chosen, and gains its benefits. See the post below for Focuses.
Dovahsil(Ex): At 2nd level and every two levels after, the Dovahkiin may select an option from the list below:
Fighter Bonus Feat: The Dovahkiin selects a bonus feat from the list of Fighter bonus feats. The Dovahkiin counts as a fighter of level equal to their class level for the selection of such feats.
Draconic Feat: The Dovahkiin selects a Draconic feat as a bonus feat.
Dragon's Magic: The Dovahkiin gains spell levels equal to 1/2 their class level + their Charisma modifier. They also gain access to one 1st level spell from the Sorcerer/Wizard spell list. Every four levels after, the Dovahkiin gains another spell known from the Sorcerer spell list, which may not be of level higher than the highest level spell a sorcerer of level equal to 1/2 your class level could. When casting using spell levels, the Dovahkiin expends a number of spell levels equal to the level of the spell being cast. The DC of their spells is equal to 10 + spell level + Charisma modifier. The Dovahkiin's caster level is equal to their class level. Dovahkiin may select this ability again to gain another two spell levels and another spell known, although you may not select this option twice in a row. Also, you may not choose this option at 2nd level if you have chosen the Mage focus.
Perks: A Dovahkiin gains knowledge and ability throughout their adventures, shown through a Dovahkiin's perks. At 3rd level and every odd level after, Dovahkiin may select perks. The Dovahkiin has access to Novice perks at 3rd level, Apprentice perks at 7th level, Adept at 11th, Expert at 15th, and Master at 19th. See the post below for perks.
Dovah(Su): At 20th level, you become a true dragon. You gain the Dragon type and all of its benefits, and you also gain a fly speed equal to twice your land speed with good maneuverability. You may use all of your encounter abilities from words of your Dragon Shouts with expenditure of uses. Additionally, for a number of rounds equal to your class level, you may match your form to your soul, transforming into a Dragon of one type selected upon gaining 20th level. These rounds need not be consecutive, but you must still observe any cooldowns for such abilities as breath weapons, and abilities used for free only last for as long as the transformed state from this class feature persists or its original duration, whichever is shorter.
Note: Okay, so this was originally my entry for the most recent Base Class Contest, but seeing as it took a while just to write down the Shouts, I was not able to finish in time. So, I've decided to continue the class outside of the contest, and am now opening it for commenting and PEACHing as everything except for the perks of Apprentice level and above are done for now, although I expect to have all the Warrior and Thief Perks done in the next day or two, although the Mage perks may take a while longer to do. This is also my first multi-post class. Please feel free comment and PEACH.
http://images1.wikia.nocookie.net/__cb20110616002204/elderscrolls/images/archive/4/4d/20110928152711!Dovahkiin.jpg
"I do more than emulate dragons. I am one."
- T'anir Vorastrix, dragonborn Dovahkiin
Thanks to the appetite of dragons for certain pleasures of the earth, there are no shortage of people in the world with Draconic ancestry. But sometimes, dragonblooded children inherit more than a draconic improvement to their body or a draconic talent for simple magic. Sometimes, a dragonblooded child is born with a draconic soul. Others are born as the reincarnated form of dragons of the ancient past. No matter how they came to be, these dragon-souled creatures have the power to gain control of Ancient Draconic, the form of Draconic spoken at the world's beginning, a language that is imbued with the magic of dragons future and past.
Adventures: Dovahkiins' powers are gained through self-examination of themselves and their draconic soul. While this can be done while having a normal life, the life of an adventurer seems to accelerate the progression of their powers.
Characteristics: Dovahkiin are capable of a variety of effects. They can serve on the front lines for a while, as well as use a variety of magical effects.
Alignment: As varied as dragons are in alignment, so are Dovahkiin. Dovahkiin are easily found as members of any alignment, although many follow the general alignment of whatever society they are raised in.
Religion: Many Dovahkiin do not worship a deity, seeing themselves as being close to being a god, and thus do not worship any deity. Many Dovahkiin, though, do worship draconic deities, or at least pay homage to a few.
Background: Dovahkiin are born, not made. Some wake up naturally, coming into their powers in a manner similar to sorcerers. Others discover theirs after pursuit of knowledge of Dovahkiin in ages past. Others come into their power after being made into Dragonborn, who account for the most numerous race amongst the Dovahkiin, rivaled only by humans.
Races: Dovahkiin are found almost exclusively amongst dragonblooded individuals. The most common race is the Dragonborn, many coming into their power after their conversion into a draconic child of Bahamut, and subsequently attend one of scarce few temples where they teach Ancient Draconic. Other than Dragonborn, dragonblooded humans tend to make up the second most numerous race due to being a populous race, and any other dragonblooded individuals are equally likely to become Dovahkiin.
Other Classes: Lawful classes, such as Paladins and Monks, tend to view Dovahkiin as abominations, having the soul of one creature while having the body of another, although Paladins do tend to give grudging respect to good-aligned Dovahkiin upon getting a change to know them. Wizards similarly view them as abominations, although fascinating ones, and tend to want to study Dovahkiin in their spare time. Sorcerers tend to treat Dovahkiin as kin, much like a sibling or cousin.
Role: Dovahkiin can make use of a variety of magical effects, although when not using such effects, tend to be found on the front lines, although not always up to par with pure melee classes.
Adaptation: Maybe they're just super-draconic children. Perhaps they're just draconic spellcaster-warriors. Any variation is up to you.
GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Abilities: Charisma is definitely an important score, as abilities tend to key off of it. Second is Constitution, for extra hit points, and Dexterity, for obvious reasons, and Strength if a Dovahkiin likes to stick to the front lines.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer
Starting Gold: As sorcerer
Class Skills
The Dovahkiin's class skills (and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana)(Int), Knowledge(Planes)(Int),Listen (Wis), Open Lock(Dex), Ride (Dex), Sleight of Hand(Dex), Spellcraft(Int), Survival (Wis), and Swim (Str)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Good Save|Good Save|Bad Save|Special|Dragon Shouts
1st|
+1|
+2|
+2|
+0|Dragon Shouts(Vowel), Draconic Child|2
2nd|
+2|
+3|
+3|
+0|Dovahsil, Focus |3
3rd|
+3|
+3|
+3|
+1| Dragon Shouts(First), Perks(Novice) |3
4th|
+4|
+4|
+4|
+1|Dovahsil |3
5th|
+5|
+4|
+4|
+1|Perks |4
6th|
+6|
+5|
+5|
+2|Dovahsil |4
7th|
+7|
+5|
+5|
+2|Perks(Apprentice) |4
8th|
+8|
+6|
+6|
+2| Dovahsil |5
9th|
+9|
+6|
+6|
+3|Dragon Shout(Second), Perks|5
10th|
+10|
+7|
+7|
+3| Dovahsil |5
11th|
+11|
+7|
+7|
+3|Perks(Adept) |6
12th|
+12|
+8|
+8|
+4| Dovahsil|6
13th|
+13|
+8|
+8|
+4|Perks |6
14th|
+14|
+9|
+9|
+4|Dovahsil |7
15th|
+15|
+9|
+9|
+5| Dragon Shouts(Third), Perks(Expert) |7
16th|
+16|
+10|
+10|
+5| Dovahsil |7
17th|
+17|
+10|
+10|
+5|Perks |8
18th|
+18|
+11|
+11|
+6|Dovahsil |8
19th|
+19|
+11|
+11|
+6|Perks(Master) |8
20th|
+20|
+12|
+12|
+6|Dovah, Dovahsil |9[/table]
Class Features
All of the following are class features of the Dovahkiin.
Weapon and Armor Proficiencies: The Dovahkiin is proficient with all simple weapons, four martial weapons, and light and medium armor.
Draconic Child:At 1st level, the Dovahkiin gains Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) as a bonus feat.
Dragon Shouts(Su): Dragon Shouts are the prime ability of Dovahkiin. Dragon Shouts are three-word phrases gleaned from Ancient Draconic, resonating with the power of ancient dragons. At first, Dovahkiin can only manage the most basic words of the phrases, then manage to work out more advanced words as they advance in power, eventually completing their phrase. Dovahkiin starts out with access to two shouts, gaining another at 2nd level, and gains another every three levels after. The Dovahkiin starts out with access to the Vowel ability of each shout it knows, then progresses their shouts as stated on the table above. They also gain access to a minor ability or benefit upon gaining access to a shout, called a Vowel due to the mere knowledge of the smallest part of such words altering their being. You may use Shouts once per encounter unless otherwise stated. The Dovahkiin gains access to a number of bonus Shouts equal to 1/2 their Charisma modifier. All spells and abilities that mimic them treat the caster level as being equal to the Dovahkiin's class level.
Shouts may be selected from the list below:
Animal Allegiance
Vowel: You gain Wild Empathy, as a Druid, except you gain a bonus to checks equal to 1/2 your class level, and you do not take a penalty for trying to influence magical beasts.
First(Raan): You may summon any one creature of the Animal type of up to your HD - 1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level.
Second(Mir): You may summon any one creature of the Magical Beast type of up to your HD -1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level, and the Magical Beast may only use (Ex) and (Su) abilities.
Third(Tah): You may summon any two creatures of the Animal or Magical Beast type, each of which may have of up to your HD - 3(minimum 1) as a full-round action. The summoning lasts for a number of rounds equal to your class level.
Aura Whisper
Vowel: You gain a bonus to Heal checks equal to 1/2 your class levels, and once per encounter, you may make a Heal check to heal a creature of hit points equal to the check's result/5.
First(Laas): You gain a healing pool of points equal to your Charisma modifier(min 1) x your class level, with which to heal your comrades. You may expend any number of points from the pool as a move action in order to heal an ally of a corresponding number of hit points. You may also heal as a swift action, although you may only expend up to 1/2 your class level in hit points when you heal this way.
Second(Yah): You gain the ability to sense life and unlife. You gain the blindsense ability out to 5 x (1/4 your class level + your Charisma modifier), which functions as blindsight when undead or constructs enter the area.
Third(Nir): Just as you may whisper to life and one's aura better than most others, so may you seek and damage it. When attacking someone within your blindsense from Yah, you may add damage to your attack equal to your class level + your Charisma modifier. Once per encounter, you may double this added damage.
Become Ethereal
Vowel: You gain a bonus to Hide and Move Silently checks equal to half your class level. Also, you gain access to a form of Hide In Plain Sight, except that you must make a check of DC 20, and it lasts for 1 round + 1 additional round per 5 that the check exceeds the DC by.
First(Feim): You gain the ability to become invisible, as per the spell, once per encounter. This invisibility lasts for a number of rounds equal to your class level, or until you do something that would break your invisibility.
Second(Zii): You may become Ethereal for a number of rounds per day equal to 1/2 your class leve, as a standard action. You may not attack other creatures like this, but may use other forms of action, such as movement while in this state. These rounds need not be consecutive, but must be used in minimum of 2-round intervals.
Third(Gron): Once per day, you may become Incorporeal as a move action. You gain the incorporeal subtype while this effect lasts. This lasts for a number of rounds equal to 1/2 your class level. These rounds need not be consecutive, but must be used within the same encounter. You may expend two rounds of this effect's duration to become Incorporeal as an immediate action. Ending the effect is a swift action.
Call Dragon
Vowel: You gain a bonus to all Charisma-based checks relating to creatures with the Dragon type or the Dragonblooded subtype equal to 1 + 1/2 your level.
First(Od): You may, as a standard action once per encounter, summon others with dragon blood in their veins. You may summon any creature with the Humanoid or Monstrous Humanoid type that has HD equal up to your level - 1. This summon has the Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) feat for the same type of true dragon as you chose for Draconic Child, and enough levels in the Warrior class to make its HD equal to the HD limit on this ability. This summons lasts for a number of rounds equal to your class level. Also, you may not activate any of the summons abilities of this shout while an existing summons from this shout is active.
Second(Ah): You may, as a standard action once per encounter, summon either a true dragon of the type you selected for Draconic Child or non-true dragon creature with the Dragon type of HD equal up to 1/2 your class level. This summoning lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the summons from Od now gain an additional Draconic Heritage feat when summoned, chosen when this ability is gained, and gain a bonus to attack and damage rolls equal to your Charisma modifier.
Third(Viing): You may summon, once per day as a full-round action, a true dragon of the type you selected for Draconic Child, of HD equal up to your class level -1. This summons lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the enhancement to Od gained in Ah now applies to the summons from Ah, and the summons from Od now gain one more Draconic Heritage feat, gained when this ability is gained.
Call of Valor
Vowel:By mere knowledge of this shout, you gain the ability to call upon a bit of the valor of heroes past. You may add 1/2 your Charisma modifier to AC(minimum 1), and increase your AC by 1 per 5 class levels.
First(Hun): Once per encounter, as a standard action, you may summon the shade of Gormlaith, slayer of Dragons past. Gormlaith comes equipped with a longsword and has the same statistics of a Warrior equal to your class level, except she gains the ability to take a -1 penalty to attack rolls to add 2 damage to an attack she makes. She may take further -1 penalties to add an additional 2 damage to each attack she makes, and may only have a total penalty in this manner equal to 1/2 your class level(ex. the maximum penalty that Gormlaith may have when summoned by a 4th level Dovahkiin is -2). This summons lasts for a number of rounds equal to your level. You may not have any of the summons from this shout active when an existing summons from this shout is active.
Second(Haal):You may, as a standard action once per encounter, summon Felldir the Old, an ancient Dragon-slayer that was able to slay dragons even into old age. Felldir comes equipped with a greatsword has the same statistics as a warrior of level equal to your class level, except he gains your Charisma modifier as a bonus to AC, and may benefit from any one perk you have and use the First Word Shout from the Shout he gains the perk from once during his summoning, provided it is not from the Call of Valor, Call of the Dragon, or Animal Allegiance shouts. Gormlaith now gains your Charisma modifier as a bonus to damage and attack rolls. This summons lasts for a number of rounds equal to your class level.
Third(Zor):You may, as a full-round action once per day, summon one of the greatest heroes of legend: Hakon One-Eye. Hakon comes equipped with a scythe, and has the same statistics as a warrior of level equal to your class level, except that he gains the benefit of two fighter feats, selected upon gaining this ability, adds xd6 to his attacks where x is equal to your Charisma modifier, and may once during his summoning, double the amount of damage he deals, decided before attacking, although a missed attack does not expend this ability. Additionally, all summons from this shout's weapons are treated as having the Bane(Dragon) quality, and gain a bonus to all attack and damage rolls equal to your Charisma modifier(on top of previous bonuses gained).
Clear Skies
Vowel: You gain a bonus to all checks relating to physical ability scores during inclement weather equal to 1/2 your class level, and may once per week clear up inclement weather.
First(Lok): You may, once per encounter, take to the skies. While this ability is in effect, you gain a fly speed equal to your base land speed plus (5 x your Charisma modifier) with average maneuverability. This effect may last for up to a number of rounds equal to your Charisma modifier. You may also fly a distance equal to your base land speed as a move action, so long as you start and end the action on a solid surface.
Second(Vah): You gain the ability to summon aspects of spring weather. You may add xd6 fire damage to your attacks, where x is equal to 1/2 your Charisma modifier(minimum 1). Once per encounter, the bonus to attacks may be doubled for a number of rounds equal to your Charisma modifier. Also, when flying, as a ranged touch attack, you may make a ranged touch attack as a swift action to deal xd6 fire damage, although this attack is not affected by the once per encounter ability. Additionally, your maneuverability improves to good.
Third(Koor): You know how to add the power of summer storms to your abilities. The ability from Vah may now substitute electricity damage for fire damage, and x now equals your Charisma modifier. Also, any enemy within distance equal to your fly speed from Lok striking you prompts a reflexive bolt of lightning in reponse, which deals electricity damage equal to twice your Charisma modifier when on the ground, and electricity damage equal to your bonus to attack from Vah when flying. Also, once per week, you may make use of a Control Weather effect, as the spell except it takes 1 minute, and may only switch current weather to spring and summer weather.
Disarm
Vowel: You get a bonus equal to 1/2 your level on checks made to disarm an opponent, and you do not provoke attacks of opportunity when doing so.
First(Zun):Whenever an opponent makes an attempt to make an attack of opportunity against you, you may attempt to disarm them as an immediate action. Additionally, you may disarm as a move action.
Second(Haal):Just because a foe isn't using a sword or axe doesn't mean you can't put him out of action for a while. Whenever you may try to disarm an opponent, you may target natural attacks(including unarmed attacks) or spell-like abilities that you know of. If you succeed, these are damaged enough that they cannot be used for a number of rounds equal to d4 + your Charisma modifier. If disarming as an immediate action, you may only target natural attacks and spell-like abilities if those are the attacks being used against you. Spell-like abilities that are disarmed are counted as having expended one use. You may also target magic items, which count as having expended one charge or use if disarming is successful.
Third(Viik): You may now strip enemies of any of their attacks. You may now target spells and supernatural abilities that you know of. Supernatural abilities are expended as though having been used once, and spells disarmed as an immediate action are counting as having been expent. If not expending spells as an immediate action, if you know the target has use of spells but do not know of which they are able to cast, the spell slot is selected randomly from the highest level spells that the target may cast by the DM. If the spell slot was for a spontaneous casting class, a randomly selected spell of the same level of the spell slot may not be used for a number of rounds equal to d4 + your Charisma modifier, and if the spell slot was for a prepared casting class, the target may not make use of any spell slots with that spell prepared. If the Dovahkiin does know of a particular spell the target may cast, they may choose to target that spell.
Dismaying Shout
Vowel: You gain a bonus to Intimidate checks equal to 1/2 your class level. Also, you gain an aura of passive menace, making a passive Intimidate check against all creatures within 30 ft, treating your roll as a 10, with your Charisma modifier as a bonus.
First(Faas):Your actions can inspire fear in others. Should you roll a natural 20 on an attack, or kill or render an opponent unconscious, all enemies within line of sight are shaken. Also, once per target per encounter, when hitting an enemy that you have hit before, you may roll an Intimidate check as part of the attack. The attack need not hit for the Intimidate check to succeed, although you do gain a bonus to the roll equal to your Charisma modifier if it does.
Second(Ru):You gain the Frightful Presence ability out to 20 ft + (5 x Charisma modifier) ft, with the following changes. Firstly, it may affect creatures with HD equal up to your class level + your Charisma modifier. Secondly, once per encounter, you may choose for all creatures within the aura take a penalty to their rolls equal to your Charisma modifier. Thirdly, any creature that fails their save by 10 or more is frightened. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are frightened. Also, creatures with bonuses to saves against fear have them reduced by an amount equal to 1/2 your class level(Minimum +0). Lastly, whenever you exceed the DC of the roll to Intimidate a creature by 5, you may treat them as shaken.
Third(Maar): You know how to terrify creatures, even to the point where it may be their doom. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are panicked. Whenever you would move a creature's status on fear effects to beyond panicked, you may treat them as terrified. Terrified creatures are treated the same as panicked, except they are also stunned. If a terrified creature would be panicked, they must roll a save(DC 10 + 1/2 Dovahkiin's class level + Charisma modifier), or die. Lastly, you may now affect creatures immune to fear and non-intelligent creatures.
Dragonrend
Vowel: You know how to handle using two weapons at once, thanks to the knowledge of dragonblooded warriors in ancient times, learned through your ability to learn Ancient Draconic. You take no penalty to the weapon in your primary hand with two-weapon fighting, and you may reduce the penalty to the weapon in your secondary hand by 1/2 your class level + 1/2 your Charisma modifier.
First(Joor): You gain a bonus to attack rolls equal to your Charisma modifier when fighting with two weapons. Additionally, should you hit with both your weapons in an attack, you may deal an additional 1d6 + Charisma modifier damage.
Second(Zah):You know how to get people to stop moving for a while by a combination of attacks. If you hit with both of your weapons in an attack, you may force the target to stop moving. If the target is in the air or levitating, they immediately fall to the ground, and cannot fly for a number of rounds equal to your Charisma modifier. Otherwise, the target is treated as being slowed, as per the spell, for a number of rounds equal to your Charisma modifier. Additionally, should you hit with both your weapons in an attack, the attack deals an additional 2d6 + Charisma modifier damage.
Third(Frul): You know how to arrest the movement of all creatures using a secret combination created in ancient times, which can only be managed by two weapons. If you succeed on an attack with both of your weapons in an attack, you may forgo additional damage to daze the target. This may only be done a number of times per encounter equal to 1/2 your Charisma modifier. Also, if you succeed on an attack with both of your weapons, you may deal an additional 3d6 + Charisma modifier damage.
Elemental Breath
Perk: Select one type of energy(fire, cold, electricity, acid). You gain resistance to that type of energy equal to your class level + your Charisma modifier. Additionally, you may add 1/2 your Charisma modifier(minimum 1) energy damage of the energy type selected.
First(Yol/Fo):You gain a breath weapon with which to attack your enemies. This breath weapon deals 1d6 damage of your energy type per two class levels, and is a 15 ft cone if you selected fire or cold, or 20 ft line if you selected acid or electricity. This breath weapon is usable once every 1d4- 1/2 your Charisma modifier rounds. Enemies must make a Reflex save(DC 10 + 1/2 class level + Charisma modifier). A number of times per encounter equal to your Charisma modifier, you may choose to have all enemies take a penalty to their saves against your breath weapon equal to your Charisma modifier.
Second(Toor/Krah): The range of your breath weapon increases to a 30 ft cone or a 40 ft line, depending on which type you have. A number of times per encounter equal to your Charisma modifier, you may add xd6 damage to your breath weapon, where x equals your Charisma modifier. Additionally, your breath weapon has an additional effect based on what energy type you chose:
Acid: Acid sizzles into the flesh, sapping away vitality. Those affected by your breath weapon take Constitution damage equal to 1/4 your Charisma modifier(minimum 1).
Cold: Cold can seep into the joints of creatures slowing them down. Creatures affected by your breath weapon are slowed, as the spell, for a number of rounds equal to 1/2 your Charisma modifier(minimum 1).
Electricity: Shooting lighting out of can be terrifying. Those affected by your breath weapon must spend a number of rounds equal to 1/2 your Charisma modifier(minimum 1) moving away from you.
Fire: Fire sets things ablaze. Like your opponent. Those affected by your breath weapon take xd4 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier.
Third(Shul/Diin):Once per day, you may have your breath weapon's damage improve to 1d6 per class level. This may not be done in conjunction with the extra damage per encounter ability of Toor/Krah. Additionally, you may sacrifice damage in order to improve the secondary ability of your breath weapon, adding 1 to your Charisma modifier per two dice of damage sacrificed.
Elemental Fury
Vowel: You know the fury of the dragons of old, and seek to channel it. You gain a bonus equal to 1/2 your class level to grapple checks, and do not provoke an attack of opportunity for doing so.
First(Su):You may make an additional attack at your highest attack bonus with -5 penalty as a part of each full attack you make. Additionally, you halve the penalty to attack rolls while grappling. You may also intiate a grapple as part of a normal attack.
Second(Grah):You may make an additional attack once per round against a creature you've grappled, regardless of other actions taken. You no longer take a penalty to attack rolls while grappling. Also, you may trip a creature with a melee weapon, and move at half-speed while grappling without an opposed grapple check. Additionally, you gain a bonus to the melee touch attack roll made as part of a grapple equal to 1/2 your level + your Charisma modifier.
Third(Dun): You gain a bonus to attack and damage rolls equal to your Charisma modifier on attacks made while grappling. Additionally, for a number of times per day equal to 1/2 your Charisma modifier, you may treat all of your attack rolls against your target as though they were critical hits for a number of rounds equal to your Charisma modifier. Lastly, creatures grappled by you take a penalty equal to 1/2 your level on Escape Artist checks to escape a grapple you have on them.
Ice Form
Vowel: You know how to stop enemies. You gain a bonus to grapple checks made to pin an opponent equal to 1/2 your class level.
First(Iiz):You may add cold damage equal to your Charisma modifier to your melee attacks. Also, as a standard action for a number of times equal to your Charisma modifier, you may make an icy attack. This attack is a ranged touch attack with a range equal to 20 ft + (5 x Charisma modifier) ft. If successful, the attack deals 2 x (class level + Cha modifier) cold damage, and is treated as being entangled. This condition persists for a number of rounds equal to your Charisma modifier.
Second(Slen):You know how to visit deeper frozen imprisonment upon creatures hit with your ice attacks. You may now add the cold damage from Iiz to your ranged attacks, and every 1d4 rounds, any opponent who is hit by a ranged or melee attack is treated as being entangled for one round. Additionally, once per encounter, upon a successful attack, you may treat the opponent as being dazed for a number of rounds equal to your Charisma modifier, as the arctic chill of your attacks distracts them from all else. Lastly, whenever you inflict a condition upon a creature with this shout, they take cold damage equal to your Charisma modifier for each round they sustain the condition.
Third(Nus):You may now add 1/4 your class level to the cold damage added to your attacks, and once every 1d8 rounds, you may slow, as per the spell, the target of a successful melee attack for a number of rounds equal to 1 + 1/2 your Charisma modifier. Additionally, a number of times per day equal to your Charisma modifier, you may deal xd6 cold damage as a ranged touch attack, where x equals 1/2 your class level + your Charisma modifier. Opponents hit by this attack are treated as paralyzed for a number of rounds equal to 1/4 your class level + 1/2 your Charisma modifier, and the condition damage from Slen is changed to yd6 cold damage per round paralyzed, where yd6 equals your Charisma modifier.
Kyne's Peace
Vowel: You gain a bonus to Handle Animal checks equal to 1/2 your class level + 1/2 your Charisma modifier(minimum 1).
First(Kaan):You may use Calm Emotions, as per the spell, as an at-will action, with the exception that it only applies to animals and magical beasts. A number of times per day equal to your Charisma modifier, you may use the spell Calm Emotions, as per the spell as normal, and may attempt a Diplomacy check as part of the action to cast the spell.
Second(Drem):You may expand your peace-making abilities to creating limited peace zones. You may, whenever you use your Calm Emotions abilities from Kaan, allow for a pacifistic zone to develop within the spell's area, affecting those whom the Calm Emotions ability you're using affects. When a pacifistic zone is in effect, all damage within the zone is non-lethal, and creatures affected must make non-lethal attacks, imposing the normal -4 penalty to attack rolls. Additionally, all non-lethal damage in this zone is reduced by a number of points equal to your Charisma modifier. A pacifistic zone lasts for a number of rounds equal to the duration of the Calm Emotions effect + 1/4 your class level + 1/2 your Charisma modifier.
Third(Ov):You may, as a standard action for a number of times per day equal to 1/2 your Charisma modifier, create a peace zone. When within a peace zone, no players may take offensive actions, and may not deal damage. If anyone within the peace zone is taking damage from an ongoing effect, they gain an additional save against the effect on their next turn after the peace zone is created if it requires a save to end it, or have it become non-lethal damage which is halved each successive round if it does not. Peace zones created this way last for a number of rounds equal to 1/2 your class level + twice your Charisma modifier. Peace zones have a radius of 10 ft per class level. Alternatively, you may create a peace zone at-will, provided all parties within the zone agree to it. The effects of a peace zone created this way last for as long as all creatures within the zone when it was created stay within it, and lasts for x minutes after one of the creatures leaves, where x equals your Charisma modifier.
Marked For Death
Vowel:You have a constant Death Knell effect going on around you, except that it only affects enemies, and instead of the normal benefits gained upon an affected creature dying, you gain temporary hit points equal to 1/2 your class level and a bonus to Charima equal to 1 + 1/2 your Charisma modifier before modification by this ability.
First(Krii):You know how to create Death Marks. You may mark a creature within 30 ft with a Death Mark as a swift action, and may have up to your Charisma modifier in Death Marks active at any one time. When a creature is affected by your Death Mark, they take a penalty to AC equal to your Charisma modifier, and when a successful attack is made against a target with a Death Mark, they take damage equal to your Charisma modifier for a number of rounds equal to 1/2 your Charisma modifier(minimum 1). You regain use of a Death Mark if a creature with a Death Mark dies.
Second(Un):As creatures with Death Marks become closer to death, their body functions more like a corpse. Creatures with Death Marks now take a penalty to all rolls equal to your Charisma modifier, and when a successful attack is made against the target, if the attacker has Sneak Attack or similar damage, they may add half that damage to the attack, and if it does not, simply adds 1d6 + your Charisma modifier damage to the attack.
Third(Laus):Death can be peaceful, but not for creatures with a Death Mark. If a creature with a Death Mark is below 1/2 its total HP, whenever a successful attack is made against it, they take xd6 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier. Additionally, for a number of rounds per day equal to your Charisma modifier(minimum 2), you may double all of the effects of a Death Mark for all creatures affected by one of your Death Marks. These rounds need not be consecutive, although they must be spent in minimum two-round intervals.
Slow Time
Vowel:You may take 10 on skill checks even in stressful circumstances, and for a number of times per day equal to 1 + 1/4 your class level, may take 20 on a skill check when circumstances would normally allow you to take 10.
First(Tiid):Once per encounter, you may slow things down a little. You may create a slow zone, which acts as per the spell, but affects all enemies within ranged, and lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Klo):You move so fast compared to the creatures within your slow zone, that you speed up by comparison. When within your slow zone from Tiid, you gain an extra move action per turn, and do not provoke attacks of opportunity for moving within the slow zone. Additionally, you may create a slow zone a number of times per encounter equal to 1 + 1/2 your Charisma modifier.
Third(Ul): You end up making it so that, for a short time, you can slow down time for creatures within your zone that time seems to stop for all but you. You may, a number of times per day equal to 1/2 your Charisma modifier, may create a Time Stop effect, except that it only lasts for a number of rounds equal to 1/2 your Charisma modifier, and only is in effect for the area that a slow zone would affect. Additionally, you may now create a slow zone a number of times equal to 1 + your Charisma modifier.
Storm Call
Vowel: When in an area affected by a storm, you gain a bonus to all skill checks equal to 1/4 your class level, and a bonus to attack rolls equal to your Charisma modifier.
First(Strun):Once per encounter, you may cause a localized storm. This storm affects a radius equal to 20 ft + (your class level rounded down to the nearest 5) ft + (5 x your Charisma modifier) ft. When within it, all area within it is treated as difficult terrain for all creatures except you, and you may deal bonus electricity damage on all melee and ranged attacks equal to your Charisma modifier. This lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Bah):You can't have lightning without the storm. Once per round while a storm from Strun is in effect, you may use Call Lightning, except that it only affects creatures within your storm's radius, and may only be used while the storm persists, and is treated as being in a stormy area. Once per encounter, you may use the Call Lightning effect as a swift action. Additionally, all creatures attacking you with a melee attack take electricity damage equal to your Charisma modifier, and you may lower electricity resistance for the rest of the encounter by 1/2 your class level + Charisma modifier upon a successful attack. Multiple hits effects do not stack, and does not affect immunity.
Third(Qo):For a number of times per day equal to 1/2 your Cha modifier, you may call a greater storm. This counts as your use of Strun for the encounter. This storm grants the same benefits as the storm from Bah, except that the Call Lightning effect changes to a Call Lightning Storm effect, and the storm affects the same area a Call Lightning Storm spell would. Also, you may spend a full round once per usage to have all enemies within the storm's area to be hit by the Call Lightning Storm effect of this ability. Lastly, you may, for a number of times per encounter equal to 1/2 your Charisma modifier, choose to treat electricity damage you would deal as untyped damage.
Throw Voice
Vowel:You gain Ventriloquism, except that it is constantly in effect, and is treated as an extraordinary ability. You may use Cha-based skills this way, and gain a bonus to skill checks made this way equal to 1/4 your class level.
First(Zul):Your voice isn't simply the voice of a normal creature. It is the voice of a creature that can speak Ancient Draconic, carrying a portion of your draconic might, and by extension, your soul. If you use your Ventriloquism ability from this shout's perk to appear to speak from an object, you may perceive the surrounding area as though you were positioned where the object is. Additionally, you may animate an object you are perceiving through this way once per encounter, as per the Animate Object spell, for a number of rounds equal to your Charisma modifier. The object acts when you do and may take any one action on your turn, and you may spend actions of your own in order to direct an object animated this way. You may animate an object outside of an encounter, for a number of minutes equal to 1/2 your class level + your Charisma modifier, and should the object get into an encounter, the effect persists for a number of rounds equal to your Charisma modifier. You may not maintain the effects of the First, Second, and Third Word abilities of this shout at the same time, excluding improvements to abilities, and should one make use of another ability of this shout while they have one active, the previous effect automatically ends.
Second(Mey):Now, your voice gains in strength, influencing the minds of others, as well as increasing some of your existing voice abilities. You may now attempt to influence a creature to become more friendly to you through throwing your voice in a manner that the creature mistakes it for their own thoughts. This effect is treated as a Charm Monster spell, usable a number of times per day equal to your Charisma modifier, except that it persists for a number of hours equal to 1/2 your Charisma modifier(minimum 1). You may also use this effect in combat, in which case it lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier. Additionally, you may now use abilities gained from shouts through objects you have animated, and objects animated may now take a move and standard action during their turn.
Third(Gut):Your voice becomes so overwhelming as to drown out a creature's thoughts, if only for a while. This acts as per the spell Dominate Monster, except that it follows the same restrictions as the Charm Monster ability as it is stated in Mey, and is only usable a number of times per day equal to 1/2 your Charisma modifier. Additionally, the Charm Monster effect from Mey now lasts for a number of hours equal to your Charisma modifier, and lasts for a number of rounds in combat equal to 1/2 your class level + your Charisma modifier, and animated objects from Zul may remain animated for a number of rounds equal to twice your Charisma modifier in combat, and for your class level + twice your Charisma modifier minutes outside of combat.
Unrelenting Force
Vowel: You gain a bonus equal to 1/2 your class levels on all saves against force effects, and may be granted a save against force effects that normally do not allow one.
First(Fus): You may, as a standard action, release a bolt of force. This bolt deals xd4 force damage, there x equals 1/2 your level(minimum 1). This attack is a ranged touch attack with a range of 20 ft + class level(rounded down to nearest 5) + (5 x your Charisma modifier) Once per encounter, you may add damage to the attack equal to your class level + twice your Charisma modifier. Also, once per day per two class levels, you may double the damage this attack deals. Lastly, you may choose to sacrifice die of damage to push back a creature 5 ft per die sacrificed.
Second(Ro):Once per encounter, you may add your Charisma modifier in dice to your force attack. This benefit lasts for a number of rounds equal to 1/2 your class level. You may not use your doubling ability from Fus in conjunction with this once per encounter ability. Also, your force attack may now add your Charisma modifier to attack rolls and damage for this attack. Lastly, you may sacrifice three dice to trip as part of the attack. This may be combined with the push back effect.
Third(Dah):Once per day per four class levels, you may automatically determine an attack you make with your force attack from Fus to be a critical hit. You may use this in conjunction with the doubling ability from Fus, but it counts as two uses of this ability. Also, you may take 10 with attack rolls for the purposes of this attack, and do not treat attack rolls of 1 as an automatic failure. Lastly, you may trip and push creatures that are normally immune to such measures.
Whirlwind Sprint
Vowel: When running, you may quadruple your land speed if in heavy armor or increase it by 5 times if in medium, light, or no armor, and may increase your running speed by an additional 5 ft per two class levels.
First(Wuld):When you spend an entire round to run, you may make an attack against against one target you within 5 ft of you at any point during the movement. Additionally, enemies take a penalty to attacks of opportunity made against you equal to your Charisma modifier.
Second(Nah):You know how to increase the quickness of your attacks and movement. You may, once per encounter, gain a bonus to your land speed equal to 10 ft + (5 x Charisma modifier) ft. When moving under the influence of this ability, you may, once per movement while your speed is enhanced due to the abilities of this shout, may attack one a creature that makes an attack of opportunity against you with a bonus to the attack and damage roll equal to your Charisma modifier. This is in addition to your attack during running from Wuld if you are running.
Third(Kest):For a number of rounds per day equal to your class level + your Charisma modifier, you may treat yourself as hasted, as per the spell. These rounds need not be consecutive. Additionally, when moving while your movement is enhanced due to the abilities of this shout, you may attempt a basic melee attack against all creatures that attempt attacks of opportunity against you.
Focus: While a Dovahkiin may do well in being stealthy, good with a blade, and sometimes even casting magic, in the end, a Dovahkiin tends to excel in one of the three. At 2nd level, the Dovahkiin selects one of the following focuses, which cannot be changed once chosen, and gains its benefits. See the post below for Focuses.
Dovahsil(Ex): At 2nd level and every two levels after, the Dovahkiin may select an option from the list below:
Fighter Bonus Feat: The Dovahkiin selects a bonus feat from the list of Fighter bonus feats. The Dovahkiin counts as a fighter of level equal to their class level for the selection of such feats.
Draconic Feat: The Dovahkiin selects a Draconic feat as a bonus feat.
Dragon's Magic: The Dovahkiin gains spell levels equal to 1/2 their class level + their Charisma modifier. They also gain access to one 1st level spell from the Sorcerer/Wizard spell list. Every four levels after, the Dovahkiin gains another spell known from the Sorcerer spell list, which may not be of level higher than the highest level spell a sorcerer of level equal to 1/2 your class level could. When casting using spell levels, the Dovahkiin expends a number of spell levels equal to the level of the spell being cast. The DC of their spells is equal to 10 + spell level + Charisma modifier. The Dovahkiin's caster level is equal to their class level. Dovahkiin may select this ability again to gain another two spell levels and another spell known, although you may not select this option twice in a row. Also, you may not choose this option at 2nd level if you have chosen the Mage focus.
Perks: A Dovahkiin gains knowledge and ability throughout their adventures, shown through a Dovahkiin's perks. At 3rd level and every odd level after, Dovahkiin may select perks. The Dovahkiin has access to Novice perks at 3rd level, Apprentice perks at 7th level, Adept at 11th, Expert at 15th, and Master at 19th. See the post below for perks.
Dovah(Su): At 20th level, you become a true dragon. You gain the Dragon type and all of its benefits, and you also gain a fly speed equal to twice your land speed with good maneuverability. You may use all of your encounter abilities from words of your Dragon Shouts with expenditure of uses. Additionally, for a number of rounds equal to your class level, you may match your form to your soul, transforming into a Dragon of one type selected upon gaining 20th level. These rounds need not be consecutive, but you must still observe any cooldowns for such abilities as breath weapons, and abilities used for free only last for as long as the transformed state from this class feature persists or its original duration, whichever is shorter.
Note: Okay, so this was originally my entry for the most recent Base Class Contest, but seeing as it took a while just to write down the Shouts, I was not able to finish in time. So, I've decided to continue the class outside of the contest, and am now opening it for commenting and PEACHing as everything except for the perks of Apprentice level and above are done for now, although I expect to have all the Warrior and Thief Perks done in the next day or two, although the Mage perks may take a while longer to do. This is also my first multi-post class. Please feel free comment and PEACH.