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LordErebus12
2013-05-24, 05:00 AM
Work in Progress is in Dark Orange.

The Vosk Cultist

In far flung parts of the world there are ruined temples dedicated to Ancient Dragon Gods. One of these dragon gods is called Vosk, the Starlight Dragon. These places typically hold shrines that map the Heavens, as well as the moon. The protectors of these places are shapeshifting cultists of a unique variety, for the dragon god Vosk grants the ability to transform into a vosk dragon.

Under the god Vosk's guidance, his cultists master their draconic powers from their blood, transformed through shared bloodletting rituals that bond their blood together with Vosk's. After the rituals are complete, the cultists are no longer humanoid in the general sense. They begin to manifest draconic traits as they progress with their abilities, eventually a cultist becomes a dragon outright, and can pass their draconic bloodline to the next generation. Many cultist's children are half-dragon in their own right upon birth.


http://otland.net/members/phoonix/albums/dragon's/5349-thats-like-me-dragon-form.jpg

Alignment: Usually Chaotic Neutral
Hit Dice: d12
Suggested ability scores: Str, Con, Cha

Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Geography, Nature and Religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at first level: 4x (4 + Int Modifier)
Skill Points: 4 + Int Modifier


{table=head]{colsp=10}
Table: The Vosk Cultist
Level| Attack Bonus | Fort | Ref | Will |
Class Features|
1st|
2nd|
3rd|
4th

1 | +1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+0 |Scales (+1), Claws of Vosk|--|--|--|--
2 | +2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+0 |Bloodline of Vosk|0|--|--|--
3 | +3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+1 |Breath Weapon (20 ft. Line)|0|--|--|--
4 | +4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 |Scales (+2), Metabreath Feat|0|--|--|--
5 | +5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+1 |Vosk Dragon (Tiny)|0|--|--|--

6 | +6/+1 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 |Breath Weapon (40 ft. Line)|1|0|--|--
7 | +7/+2 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+2 |Scales (+3), Fangs of Vosk|1|0|--|--
8 | +8/+3 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+2 |Vosk Dragon (Small)|1|0|--|--
9 | +9/+4 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+3 |Breath Weapon (60 ft. Line)|1|0|--|--
10 | +10/+5 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+3 |Scales (+4), Metabreath Feat|2|1|0|--

11 | +11/+6/+1 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+3 |Vosk Dragon (Medium)|2|1|0|--
12 | +12/+7/+2 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+4 |Breath Weapon (80 ft. Line)|2|1|1|--
13 | +13/+8/+3 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+4 |Scales (+5), Wings of Vosk|2|1|1|--
14 | +14/+9/+4 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+4 |Vosk Dragon (Large)|3|2|1|0
15 | +15/+10/+5 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+5 |Breath Weapon (100 ft. Line)|3|2|1|0

16 | +16/+11/+6/+1 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+5 |Scales (+6), Metabreath Feat |3|2|2|1
17 | +17/+12/+7/+2 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+5 |Vosk Dragon (Huge)|3|2|2|1
18 | +18/+13/+8/+3 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+6 |Breath Weapon (120 ft. Line)|3|3|2|2
19 | +19/+14/+9/+4 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+6 |Scales (+7), Venom of Vosk|3|3|3|2
20 | +20/+15/+10/+5 |{colsp=1}
+12|{colsp=1}
+12|{colsp=1}
+6 |Vosk Dragon (Gargantuan)|3|3|3|3
[/table]

Class Features
All of the following are class features of the Vosk Cultist.

Armor and Weapon Proficiency:
The Vosk Cultist is proficient with all simple weapons plus any natural attacks it uses in its Vosk Dragon form. The Vosk Cultist is proficient with no armor or shields.

Bonus Languages:
A Vosk Cultist's bonus language options include Draconic, the language of dragons. This choice is in addition to the bonus languages available to the character because of his race.

Spells:
A Vosk Cultist casts divine spells drawn from the Cultist's Spell List shown here (link to second post). He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Vosk Cultist gains access to a new level of spells, he automatically knows all the spells for that level listed on the spell list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a Vosk Cultist must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Vosk Cultist's spell is 10 + the spell’s level + the Vosk Cultist's Charisma modifier.

Unlike a cleric or a wizard, a Vosk Cultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. Like other spellcasters, a Vosk Cultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table: The Vosk Cultist.

In addition, he receives bonus spells for a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook).

1st - Claws of Vosk (Su):
One of the first manifestations of draconic power that the Vosk Cultist gains is the ability to manifest scaled dragon claws. As a move action (or swift action at 10th level), the Vosk Cultist can manifest these claws in place of his hands.

The Vosk Cultist gains primary claw attacks (1d6) while the claws are manifested, but suffers a -2 penalty on attack rolls with manufactured weapons. Also, he gains a +2 bonus on climb checks but suffers a -2 penalty on any skill check requiring fine motor control of the hands (such as slight of hand or forgery). These claws can be manifested at will. These are considered natural weapons and can be improved through anything effecting natural weapons.

1st - Scales (Ex):
The second manifestation of draconic power is the Vosk Cultist's skin changing. Their skin hardens, growing little scales that blend the natural skin tones of the Cultist into a toughened hide that can turn attacks with greater efficiency. The Vosk Cultist gains a +1 natural armor bonus to his armor class while in his normal form. This bonus increases by +1 at 4th level and at every three levels thereafter.

2nd - Bloodline of Vosk:
Upon becoming a cultist, the Vosk Cultist has mixed his blood with Vosk's, becoming one with their God. From this point on you are considered a dragon for any prerequisites that require you to be a dragon, all while maintaining your current type. You also gain access to divine magic granted through your new bloodline.

3rd - Breath Weapon (Su):
Using a breath weapon is a standard action. Once a Vosk Cultist breathes, it can’t breathe again until 1d4 rounds later. If a Vosk Cultist has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the Vosk Cultist and extends in a direction of the Vosk Cultist's choice, with an area as noted on the table below.

The breath weapon deals 1d6 damage per level of Vosk Cultist or racial level (if any), with the damage type being chosen before each use. The Vosk Cultist may chose from several different types of damage, including Acid, Cold, Electricity or Fire. Creatures caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 Vosk Cultist's level + Vosk Cultist's Con modifier.



Cultist Level|
Distance
3rd|20 ft. (4 squares)
6th|40 ft. (8 squares)
9th|60 ft. (12 squares)
12th|80 ft. (16 squares)
15th|100 ft. (20 squares)
18th|120 ft. (24 squares)


4th - Metabreath Feat:
The Vosk Cultist masters greater mastery over his breath weapons. He gains a metabreath feat from either Dragons of Faerun, MM4 or Draconomicon books. The Vosk Cultist gains one metabreath feat at 4th level, another at 10th level and his last one at 16th level.

5th - Vosk Dragon Form:

While in the Vosk Dragon form, the Vosk Cultist's type changes to dragon and becomes immune to acid. He gains all extraordinary and supernatural abilities (both attacks and qualities) of the dragon form, without losing his own spells or spell-like abilities. He does not gain any spellcasting ability or spell-like abilities of the dragon but is fully able to cast spells and use spell like abilities as normal while in dragon form. He does however lose his racial supernatural and racial extraordinary abilities.



Level|
Size|
Natural Armor|
Natural Attacks|
Speed|
Flight Speed|
Ability Modifiers
5th|Tiny|+3|Bite|20 ft.|100 ft. (Average)| -2 Str, +4 Dex, -2 Con
8th|Small|+6|Bite, Claws (2)|20 ft.|100 ft. (Average)| +2 Dex
11th|Medium|+9|Bite, Claws (2)|30 ft.|150 ft. (Poor)| +2 Str, -2 Dex, +2 Con
14th|Large|+12|Bite, Claws (2), Wings (2)|30 ft.|150 ft. (Poor)| +4 Str, -2 Dex, +4 Con
17th|Huge|+15|Bite, Claws (2), Wings (2)|40 ft.|200 ft. (Clumsy)| +6 Str, -4 Dex, +6 Con
20th|Gargantuan|+18|Bite, Claws (2), Wings (2), Tail|40 ft.|200 ft. (Clumsy)| +8 Str, -4 Dex, +8 Con



7th - Fangs of Vosk (Su):
A new manifestation of draconic power, a Vosk Cultist gains the ability to manifest a draconic face with thick scales, horns and razor-sharp venomous teeth. Doing so takes a swift action (or free action at 15th level).

The Vosk Cultist gains a secondary bite attack (1d8) while their draconic face is manifested, he gains a +4 bonus on intimidate checks but suffers a -4 penalty on all charisma based checks with non cultists (except intimidate). These draconic face can be manifested at will. Any Bite attacks are considered natural weapons and can be improved through anything effecting natural weapons.

Injury; Fortitude DC: 10 + Vosk Cultist's level + Vosk Cultist's Constitution modifier.
Incubation: 1 minute; Frequency: 1 minute later.
Initial Effect: 1 Con drain; Secondary Effect: 1d4 con damage and blindness for 1 min.
Save: 1 save for no secondary effect.

13th - Wings of Vosk (Su):
A new manifestation of draconic power, a Vosk Cultist gains the ability to manifest a pair of massive draconic wings that run up the entire back, from hip to neck. Doing so takes a swift action (or free action at 20th level). The Vosk Cultist gains a fly speed equal to double his base land speed with poor maneuverability. These wings can be manifested at will.

19th - Venom of Vosk (Su):
A new manifestation of draconic power, a Vosk Cultist gains the ability to exhale a lethal contact poison within an acidic line, dissolving the flesh of those it comes in contact with. This acid-poison can be sprayed in a 120 ft. line and deals 10d6 acid damage. Creatures caught in the area can attempt reflex saves to take half acid damage (no reflex save for poison). The save DC against a breath weapon is 10 + 1/2 Vosk Cultist's level + Vosk Cultist's Con modifier. This breath weapon can only be used every 3d4 rounds and only if he isn't still waiting for another breath weapon's cool down.

Contact; Fortitude DC: 10 + Vosk Cultist's level + Vosk Cultist's Constitution modifier.
Incubation: 1 minute; Frequency: 1 minute later.
Initial Effect: 1d4 Con drain; Secondary Effect: 2d6 con damage and blindness for 1 min.
Save: 1 save for no secondary effect.

LordErebus12
2013-05-24, 05:02 AM
Vosk Cultist Spell List

1st
Alarm, Bane, Calm Animals, Cause Fear, Charm Animal, Charm Person, Command, Comprehend Languages, Deathwatch, Delay Poison, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Poison, Disguise Self, Divine Favor, Doom, Endure Elements, Entropic Shield, Faerie Fire, Feather Fall, Hypnosis, Identify, Jump, Longstrider, Magic Aura, Magic Fang, Magic Missile, Magic Weapon, Produce Flame, Read Magic, Resist Energy, Resistance, Sanctuary, Shield of Faith, Summon Monster I, True Strike, Undetectable Alignment, Virtue

2nd
Acid Arrow, Aid, Align Weapon, Animal Trance, Arcane Lock, Augury, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Continual Flame, Darkvision, Glitterdust, Gust of Wind, Hide from Animals, Hide from Undead, Hold Animal, Hold Person, Knock, Locate Object, Phantom Trap, Protection from Chaos/Evil/Good/Law, Protection from Energy, Rage, Sound Burst, Speak with Animals, Stinking Cloud, Status, Summon Monster II, Tongues, Whispering Wind

3rd
Arcane Sight, Charm Monster, Death Ward, Detect Scrying, Dispel Magic, Fear, Glyph of Warding, Haste, Lesser Geas, Locate Creature, Magic Circle against Chaos/Evil/Good/Law, Greater Magic Fang, Greater Magic Weapon, Neutralize Poison, Nondetection, Obscure Object, Poison, Prayer, Remove Curse, Scrying, See Invisibility, Slow, Summon Monster III, Water Breathing, Water Walk, Wind Wall

4th
Air Walk, Bestow Curse, Break Enchantment, Confusion, Dimension Door, Dimensional Anchor, Divination, Fire Shield, Flame Strike, Freedom of Movement, Hold Monster, Imbue with Spell Ability, Lesser Planar Ally, Locate Creature, Mark of Justice, Nondetection, Polymorph, Rainbow Pattern, Restoration, Shadow Conjuration, Shout, Solid Fog, Spell Immunity, Summon Monster IV, Wall of Fire, Wall of Ice

LordErebus12
2013-05-24, 06:53 AM
Draconic Feats (overwriting any previous feats, many with the same effects.)

Draconic Heritage [Draconic]
You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.

Prerequisite: CHA 11+

Benefit: You gain the Dragonblood subtype. Choose one dragon from the Draconic Heritage list below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-dragons must choose the same dragon kind as their dragon parent.

In addition, you gain a bonus on saving throws against sleep and paralysis, as well as spells and abilities with the energy type of your Draconic Heritage. This bonus is equal to the number of draconic feats you have.

Dragon | Energy | Skill
Black | Acid | Hide
Blue | Electricity | Listen
Green | Acid | Move Silently
Red | Fire | Intimidate
White | Cold | Balance
Brass | Fire | Gather Information
Bronze | Electricity | Survival
Copper | Acid | Hide
Gold | Fire | Heal
Silver | Cold | Disguise
Chromium* | Cold | Bluff
Cobalt* | Electricity | Jump
Iron* | Fire | Gather Information
Nickel* | Acid | Swim
Tungsten* | Fire | Survival
Vosk** | Acid | Intimidate
* Drawn from Dragon Magazine 356
** Drawn from this homebrew


Draconic Assault [Draconic]
You can augment your most powerful melee attacks with draconic power.

Prerequisites: Power Attack, STR 13+, CHA 13+, Blood of Vosk or dragonblood subtype

Benefit: When you use Power Attack to increase the damage dealt from your attack, you can choose for the extra damage to be of the chosen type instead of its normal type. Make this choice for each attack after it is resolved but before damage is dealt. The type of energy produced is identical to the type produced by the dragon's breath weapon type (Acid, Cold, Electricity, Fire or Sonic only). This is a supernatural ability.


Draconic Presence [Draconic]
When you use your magic, your mere presence can terrify those around you.

Prerequisites: Cha 13+, Bloodline of Vosk or dragonblood subtype

Benefit: Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.


Draconic Resilience [Draconic]
Your body becomes resistant to magical effects.

Prerequisites: Cha 17+, Bloodline of Vosk or dragonblood subtype

Benefit: You gain spell resistance equal to 10 + half your character level. This can be activated/suppressed as a move action. This is a supernatural ability.


Draconic Senses [Draconic]
Your senses are highened like that of dragons.

Prerequisites: Bloodline of Vosk or dragonblood subtype

Benefit: You gain a +2 bonus on Listen, Search, and Spot checks. In addition, you gain low light vision and darkvision out to 60 ft.

Special: If you have four or more Draconic feats your darkvision increases to 90 feet. If you have six or more Draconic feats you gain blindsense 30 feet and darkvision out to 120 ft.


Draconic Skin [Draconic]
Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.

Prerequisites: One Draconic Feat, Bloodline of Vosk or dragonblood subtype

Benefit: Your natural armor bonus increases by 1 for each two draconic feats you have. This stacks with any other natural armor bonus.


Draconic Toughness [Draconic]
You are extraordinarily tough, capable of shrugging off wounds that could kill lesser creatures.

Prerequisite: two draconic feats.

Benefit: You gain an additional 2 hit points for every Draconic feat you have. Whenever you take a new draconic feat, you gain 2 more hit points.


-----------------------------------------------------------


Ebon Eyes
Your eyes are more sensitive to light, seeing through magical darkness as well as non-magical darkness.

Prerequisites: darkvision and low-light vision

Benefit: Your darkvision works even in magical darkness out to 30 ft. This is a supernatural effect.

LordErebus12
2013-05-28, 12:34 AM
Vosk Dragon Entry

eftexar
2013-05-28, 01:59 AM
I'm about to fall asleep so I can't really think of any specific class features, but I will give some advice learned from some failed attempts (not all mine). Hopefully it doesn't sound too loony.

Classes based on dragons tend to fail to work as intended, more often than not, because dragons scale differently than most monsters. Not only that but those creating the classes seem intent on duplicating too many of it's features in a similar manner.

So don't focus too much on them functioning like an actual dragon as they are detailed in D&D. Because dragons scale differently than most monsters it is difficult to apply a class relating to them.

Instead what do you think a dragon should be? Pretend the dragon doesn't exist in D&D when you answer this question.

Nightraiderx
2013-05-28, 07:32 AM
Look at dragonfire adept for class feature ideas such as: improved natural armor bonus, a scaling breath weapon (with a recharge time), metabreath feats per 5 levels. the breath weapon changing depending on what dragon you shape into. a minor flight speed that adds to the dragon's flight speed when shaped. residual blindsense/ darkvision in his natural form. draconic auras, frightful presence when first shaping.

LordErebus12
2013-05-28, 11:49 AM
Look at dragonfire adept for class feature ideas such as: improved natural armor bonus, a scaling breath weapon (with a recharge time), metabreath feats per 5 levels. the breath weapon changing depending on what dragon you shape into. a minor flight speed that adds to the dragon's flight speed when shaped. residual blindsense/ darkvision in his natural form. draconic auras, frightful presence when first shaping.

will do in a few minutes. gonna be working on this class today.

eftexar
2013-05-28, 05:27 PM
Do you have any of the Draconomicon, Dragons of Faerun, or Dragon Magic books? They have some really good ideas.

As far as specific ideas I'm not sure where you are headed with this. Do you plan on going the route of a more monkish character or something reminiscent of the paladin's structure?

If you are headed towards a more monkish route then the Initiate of Draconic Mysteries and Hidecarved Dragon might give you some ideas. The Platinum Knight and Talon of Tiamat would help for a more Paladin-ish route.

You might even consider letting the class qualify for classes and feats normally restricted to dragons only. And I would drop the HD down to d10 unless you plan on going purely physical.

togapika
2013-05-28, 06:00 PM
Why would a person who wants to turn into a dragon want a capstone that makes them half-dragon? Either they shape into a dragon and lose the benefit of half-dragon temporarily, or stay as their base race and forgo the main appeal of the class.

LordErebus12
2013-05-28, 06:51 PM
Why would a person who wants to turn into a dragon want a capstone that makes them half-dragon? Either they shape into a dragon and lose the benefit of half-dragon temporarily, or stay as their base race and forgo the main appeal of the class.

which is why it needs work. im gonna pull the capstone.

LordErebus12
2013-05-28, 07:00 PM
Do you have any of the Draconomicon, Dragons of Faerun, or Dragon Magic books? They have some really good ideas.

As far as specific ideas I'm not sure where you are headed with this. Do you plan on going the route of a more monkish character or something reminiscent of the paladin's structure?

If you are headed towards a more monkish route then the Initiate of Draconic Mysteries and Hidecarved Dragon might give you some ideas. The Platinum Knight and Talon of Tiamat would help for a more Paladin-ish route.

You might even consider letting the class qualify for classes and feats normally restricted to dragons only. And I would drop the HD down to d10 unless you plan on going purely physical.

I have nearly every 3.X PDF.

Not monkish. maybe not even paladin. not sure until i look at the classes, but i wanted it to have a cultist feel to it. maybe something a bit warlock-like. not necessarily a blaster type, though.

Now heres an idea... so dragon feats can be taken, as well as maybe Dragon Magic from Dragon #308.

As for the Hit Dice... i want it to be tough like dragons, so d12 feels right.

eftexar
2013-05-28, 07:17 PM
When you go cultist I think spellcaster. The only way that would work is if you don't go higher than 4th level spells like the Paladin.

If you have Arcana Unearthed I would check it out. I would follow one of the structures there. In particular the Witch's.
She gains a set of abilities that can be chosen from (in your case it would be dragon color), in addition to one or two other abilities, a 15 BaB, and access to 7th level spells (but the last 3 spell levels can only be cast 3, 2, and 1 times per day).

[edit]: This sort of gets back to the issue I noted in an earlier post yesterday. Dragons don't really follow the same balance track as other monsters, let alone classes, and if you have something specific in mind you can't do it if you focus too much on it mimicking a dragon.

LordErebus12
2013-05-28, 07:32 PM
When you go cultist I think spellcaster. The only way that would work is if you don't go higher than 4th level spells like the Paladin.

Right. I'll take that into account.


If you have Arcana Unearthed I would check it out. I would follow one of the structures there. In particular the Witch's. She gains a set of abilities that can be chosen from (in your case it would be dragon color), in addition to one or two other abilities, a 15 BaB, and access to 7th level spells (but the last 3 spell levels can only be cast 3, 2, and 1 times per day).

i've seen it before, but its been a long time since i looked at the witch. I'll see what it offers.


[edit]: This sort of gets back to the issue I noted in an earlier post yesterday. Dragons don't really follow the same balance track as other monsters, let alone classes, and if you have something specific in mind you can't do it if you focus too much on it mimicking a dragon.

I realize dragons dont follow standard progressions, which is why i have it set to become tiny dragons of up to 4th HD at start, as opposed to what my friend had suggested (Small and medium at 1st level, then going up and down in size steps from there, while being able to take the form of a dragon of your total level). Following that, you could not even take the form of a dragon near the middle of the class.

While i wont rule out anything yet, since i want to figure my options and work with everyone to make a decent class, even if it is a bit on the powerful side.

Edit: variations that i can see for the draconic shaping is gain it at 4th level, making the maximum draconic shape HD match class level (and adding a feat that raises this cap by 4) or making it start at 6th level with medium dragons, and move it up a step every 6 levels thereafter.

LordErebus12
2013-05-30, 06:00 AM
still working on the dragon form, but everything else is coming together nicely.

Gonna go through Spell Compendium for spells that would fit the list. need help with the wording for the dragon form. otherwise, spells per day, spell list, draconic feats, etc. are up.