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  1. - Top - End - #1
    Firbolg in the Playground
     
    Temotei's Avatar

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    Minnesota
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    Default Base Class Contest XXIV - Will Breed for Class

    Will Breed for Class

    Welcome to Base Class Challenge number twenty-four! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!


    1. You will be creating an original base class based around a theme of dragons; anything is possible, from a hero who lives to fight dragons to one who becomes one, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on September 27th October 7th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.

    4. Everyone is allowed only one entry per contest.

    5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


    The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

    EDIT: The old chat thread link is above. The new thread is here. Post here!

    Dungeons? Next time, on Base Class Challenge XXV.

    No, Dragons!
    Last edited by Temotei; 2014-09-28 at 12:39 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
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    Minnesota
    Gender
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



    Spoiler
    Show
    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Feb 2013

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragon Priest


    Image courtesy of the Elder Scrolls Wiki

    Adventures: Dragon Priests do not adventure, at least in the traditional sense. However as recently reawakened beings who are foremost amongst the servants of their god, they are responsible for performing many of the roles a more traditional god would assign to Daemons, Devil’s, Angel’s, e.t.c.

    Characteristics: Primarily a raw blaster damage dealer, but possesses a wide range of lesser utility capabilities as well.

    Alignment: Any which matches on one or both axes the alignment of their god. Though usually chaotic and good are rare and chaotic good is virtually unheard off, though not impossible.

    Religion: See Background.

    Background: Though many Dragon Priests are simply the reawakened, yet weakened Priests of the ancient days who have slumbered away the intervening ages of the world. Some are newly added to the ranks as the Dragon Cults once more attempt to build their power base. Though no one, save perhaps the dragons themselves, understand why all new priests become draconic liche’s as their ancient predecessors now are.

    But those ancient predecessors are amongst the oldest of the truly old of all the creatures that walk and fly and slither upon the many planes of creation. They predate most forms of written record, dating to a time shortly after the dawn of creation, though it is said the Dragon Priests themselves had their own forms of written record. Each ruled as a king over a small fiefdom, and collectively the priests of a single god would rule area’s as vast as entire kingdom’s of today’s era for their lordly masters. Indeed it is said small cities the likes of which would not be seen for another age of the world grew in these times, though littlie evidence remains of them now, so it is hard to say with an certainty how truthful this may be.

    But long ago some great rebellion happened, though the details of why and how have been lost from memory or written record for the most part. This rebellion tore down the ancient order and those Dragon Priests who where not destroyed fled into their already prepared burial crypts and their sealed from the outside world they conducted the ritual draining of their own blood necessary to transform them into Draconic Liche’s so that they could wait out the span of ages till the prophesised return of their masters. From within their crypt’s, now long buried and forgotten they have waited and they have watched as creation itself has grown old around them until their masters returned. And though weakened by the ritual that preserved them they remain ever loyal and ready for that day.

    DM Noe: The Dragon “Gods” described herein are technically rather different from traditional dragons with littlie or no tendency towards chaotic alignments and some rather different physiology, however if you have need of one in your campaign treat them as a prismatic dragon with a divine Rank of 0 or 1, (high divine rank dragons do exist but are far rarer then the several hundred plus examples of the lesser kind).

    Races: Any appropriate to the campaign.

    Other Classes: Dragon Priests are fundamentally the heads of great cults and occupy a station of import but one step removed from their god. As such they largely consider all others beneath them on a social importance and power scale. Nonetheless they recognize the usefulness of ally’s, and as such whilst always arrogant to the point of insufferable with other’s they are generally willing to work alongside such individuals if it is to their benefit, though they generally prefer to lead parties rather than be subordinate to someone, though rare example’s have shown the cunning needed to manipulate from behind.

    Role: Whilst equipped to be useful in a variety of capacities the core of their power is their masteries of ancient atronach’s and their equally powerful elemental magic’s with which they can lay down entire armies.

    GAME RULE INFORMATION
    Dragon Priest's have the following game statistics.
    Abilities: Wisdom and Charsima are the main class specific elements.
    Alignment: Any which matches at least one axis of the alignment of their Dragon God. Though Good and Chaotic are rare.
    Hit Die: d8
    Starting Age: As Cleric or several ages of the world.
    Starting Gold: ?

    Class Skills
    The Dragon Priest's class skills (and the key ability for each skill) are:

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    Dragon Priest Basics
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells 0 1st 2nd 3rd 4th 5th 6th SLA’s
    1st
    +0
    +2
    +0
    +2
    Draconic Liche, Hover 2 0 - - - - - -
    2nd
    +1
    +3
    +0
    +3
    2 1 - - - - - -
    3rd
    +1
    +3
    +1
    +3
    2 2 - - - - - -
    4th
    +2
    +4
    +1
    +4
    2 2 0 - - - - -
    5th
    +2
    +4
    +1
    +4
    3 2 1 - - - - -
    6th
    +3
    +5
    +2
    +5
    3 2 2 - - - - -
    7th
    +3
    +5
    +2
    +5
    3 2 2 0 - - - -
    8th
    +4
    +6
    +2
    +6
    3 3 2 1 - - - -
    9th
    +4
    +6
    +3
    +6
    3 3 2 2 0 - - -
    10th
    +5
    +7
    +3
    +7
    Atronach Companion 4 3 2 2 1 - - -
    11th
    +5
    +7
    +3
    +7
    4 3 3 2 2 0 - -
    12th
    +6/+1
    +8
    +4
    +8
    4 3 3 2 2 1 - -
    13th
    + 6/+1
    +8
    +4
    +8
    4 4 3 2 2 2 0 -
    14th
    +7/+2
    +9
    +4
    +9
    4 4 3 3 2 2 1 -
    15th
    +7/+2
    +9
    +5
    +9
    4 4 3 3 2 2 2 1
    16th
    +8/+3
    +10
    +5
    +10
    4 4 4 3 3 2 2 2
    17th
    +8/+3
    +10
    +5
    +10
    4 4 4 3 3 2 2 3
    18th
    +9/+4
    +11
    +6
    +11
    4 4 4 3 3 3 2 4
    19th
    +9/+4
    +11
    +6
    +11
    4 4 4 4 3 3 2 5
    20th
    +10/+5
    +12
    +6
    +12
    4 4 4 4 3 3 3 6

    Dragon Priest Items and Other Level Dependent Attributes
    Level Staff Capacity Staff Spells Per Round Affinities Kahvozein's Fang Capacity Mask Capacity Atronach HD
    1st 2 1 0 5gp 1 -
    2nd 4 1 0 9gp 1 -
    3rd 4 1 0 27gp 2 -
    4th 6 1 0 54gp 2 -
    5th 6 1 0 90gp 3 -
    6th 8 2 1 130gp 3 -
    7th 8 2 1 190gp 4 -
    8th 10 2 1 270gp 4 -
    9th 10 2 1 360gp 5 -
    10th 12 2 1 490gp 5 5
    11th 12 3 1 660gp 6 6
    12th 12 3 2 880gp 7 7
    13th 12 3 2 1100gp 8 8
    14th 12 3 2 1500gp 9 9
    15th 12 3 2 2000gp 10 10
    16th 12 4 2 2600gp 11 11
    17th 12 4 2 3400gp 12 12
    18th 12 4 2 4400gp 13 13
    19th 12 4 2 5800gp 14 14
    20th 12 4 2 7600gp 15 15


    Dragon Priests Artifact’s

    All Dragon Priests start with 3 Minor Artifacts, their Staff of Power, their Ritual Dagger, (commonly known as a Kahvozein's Fang), and their Mask of Office. Each is of fairly simple construction, (see below for details on creating them from scratch if they are destroyed), and each improves as shown on the table above as they level. The specifics of the individual items are described below. However some general rules apply to all 3.

    The First Rule Is The Rule of Ancient Power. Due to the relatively ancient divine magic’s that forms the basis of their functionality they do not respond well to close contact with the active magical fields of modern enchanting techniques, (regardless of magic type). As a result if the Dragon Priest equips any other magic item his Mask, Staff, and Dagger all cease to function. In addition the dragon Priest cannot benefit from any Enhancement Modifiers with a magical or supernatural source other than his items.

    The Second Rule Is The Rule of Self Sufficiency. By the nature of the first rule Dragon Priests have few uses for worldly possessions, most of their equipment needs are provided by their lord and master. As a result a Dragon Priests expected WBL value is one-tenth that of a normal character, reduce treasure rewards per encounter appropriately.

    The Third Rule Is The Rule of Function. All the items are magical in nature and of Masterwork quality for any relevant purpose’s, (e.g. attacks). However they can never gain a magical enhancement modifier, nor can they have magical effects placed upon them except as noted below.

    The Fourth Rule Is The Rule of Divine. Any of the three items may count as a divine focus for the purposes of spellcasting.

    Kahvozein's Fang: The Dragon Cult Ritual Dagger, (formally known as a Kahvozein's Fang), is a key part of most Draconic Ritual’s and acts as a potent aid to a Dragon Priest’s spellcasting. In addition to counting as a masterwork dagger, it reduces the required value of material components by an amount as shown in the table above. If this would reduce the material component cost to zero or less then no material component is actually required.

    Mask of Office: Each Dragon Priest possesses a Mask of Office. This Mask is imbued with power by the Dragon Priest’s deity Dragon. The more valuable he is to his Deity, the more power is imbued and the more potent it’s effects become. The Mask of Office may have a number of enchantment effects equal to the amount listed in the table above. At 1st level he starts with one of his choice already imbued. Each time thereafter that he gains an increase in capacity he must spend 8 uninterrupted hours meditating to add a new effect, though there is no requirement for him to do so if he does not wish to. Each time he adds a new effect he may also exchange one existing effect for a different effect and change the magnitude of any number of variable effects.

    The Table further down lists the effects and the minimum Dragon Priest Level for each effect. Some effects have several possible magnitude’s in a single entry, with separate requirements for each possible magnitude. These are known as variable effects. Regardless of magnitude they occupy a single slot on the mask.

    Staff of Power: Each Dragon Priest Posses a potent channelling tool in the form of a staff. In addition to counting as a masterwork greatclub which may be wielded in one hand it is able to store spell slots. A Spell Slot that is stored in the staff is removed from the spells per day they normally posses.

    E.g. a 2nd Level character with no bonus spells chooses to store one first level and one nought level spell in his staff, his available spells per day not counting his staff are thus reduced to 1 nought level spell and 0 first level spells.

    You may store any spell slot up to your maximum spell level in the staff but this cannot leave you with fewer than 0 spells per day remaining in any spell level. You also cannot store spell slots granted by a separate class in the staff.

    Storing or Removing a Spell requires 1 hour of uninterrupted work per slot. If the spell slot was expended when placed in the staff it remains expended until the appropriate normal conditions are met to regain it. This can either be via resting, or via recharging (see spellcasting below).

    Spellcasting

    Basics: Whilst the basics of Dragon Priest spellcasting are broadly similar to standard spellcasting, their use of an ancient form of magic and assorted techniques from the dawn of creation does also create several differences. Except as noted below however treat them as spontaneous divine spellcasters. Treat any spellcasting gained from a separate class as distinct and separate. That is it’s spells per day are tracked separately and it uses the normal spellcasting rules of it’s class with none of the modifications noted below.

    Because their magic techniques pre-date the development of such tricks and the differing base techniques of the magic it is applied to Dragon Priests cannot apply metamagic to their spells, neither can they use feats granted by Dragon Priest levels to select metamagic feats.

    Whilst their magic manipulation techniques are crude, and perhaps even limited in some respects by today’s more refined standards, they do have the crucial advantage of allowing the Dragon Priest to more directly apply his mind to the magic. This produces several effects.

    For the purposes of spell DC replace the spell level of the spell with the base attack bonus modifier. The governing attribute for spell DC is charisma.

    Caster Level is not based upon Class Level. Instead it is equal to the base attack bonus plus the charisma modifier, to a maximum of one and a half times the class level, rounding all fractions up. This is not modified by items or feats that would modify a normal casters caster level.

    The number of bonus spells of any level the Dragon Priest receives is equal to their wisdom modifier minus the relevant spell level. This can produce a modifier of +0, but it cannot produce a negative modifier, it caps at a minimum of +0.

    Their number of spells known of each level is equal to: (5 + wisdom modifier) – spell level. This cannot produce a value of less than 0. A Dragon Priest may expend a Feat to gain a number of bonus spells known of a specific level he has access to equal to his wisdom modifier minus the appropriate spell level.

    Any spell who’s effects scale based upon caster level may now scale without limit, that is there is no cap on how much caster level can cause the spell to scale.

    Casting any spell with a casting time of one full round action or less is one full round action instead, except as noted below. Immediate action casting time spells are exempt from this.

    Staff Casting: Casting Spells from the staff uses slightly different rules to the ones above. But unless an exception is stated use those listed above.

    When casting via the staff you may only expend spell slots within the staff to cast through it.

    Casting Spells with a casting time of 1 full round or less from the staff is a standard action. Immediate action casting time spells are not exempt from this.

    Within the limits defined in the table above you may cast more than one spell per round from the staff. Regardless of how many spells you cast the total casting time for all spells is still one standard action. However this also means you must cast however many spells you wish all in one go. Each spell may be a different spell, a different spell level, and have separate targets if you wish.

    Any spell cast from the staff which has a range of short, medium, or long has it’s range reduced to close.

    Staff cast spells do not require concentration check’s, (assume they are automatically passed), nor do they require verbal or somatic components and the staff acts as it’s own divine focus.

    Recharging Staff Spells: In addition to regenerating after 8 hours of rest in the same fashion as normal spell slots a Dragon Priest may take a full round action to expend one non-staff unexpended spell slot to regenerate one staf spell slot of equal or lower level.

    Affinities: At certain levels, (see table above), a Dragon Priest gains access to affinities. These allow him to attune his staff magic and his own magic in a way that creates a resonant effect greatly improving the efficiency of recharging.

    At the start of each day he selects a number of different spell levels equal to the number of affinities he possesses. Any spell slot of the selected spell level/s that he expends to recharge his staff recharges all spell slots of an equal or lower spell level in the staff.

    Spell Like Abilities

    Starting at level 15 a Dragon Priest begins to gain SLA’s as defined on the table above. Each time he gains an SLA he may choose a spell from the SLA lists.

    All SLA’s require a full round action to cast and retain any Material, Verbal, and Somatic components they would normally posses, and require a Divine Focus if they would normally do so. They use all of the spellcasting aspects of the Dragon Priest outlined above. However they cannot be stored in the staff, nor may they be used to recharge it.

    How often you may use them depends on the list the spell comes from. There are 3 categories. Lesser, Greater, and Grand. Lesser SLA’s may be used 2/day, Greater 1/Day, and Grand 1/Week.

    Combat Wards

    In addition to the standard types of ward like spells Dragon Priests have access to, they also have the ability to erect potent in combat wards of an ancient style. Initiating such a Ward requires that the Dragon Priest expends a 1st level or higher spell slot that is not stored in his staff. Doing so to erect a Ward is a swift action.

    The erected Ward has a number of charges equal to the spell level of the spell slot expended. Any time an opponent makes an attack roll, spell resistance penetration roll, or any time the dragon priest makes a save roll, or a non-skill based opposed roll not initiated by the Dragon Priests actions, the Dragon Priest after seeing the results of the roll, but before applying the effects, may expend a charge to increase his AC, Spell Resistance, the result of his save roll, or the result of his opposed roll by an amount equal to 3 plus the spell level of the spell slot expended to create the Ward. Recalculate sucsess/failure using the newly improved value before determining effects, if any. Doing so also eliminates any automatic failure rule the roll may have if it was made by the Dragon Priest.

    Casting a ward whilst a prior ward is active replaces the existing ward with the new ward, even if it is inferior.

    Example: An Orc Barbarian Attacks the Dragon Priest with a battleaxe. His total attack roll including modifiers is 22, the Dragon Priests total AC is 18. The Dragon Priest has previously expended a 2nd level spell slot to create a ward. It has both charges remaining. After seeing the above describe roll the Dragon Priest chooses to expend a charge increasing his AC to 23, thus causing the attack roll to fail, and the blow to miss instead of hit. But in so doing his total remaining charges are reduced to 1.



    Class Features

    All of the following are class features of the Dragon Priest.

    Weapon and Armor Proficiencies: The Dragon Priest is Proficient with his Dagger and Staff, (see above), and all armor, but not shields.

    Draconic Liche (Ex, 1st): Draconic Liche’s are a special type of undead. Instead of the normal undead type however they gain the following type. This replaces their normal type if any, (usually humanoid).

    (Draconic Liche)
    Vulnerability to Fire
    Immunity to poison, non-lethal damage, and disease, as well as to fatigue and exhaustion effects.
    Profane bonus equal to 1 + 1/4 HD to all saves against; all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), sleep effects, paralysis, stunning, and death effects.
    Gains Fortification equal to 5% per HD.
    Ability drain, and ability damage to physical ability scores (Strength, Dexterity, and Constitution), cannot reduce the affected Ability Score below 1 + 1/4 HD or it’s normal value, whichever is lower.
    Level Drain cannot reduce level below 1 +1/4 HD
    Uses its Charisma modifier for Concentration checks.
    Draconic Liche’s do not breathe, eat, or sleep.
    Draconic Liche’s do not age, cannot die from old age, nor do they gain bonus’s or suffer penalties from aging.


    Hover (Su, 1st): A Dragon Priest hovers over the ground and so is not subject to terrain modifiers to movement, and is subject to a permanent feather fall effect.

    Atronach Companion (10th): Staring at 10th rank a Dragon Priest gains a permenant Atronach companion with a number of HD as indicated on the table above. It may be of any of the types outlined below. If he loses a companion or dismisses it, (which he may do at any time), he may not summon another one until 1 day has passed. The new Atronach does not have to be the same type as the prior one, though it may be if the Dragon Priest wishes it to be.
    Last edited by Carl; 2014-08-21 at 09:08 PM.

  4. - Top - End - #4
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Feb 2013

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Spoiler: Atronach's
    Show
    General Atronach Attributes:

    Traits:

    - Immunity to poison, paralysis, stunning, sleep effects, and death effects.
    - Not subject to critical hits or flanking.
    - Cannot be restored to life upon death by any means, but re-form on their home plane after a period of 1 year per HD they possessed at the time of death
    - Does not Eat, Drink, Breath, or Sleep
    - Does not Gain feats based on HD
    - Resistance bonus to save equal to one fifth HD
    - All Atronach’s have the Multi-Attack feat
    - Whilst not outsiders for any other purpose, they may be banished from the material plane as if they where Outsiders

    Creating an Atronach: All types of Atronach’s have a HD equal to their CR. Determine Stats using the Template and calculated HD for it’s CR. Minimum CR 5.


    Flame Atronach:

    Stats

    Medium Size

    Str 10, Dex 12, Con 12, Intelligence 10, Wisdom 12, Charisma 10

    HD: D8
    BAB: Half HD
    Saves: Good Reflex
    Skill Points: 2+Int
    Space/Reach: 5ft
    Base Land Speed: 60Ft
    Standard Attack: 1 Slam Attack dealing 1D3 + Half HD Fire Damage
    Full Attack: 2 Slam attacks, dealing 1D3 + Half HD Fire Damage each

    Traits:

    - Immune to Fire, Vulnerable to Cold
    - Gains +2 Strength, +3 Dexterity, +2 Constitution, +2 Wisdom per 3 HD
    - AC Dodge Bonus equal to half HD
    - DR 10 + HD vs ranged attacks
    - Evasion and Improved Evasion (See Rogue)


    Abilities:

    - Firebolt (Ex): A Flame Atronach may launch 1 Firebolt as a standard action, or 1 plus 1 more per 3 full base attack bonus it possesses as a full round action. These are conducted as Ranged Touch Attacks with a maximum range of 150Ft and deal 1D6 + double HD Fire Damage.
    - Flame Cloak (Ex): Anything within 5ft takes automatic Fire Damage equal to HD.
    - Hover (Ex): A Flame Atronach Hovers over the Ground and so is not subject to terrain modifiers to movement, and is subject to a permanent Feather Fall effect.

    Spoiler: Design Notes
    Show
    By far the weakest of the 3 in many respects with the lowest damage, hitpoints, and AC, and DR is limited to ranged attacks. Conversely it’s also the fastest by a massive amount, able to out pace many opponents and it’s got excellent touch AC as well as solid DR vs ranged attacks. A good reflex save and Evasion make it largely immune to many blaster spells too. If brought to melee however it will suffer and cold damage will really hurt regardless of source.


    Frost Atronach:

    Stats

    Large Size

    Str 18, Dex 8 Con 26, Intelligence 10, Wisdom 14, Charisma 8

    HD: D10
    BAB: Equal to HD
    Saves: Good Fortitude
    Skill Points: 2+Int
    Space/Reach: 10ft
    Base Land Speed: 40Ft

    Standard Attack: 1 Slam Attack dealing 1D8 Cold Damage
    Full Attack: 2 Slam attacks, dealing 1D8 Cold Damage each

    Traits:

    - Immune to Cold, Vulnerable to Fire
    - Gains +3 Strength, +2 Dexterity, +3 Constitution, +2 Wisdom per 3 HD
    - Slam Attacks deal an additional 1D8 damage per 3 HD.
    - DRx/Adamantium and Magic equal to 5 + HD
    - Natural Armour equal to 15 + HD
    - Mettle and Improved Mettle

    Abilities:

    - Frost Cloak (Ex): Anything within 10ft takes automatic Cold Damage equal to HD, and has base Land speed reduced by 10ft or Half, whichever is smaller.

    Spoiler: Design Notes
    Show
    By far the highest AC and hitpoints of the bunch, and Mettle and Improved Mettle render it highly resistant to many effects also. DR is multi-purpose and very solid and it’s above average speed makes getting to melee easier, however it’s restricted to melee only, but is highly damaging there.



    Storm Atronach:

    Stats

    Large Size

    Str 22, Dex 6 Con 20, Intelligence 10, Wisdom 18, Charisma 6

    HD: D12
    BAB: equal to 3/4 HD
    Saves: Good Fortitude and Will
    Skill Points: 2+Int
    Space/Reach: 15ft
    Base Land Speed: 20Ft

    Standard Attack: 2 Slam Attack dealing 1D10 Electricity Damage
    Full Attack: 4 Slam attacks, dealing 1D10 Electricity Damage

    Traits:

    - Immune to Lightning
    - Gains +3 Strength, +2 Dexterity, +3 Constitution, +2 Wisdom per 3 HD
    - Slam Attacks deal an additional 1D10 damage per 3 HD.
    - DRx/- equal to 10 + HD
    - Deflection AC Bonus equal to HD

    Abilities:

    - Storm Cloak (Ex): Anything within 15ft takes automatic Electricty Damage equal to HD
    - Lightning Bolt (Ex): A Storm Atronach may launch 1 Lightning Bolt as a standard action, or 1 plus 1 more per 3 full base attack bonus it possesses as a full round action. These are conducted as Ranged Touch Attacks with a maximum range of 60Ft and deal 1D10 electricity Damage per 2 HD.
    Force of the Storm (Ex): Storm Atronach’s use their Strength Modifier, not their Dexterity Modifier for Ranged Touch Attacks.
    Storm Call (Ex): As a Full Round Action the Strom Atronach may cal down a Lightning Storm. Every Opponent within 60Ft is hit for 2D10 + HD Electricity Damage, Fortitude Save Halves, DC 14 + Half HD + Strength Modifier, (DC21 at 1HD)
    - Hover (Ex): A Storm Atronach Hovers over the ground and so is not subject to terrain modifiers to movement, and is subject to a permanent Feather Fall effect.

    Spoiler: Design Notes
    Show
    Sitting in the middle ground for HP and AC between the other two it is very decent, and vs touch attack the best of the 3. It also has stunning amounts of DR for it’s level and very solid damage output at melee and close range. Solid saves and no elemental vulnerabilities also give it some serious oomph. Still that slow speed and limited range will constrain it.



    Spoiler: Spell Lists
    Show
    0:

    Resistance, Acid Splash, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Read Magic, Ray of Frost, Disrupt Undead, Inflict Minor Wounds, Mending, Message, Purify Food and Drink, Arcane Mark, Erase, Detect Secret Doors, Detect Snares And Pits

    1

    Alarm, Endure Elements, Entropic Shield, Hide from Undead, Remove Fear, Sanctuary, Create Water, Cure Light Wounds, Delay Poison, Restoration, Lesser, Comprehend Languages, Detect Undead, Identify, Bane, Bless, Burning Hands, Magic Missile, Shocking Grasp, Magic Aura, Chill Touch, Curse Water, Deathwatch, Inflict Light Wounds, Bless Water, Bless Weapon, Expeditious Retreat, Feather Fall, Jump, Longstrider, Magic Weapon

    2

    Fire Trap, Protection from Arrows, Resist Energy, Acid Arrow, Cure Moderate Wounds, Mass Cure Light Wounds, Remove Paralysis, Augury, Find Traps, See Invisibility, Status, Tongues, Aid, Heroism, Rage, Continual Flame, Darkness, Desecrate, Gust of Wind, Shatter, Death Knell, False Life, Gentle Repose, Inflict Moderate Wounds, Mass Inflict Light Wounds, Spectral Hand, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Darkvision, Eagle's Splendor. Fox's Cunning. Heat Metal, Knock, Make Whole, Owl's Wisdom, Pyrotechnics, Warp Wood, Whispering Wind
    3

    Dispel Magic, Nondetection, Remove Curse, Create Food and Water, Cure Serious Wounds, Neutralize Poison, Mass Cure Moderate Wounds, Remove Blindness/Deafness, Arcane Sight, Clairaudience/Clairvoyance, Scrying, Crushing Despair, Good Hope, Prayer, Call Lightning, Daylight, Deeper Darkness, Fireball, Helping Hand, Invisibility Purge, Lightning Bolt, Searing Light, Misdirection, Bestow Curse, Contagion, Inflict Serious Wounds, Mass Inflict Moderate Wounds, Poison, Speak with Dead, Vampiric Touch, Flame Arrow, Glibness, Haste, Quench, Secret Page, Slow, Water Breathing, Water Walk

    4

    Break Enchantment, Dimensional Anchor, Dismissal, Freedom of Movement, Stoneskin, Cure Critical Wounds, Mass Cure Serious Wounds, Dimension Door, Restoration, Detect Scrying, Divination, Fire Shield, Flame Strike, Ice Storm, Resilient Sphere, Sending, Wall of Fire, Wall of Ice, Blight, Death Ward, Enervation, Inflict Critical Wounds, Control Water, Mass Inflict Serious Wounds, Mnemonic Enhancer, Rusting Grasp

    5

    Atonement, Spell Resistance, Major Creation, Plane Shift, Mass Cure Critical Wounds, Raise Dead, Secret Chest, Teleport, Wall of Stone, Commune, Contact Other Plane, Prying Eyes, Telepathic Bond, True Seeing, Greater Heroism, Call Lightning Storm, Cone of Cold, Interposing Hand, Mass Inflict Critical Wounds, Unhallow, Wall of Force, Control Winds, Fabricate, Passwall, Telekinesis, Permanency

    6

    Antilife Shell, Banishment, Greater Dispel Magic, Forbiddance, Guards and Wards, Fire Seeds, Heal, Regenerate, Greater Restoration, Resurrection, Teleport Object, Greater Teleport, Heroes' Feast, Wall of Iron, Analyze Dweomer, Greater Scrying, Blade Barrier, Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Sympathetic Vibration, Harm, Undeath to Death, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Stone to Flesh


    Spoiler: SLA Lists
    Show
    Lesser

    Dimensional Lock, Phase Door, Regenerate, Greater Arcane Sight, Greater Prying Eyes, Vision, Blasphemy, Delayed Blast Fireball, Fire Storm, Forcecage, Grasping Hand, Prismatic Spray, Sunbeam, Control Weather, Ethereal Jaunt

    Greater

    Prismatic Wall, Unholy Aura, Discern Location, Moment of Prescience, Antipathy (Evil Only), Sympathy (Evil Only), Clenched Fist, Earthquake, Meteor Swarm, Polar Ray, Sunburst, Telekinetic Sphere, Whirlwind, Screen, Horrid Wilting

    Grand

    Prismatic Sphere, Mass Heal, Storm of Vengeance, Teleportation Circle, True Resurrection, Foresight, Crushing Hand, Implosion, Astral Projection, Energy Drain, Etherealness, Mass Harm, Time Stop
    Last edited by Carl; 2014-08-21 at 09:09 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Feb 2013

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Spoiler: Mask Enchantments
    Show
    Below is a list of Enchantment effects for the Dragon Priest Mask. In addition to the specific effects listed here any spell effect with a non-instantaneous duration and who’s bonus type is not enhancement from the Wizard, Cleric, or Druid lists may be taken as a continuous effect enchantment with a required level equal to twice it’s spell level. If the spell has multiple different spell levels depending on which list it is on, use the highest.

    1 As Ring Enchantment of same name
    2 As Armour Enchantment of same name
    3 See Notes Below



    Effect Required Level
    +2 Enhancement Bonus to 1/2/3/4/5/6 Ability Scores
    1/3/5/7/9/11
    +X Enhancement Modifier to Attack Rolls, (Max +5)
    Modifier x 2
    +X Deflection Modifier to Armor Class, (Max +5)
    Modifier x 2
    +X Natural Armor Modifier to Armor Class, (Max +5)
    Modifier x 2
    +X Fire Resistance
    Modifier - 10
    +X Cold Resistance
    Modifier - 10
    +X Electricity Resistance
    Modifier - 10
    +X Acid Resistance
    Modifier - 10
    +X Sonic Resistance
    Modifier - 10
    +X Damage Reduction/-
    Modifier - 5
    +X Fast Healing
    Modifier x 4
    +X Spell Resistance
    Modifier -10
    Evasion1/Improved Evasion3
    7/12
    Uncanny Dodge3/Improved Uncanny Dodge3
    7/12
    Mettle3/Improved Mettle3
    7/12
    Freedom of Movement1
    8
    Mind Shielding1
    6
    Energy Substitution (Fire)3
    1
    Energy Substitution (Cold)3
    1
    Energy Substitution (Electricity)3
    1
    Energy Substitution (Acid)3
    1
    Energy Substitution (Sonic)3
    1
    Save Substitution (Reflex)3
    8
    Save Substitution (Fortitude)3
    8
    Save Substitution (Will)3
    8

    Improved Evasion: The Dragon Priest gains Improved Evasion, (see Rouge Class for Details). This stacks with the Evasion granted by the initial effect.

    Uncanny Dodge: The Dragon Priest gains Uncanny Dodge, (see Rouge Class for Details).

    Improved Uncanny Dodge: The Dragon Priest gains Improved Uncanny Dodge, (see Rouge Class for Details). This stacks with the Uncanny Dodge granted by the initial effect.

    Mettle: The Dragon Priest gains the Mettle ability. Any time he would suffer a reduced effect on a successful fortitude or will save he now suffer no effects. He still suffers full effects on a failed save.

    Improved Mettle: The Dragon Priest Gains the Improved Mettle ability. If subject to an effect which has a reduced effect on a successful fortitude or will save he now suffers the reduced effect on a failed save as well. This stacks with the Mettle granted by the initial effect.

    Energy Substitution: Any time the Dragon Priest casts a damage dealing spell with an Energy Type other than that of the selected Energy Substitution he may change the Energy Type and Descriptor to the selected Substitution Type. If he has multiple substitution types then he may use any valid one he wishes to.

    Save Substitution: Any Time the Dragon Priest casts a damage dealing spell with a save type other than other than that selected he may alter the save type to that of the selected type. If he has multiple substitution types then he may use any valid one he wishes to.
    Last edited by Carl; 2014-09-01 at 06:04 PM.

  6. - Top - End - #6
    Orc in the Playground
     
    MindFlayer

    Join Date
    Apr 2013
    Location
    near Milan / Italy
    Gender
    Male

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragon Dancer

    Now you laugh because I fight with dance. But, by the mighty red dragon, within a few minutes i’ll be laughing and dancing on your grave!

    Is there something more beautiful, more fascinating, than a dragon? All in his form is perfect and mesmerizing because there is no distinction between his outer beauty and his inner power. This is what Dragon Dancers believe in.
    Caught in the eternal struggle that mortals engage to access draconic power, these eccentric artists found a way to have it by imitating dragon’s moves.
    If it’s true that there is no distinction from the the aesthetics of a Dragon and the his power, then copying the first will automatically grant the second.
    Led by this believing, they studied dragon’s movement in every aspect of their life (while fighting, preparing their fiery breath, flying, sleeping, sensing the surroundings, enjoying their hoard) and captured these moves in precise sequences, making a dance out of them.
    They then started practicing for hours, month and years, refining the steps and the Choreographies, making them perfect.
    The outcome was amazing: every draconic action, fixed in precise dances, could be replicated not only in the physical aspects but also in the “energetic” one. Claws and wings, spells and breath, all was imitable and thus achievable by dance.
    So the Dragon Dancers were born: unmatched artists, fine observers and connoisseurs of draconic nature, custodians of a great power.

    Adventures: A Dragon Dancer is typically a show-off. During his training he’s been taught he represents the peak of draconic power between mortals so he seeks adventure only to show the world what he is capable of.
    Another thing that drives Dragond Dancers to adventure is self-improvement: they know that what they learnt in school were only the basis of their art and they can’t wait to develop all the other abilities their masters showed them.
    A secondary (but still present) aim for Dragon Dancers is to get notoriety and become rich: nothing like possessing their own “hoard” makes them feel near to dragons.
    Those Dragon Dancers that are devoted to a particular deity (see Religion) may seek adventure to serve their divine master, especially in case it is Bahamut or Tiamat.

    Characteristics. Dragon Dancers are able to draw draconic power like no one else in the world. While most classes are satisfied by achieving some glimpses of dragon’s might, usually in the form of the iconic breath weapon, Dragon Dancers know no satisfaction: they want all the power they can get.
    Starting at early levels with the most evident draconic qualities (claws and armored skin) they soon menage to achieve every other draconic feature: senses, magic, elemental power, immunities, size, resistance to damage and magic, the fearful presence.
    The final step of this ladder is the capability of becoming a true dragon for a short amount of time, unleashing terrible power over the enemies.
    The key to unlock all this power is Draconic Dance, a particular form of art inspired to the moves of dragons that renders Dragon Dancers similar to dragons not only for their abilities but also for their appearance and movements in battle.

    Alignment: Dragon Dancers can be of any alignment, even if most of them are neutral in the law-chaos axis. The discipline required to learn the secrets of this class pushes them toward law, but they also are often strong individualists, so tending to chaos.
    Those Dragon Dancers that find a connection with a particular kind of dragon sometimes try to mimic them in their behaviour, taking the typical alignment of that species. For example, a Dragon Dancer that feels really close to Bronze Dragon will be Lawful Good while one fascinated by White Dragons will be Chaotic Evil.

    Religion: Those Dragon Dancers that devote themselves to a deity often seek to serve deities that have arts and dance in their portfolio.
    They also pray the draconic pantheon, particularly revering Hlal and Aasterinian, being both gods linked to arts, fun and invention.
    Good aligned Dragon Dancers often serve Bahamut while the evil-aligned ones serve Tiamat, joining the armies in the eternal war the two deities fight against each other.

    Background: Becoming a Dragon Dancer isn’t something that just “happens”. This is a path that requires a strong will to succeed and dedication, passing years learning the basis and exercising.
    To become a Dragon Dancer is necessary to have a teacher: this teacher is usually another experienced Dragon Dancer (being it a lone mentor or a professor in a school) but it can also be a dragon that wants to share with a mortal this secret way to achieve draconic power, a cleric of a draconic deity enrolled to train new Dragon Dancers or a similar person.

    Races: Every race can count Dragon Dancers among its ranks. They are more frequent among humans, elves and gnomes (races where the art of dancing was highly developed) but this doesn’t mean that they are impossible to find among dwarves, halflings and other races.
    Dragon Dancers are also frequent among races with a draconic heritage like half-dragons, kobolds, or spellscales (Races of the dragon, p.21) that seeks a deeper contact with their ancestry through this class.
    Good-aligned Dragon Dancers are often Dragonborns of Bahamut (Races of the dragon, p.5): members of different races heard in their youth the call of the Platinum Dragon so they seek out to accomplish the Rite of Rebirth before (or while) undertaking the lessons to get into this class.

    Other Classes: Dragon Dancers get along pretty well with bards that share their passion for art and the power it gives. They particularly enjoy bard’s company in battle since they often provide to the Dragon Dancer the perfect soundtrack for their Draconic Dance, changing a fight in a show.
    Dragon dancers also like to frequent all those people that understand and seek draconic power. This leads them to look for the company of wizards and sorcerers, even if sometimes Dragon Dancers end up with looking down on them as people that cannot fully understand the goal of their research.
    Because they think that killing a dragon is one of the greatest sins, most Dragon Dancers share a visceral hatred to all those who call themselves “dragon hunter” or “dragon killer” and this brings them to have frequent conflicts with paladins, rangers and fighters.

    Role: Due to the powers he gets from it’s Choreographies, a Dragon Dancer is often engaged in the middle of battle, using different combat style matching with his ongoing draconic dance. If he chooses to heighten his defence or improve his movement he proves himself good at keeping enemies at bay, but choosing different Choreographies he can also become a threatening fighter. The Choreographies he gets at middle levels (Magical Dance, Blazing somersaults, Frightful steps) help him in both roles and make him a nice battlefield controller.

    Adaptation: Being dance an universal form of expression, the class can be adapted to different societies by modifying the way to enter the class and the type of dance. In a tribal society Dragon Dancers could be a particular shaman-like group with a “totemic” connection to dragons. In more civilized society they can be linked to wizards in their research for powers, especially in low-magic settings where there are few wizards and a Dragon Dancer can represent a less magical and more empirical way to access draconic power.


    GAME RULE INFORMATION
    Dragon Dancers have the following game statistics.
    Abilities: Charisma is the key ability for a Dragon Dancer since all his Choreographies somehow rely on Perform (Dance) skill, and thus on Charisma. Dexterity and Constitution can also be very useful for defence since a Dragon Dancer is not allowed to use medium or heavy armor. Intelligence can provide extra skill points to make the Dragon Dancer more versatile.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As bard.
    Starting Gold: As bard.

    Class Skills
    The Dragon Dancer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Escape artist (Dex), Jump (Str), Knowledge (arcana) (Int), Intimidate (Cha), Listen (Wis), Perform (dance) (Cha), Spot (Wis), Profession (Wis), Tumble (Des).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +2
    Draconic dance; Twirling dodge; Choreographies, Ballet of Claws
    2nd
    +1
    +0
    +3
    +3
    Evasion
    3rd
    +2
    +1
    +3
    +3
    Scaled-skin Dance
    4th
    +3
    +1
    +4
    +4
    Versatile dancing
    5th
    +3
    +1
    +4
    +4
    Move of moves
    6th
    +4
    +2
    +5
    +5
    7th
    +5
    +2
    +5
    +5
    Magical dance
    8th
    +6/+1
    +2
    +6
    +6
    Double-step dance
    9th
    +6/+1
    +3
    +6
    +6
    Hoard pirouette
    10th
    +7/+2
    +3
    +7
    +7
    11th
    +8/+3
    +3
    +7
    +7
    Blazing somersaults
    12th
    +9/+4
    +4
    +8
    +8
    Ecstatic Dance
    13th
    +9/+4
    +4
    +8
    +8
    Dance like a man, sense like a dragon
    14th
    +10/+5
    +4
    +9
    +9
    15th
    +11/+6/+1
    +5
    +9
    +9
    Frightful steps
    16th
    +12/+7/+2
    +5
    +10
    +10
    Unstoppable Dance
    17th
    +12/+7/+2
    +5
    +10
    +10
    Ball of magic negation
    18th
    +13/+8/+3
    +6
    +11
    +11
    19th
    +14/+9/+4
    +6
    +11
    +11
    Taps of greatness
    20th
    +15/+10/+5
    +6
    +12
    +12
    Unleash the Dragon with Dance

    Class Features
    All of the following are class features of the Dragon Dancer.

    Weapon and Armor Proficiencies: A Dragon Dancer is proficient with all simple weapons and with light armors.

    Draconic dance (Ex): at 1st level, a Dragon dancer learns how to master the core of his power, draconic dance. While engaging this magical form of art he moves, jumps and spins around the battleground and gains a +2 bonus to Dexterity and Charisma, as well as a +1 dodge bonus to AC. Since draconic dance is tiring and challenging from a physical point of view ha also take a -1 penality on Fortitude saves while performing draconic dance.
    In addition, while performing draconic dance, a Dragon Dancer can choose to gain more power choosing one of the Choreographies he knows (see below).

    Beginning a Draconic dance is a free action but a Dragon Dancer must spend at least a 5 ft. movement (a 5 ft. step is sufficient) to maintain it. Each us of Draconic dance lasts for a number of rounds equal to 3 + Charisma modifier, though a Dragon Dancer can end it prematurely. At the end of the dance, the dragon dancer loses the previouslly acquired modifiers and restrictions and becomes panting (new condition described below) for the duration of the current encounter.

    While dancing a Dragon Dancer cannot perform any action that requires concentration or fine manipulation of objects (like pickpocketing, operating complex devices) nor can he cast spells that require somatic and material components or activate magic items that require a spell trigger (such as a wand) or spell completion (such as a scroll) to function. A Dragon Dancer able to enter rage or frenzy cannot use his Draconic Dance while raging or frenzied, nor he can enter rage or frenzy while dancing.
    He can, however, use magic items that require a command word or a mental action to activate and he can cast spells with only verbal components.
    A dancing Dragon dancer cannot use Draconic Dance if wearing medium or heavier armors or carrying shields and apply his armor penality to every Perform (dance) check required by Choreographies.

    A Dragon Dancer can start a dance only once per encounter. At 1st level he can use his draconic dance ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

    Spoiler: New Condition: Panting
    Show
    A panting character is out of breath. He takes a -1 penalty to Strenght and Dexterity. He can charge but while charging he can move only up to 1 and 1/2 his base speed and gains half the normal bonus on his attack roll. He can run, but his speed multiplier is reduced by one while running. A typical character runs three times his base speed, or two times if in heavy armor, when panting.
    A panting character that takes a full-round action for three consecutive rounds (or undertakes any other serious effort) becomes fatigued instead.
    To remove this condition are necessary ten minutes of rest.
    "Panting" is a lesser condition than "fatigued".


    Twirling dodge (Ex): at 1st level, a Dragon Dancer gains the ability to move around the battlefield using his dance mastery to avoid unexpected attacks. Every time he has to make a Tumble check to avoid to provoke attacks of opportunity while moving he can instead make a Perform (dance) check.
    If he is successful, his speed is reduced by 5ft. instead of being halved.

    Choreographies: Every time he starts a Draconic Dance, a Dragon Dancer must choose to perform one of the Choreographies he knows. Every Choreograpy gives him a unique power that resembles an aspect of the nature of dragons. Details are shown below.
    Once chosen, the selected Choreography works till the Draconic Dance expires and cannot be changed in the meantime (but see “Versatile dancing” ability below). Also Dragon Dancers cannot have more than a Choreography active at the same time (but see “Double-step dance” ability below).
    The Dragon Dancer gains his first Choreography at 1st level and gains an additional one at each odd-numbered level thereafter.
    A Dragon Dancer is considered as possessing all the capabilities given by his Choreographies even when he is not dancing for the purpose of qualifying for feats. So, a 1st level Dragon Dancer could take Improved natural attack (claw), a 3rd level one could take Improved natural armor or Improved damage reduction. However the benefits of this feats will be active only when using the Choreography that provides the feature enhanced by the feat.
    Unless otherwise noted, every Choreography is a supernatural ability.

    Spoiler: Choreographies
    Show
    Ballet of Claws. When he gains this Choreography at 1st level, a Dragon Dancer unleashes the power of dragon’s natural attacks, He mimics with his movements the steady claws, the powerful mouth, the graceful wings and the whipping tail . While dancing the hands of the Dragon Dancer cover in scales and his nails sharpens as he gains two claws natural attack, dealing 1d4 + ½ Strenght modifier each.

    At 6th level, a Dragon Dancer using this Choreography has his mouth enlarged and his teeth grow bigger and pointy. He gains a bite attack that deals 1d6+Strenght modifier. From here on, every time he uses this Choreography the bite attack is his primary attack and the claws become the secondary.

    At 11th level, a Dragon Dancer using this Choreography also grows a pair of dragon-like wings not suitable for flight but that grants him two wing attacks (secondary attacks, 1d4+1/2 Strenght modifier).

    At 16th level, a Dragon Dancer using this Choreography also grows a long reptilian tail that grants him a tail attack (secondary attacks, 1d8+1-1/2 Strenght modifier).
    All the attacks made using this natural attacks use a Perform (dance) check instead of the normal melee attack roll. A natural 20 still scores a critical threat.

    For the purpose of using feats like Power attack and Combat expertise while using Ballet of Claws the class still refers to its BAB to calculate the highest penalty imposed by those feats.

    Scaled-skin Dance. A Dragon dancer gains this Choreography at 3rd level. When he uses it he mimics the glammering of light on the scales of a dragon and enhances his defences with draconic poweri His skins is covered in scales as he gains a natural armor bonus to his Armor Class equal to half his Dragon Dancer level (+1 minimum).
    Calling the defensive power of draconic skin, when he starts dancing the Dragon Dancer chooses Damage Reduction or energy resistance (fire, cold, electricity or acid) and then makes a Perform (dance) check. He then gains DR or resistence to the selected element as shown below.

    DC 15 - DR 2/magic - energy resistence 5
    DC 20 - DR 5/magic - energy resistence 10
    DC 25 - DR 10/magic and adamantine - energy resistence 15
    DC 30 - DR 15/magic and adamantine- energy resistence 20
    DC 35 - DR 20/magic and adamantine- immunity to chosen energy type

    DR and energy resistance are given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 23 on his Perform (dance) check to gain resistance to acid he gains resistance to acid 5.

    Move of moves. When performing this Choreography, gained at 5th level, a Dragon dancer calls upon the sinuous moves of a dragon burrowing, flying or swimming. Upon choosing to use this Choreography he must also choose to gain a fly (average manoeuvrability), swim or burrow speed and rolls a Perform (dance) check. His speed in the chosen movement type is given as shown below.

    DC 15 - 25 ft.
    DC 20 - 30 ft.
    DC 25 - 40 ft.
    DC 30 - 50 ft.
    DC 35 - 60 ft.

    Movement speed is given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 26 on his Perform (dance) check to gain fly speed he gains 40 ft fly speed (average).

    Magical dance (Sp). When he gains this Choreography at 7th level, the Dragon Dancer learns how to mimic with his moves the manifestations and the effect of some of dragons spell-like abilities. When he chooses to use this Choreography he must also choose between chromatic and metallic dragons. Then he gains access to a list of spell-like abilities (as shown below), each one linked to each specific group. He can use any of this spell-like abilities of that group as a standard action (unless otherwise stated) every round but each one of these abilities cannot be used more than once per Draconic dance.

    Darkness (Black dragon) Suggestion (Brass dragon)
    Ventriloquism (Blue dragon) Detect thought (Bronze dragon)
    Plant growt (Green dragon) Trasmute mud to rock /rock to mud (Copper dragon)
    Locate object (Red dragon) Bless (Gold dragon)
    Fog Cloud (White dragon) Feather fall* (Silver dragon)

    *The use of “feather fall” is an exception to the rule that states that a Dragon Dancer needs a standard action to use these abilities because it needs an immediate action.

    From 10th level, when he chooses to use this Choreography, a Dragon Dancer also gains access to more powerful spell-like abilities along with those received at 5th level.

    Charm monster (Black dragon) Endure elements (Brass dragon)
    Hallucinatory terrain (Blue dragon) Control water (Bronze dragon)
    Dominate person (Green dragon) Wall of stone (Copper dragon)
    Find the path (Red dragon) Geas / Quest (Gold dragon)
    Freezing fog* (White dragon) Control winds (Silver dragon)

    *As the old white dragon spell-like ability.

    From 14th level, when he chooses to use this Choreography, a Dragon Dancer gains also access to more powerful spell-like abilities along with those received at 5th and 10th level.

    Insect plague (Black dragon) Summon Djinni (Brass dragon)
    Mirage arcana (Blue dragon) Control weather (Bronze dragon)
    Command plants (Green dragon) Move earth (Copper dragon)
    Discern location (Red dragon) Sunburst (Gold dragon)
    Wall of ice (White dragon) Reverse gravity (Silver dragon)

    When using this spell-like abilities a Dragon Dancer has a caster level equal to his Dragon Dancer level. The DC to resist to these abilities is equal to 10 + spell level + Cha modifier.

    Hoard pirouette. The Choreography that a Dragon Dancer learns at 9th level is inspired by the majestic figure of a dragon enjoying what it loves most in it’s life: its hoard. While he rolls and whirls, the Dragon Dancer figure changes: the skin turns into pure gold, the eyes into beautiful gems and his dresses look like made of finest silk.
    The sight of this dancing treasure mesmerizes the bystanders. When he starts this Choreography, a Dragon Dancer must make a Perform (dance) check. The result sets the DC for resisting this ability.
    At the beginning of their turn, all the creatures in a 30 ft. radius from the Dragon Dancer must make a Will save or become fascinated as long as he continues dancing, as per the bard’s Fascinate ability.

    Unlike that ability, Hoard pirouette is not an enchantment (compulsion), mind-affecting ability and can be easily used in battle. In fact this ability relies on people’s natural greed and not on subjugating their senses with magic.
    This ability has effect on every creature that has an Intelligence score of 3 or higher. Creatures belonging to a race naturally greedy (such as giants, dwarves and dragons) take a -4 penality on their Will save. Creatures that are generally immune to greed and/or have no interest in hoarding goods (such as a character having Vow of poverty feat) take a +4 on their Will save.
    A creature that makes his saves is immune to the Hoard pirouette Choreography of that particular Dragon Dancer for the next 24 hours.

    Blazing somersaults. At 11th level a Dragon Dancer discovers the secret moves inspired to the beauty of the whirling flames, the oozing acid, the gleaming ice or the sparkling thunders that erupt from the sinuous throat of a dragon.
    When he starts dancing and decide to use this Choreography he also must choose between acid, cold, fire and electricity. Once made the choice remains effective till the end of the draconic dance.

    While dancing with this Choreography, a Dragon dancer can use a fullr ound action to make a Perform (dance) roll and move up to his base speed (not necessarily in a straigth line, but it cannot pass twice in the same square) leaving behind a line of elemental energy. All creatures and objects adjacent to the squares that the Dragon Dancer crossed with his movement must make a Reflex save or take elemental damage (of the type chosen at the start of the dance) equal to the result of the Perform (dance) roll. A successful save halves the damage.

    At 18th level, the line of elemental energy lingers for one round in the squares in which the Dragon Dancer moved, creating a wall. For that round, the squares are occupied by an effect similar to the Wall of fire spell, except that it deals damage of the selected element, that it doesn’t inflict double damage to undeads and that it’s as long as the previous movement of the Dragon Dancer.
    The DC for this ability is equal to 10 + half Dragon Dancer level + Cha modifier.

    Dance like a man, sense like a dragon. This ecstatic dance, learned at 13th level, attunes the senses of the Dragon Dancer to those of dragons. While performing this Choreography a Dragon Dancer gains low light vision (or improved low light vision if the creature already possesses that ability), darkvision out to a 60 ft range (or 120 ft if the creature already possesses darkivision) as well as a +4 bonus to Listen and Spot checks.

    In addition, a Dragon Dancer receives blindsense and treasure scent. The latter ability allows him to automatically notice the presence of objects with a high value within a certain range around him (see below). When Dragon Dancer senses the presence of valuable goods, he can make an Appraise check as a move action to know the value of those objects: he makes only one check that applies to all objects in range. If he manages to estimate the actual value, he also learns the materials that compose the items and if they are magical or not.
    Both blindsense and treasure scent work in a radius determined by a Perform (dance) check rolled at the beginning of the dance, as shown below.

    DC 15 - 15 ft.
    DC 20 - 20 ft.
    DC 25 - 25 ft.
    DC 30 - 30 ft.
    DC 35 - 35 ft.

    The radius is given according to the last DC that the Dragon dancer manages to overcome. For example, if a Dragon Dancer rolls 17 on his Perform (dance) check he gains blindsense and treasure scent out to 15 ft.

    Frightful steps. At 15th level a Dragon Dancer learns the moves that mimic all the frightening aspects of dragons: the powerful build, the majestic presence, the frightful mien.
    When a Dragon Dancer starts this Choreography he must make a Perform (dance) check, that sets the DC of this ability. Every creature that begins his turn within 20 ft. from the Dragon Dancer must make a Will save or gain the frightened condition as long as he remains within the radius and for 1d4+1 round when he leaves it. A creature already shaken or frightened that fails his save becomes panicked instead.
    The effects of the same Frightful steps Choreography don’t stack: if a creature is frightened by it, leaves the area of effect and then re-enters it, it must not make another save and it’s condition is not worsened.
    A creature that makes his save becomes immune to the Frightful steps Choreography of that specific Dragon Dancer for 24 hours.
    This is a fear effect.

    Ball of magic negation. With this dance made of slow, discreet movements that he learns at 17th level, a Dragon Dancer knows how to mimic the natural draconic resilience to magic.
    While he uses this Choreography he gains Spell Resistance equal to 10 + Dragon Dancer level.
    In addition, once per Draconic dance, when a spell manages to overcome his SR the Dragon Dancer can make a special dispel attempt as an immediate action to counter it.
    This attempt works like a greater dispel magic spell, except that the Dragon Dancer uses a Perform (dance) check instead of a normal caster level check.

    Taps of greatness. Stomping the ground violently while performing this Choreography gained at 18th level, a Dragon Dancer calls upon the peak of dragon’s physical power and increasing his own size (up to Colossal).
    When a Dragon Dancer starts a Draconic Dance he must make a Perform (Dance) check: the result indicates (as shown below) how many size increases the character gets. If there is no room for the character to reach the designed size he can attempt a Strenght check to break what blocks him and continue growing. If he fails the check the growth stops at the last affordable size.
    The character's gears grows along with him.

    DC 20 - +1 size
    DC 25 - +2 sizes
    DC 30 - +3 sizes
    DC 35 - +4 sizes

    The size increase lasts until the Draconic Dance expires. Then the Dragon Dancer loses one size every round till reverting back to his natural size.
    The increase is given according to the last DC that the Dragon dancer manages to overcome. For example, if a medium Dragon Dancer rolls 31 on his Perform (dance) check his size increase by 3 steps, becoming Gargantuan. When his Draconic Dance expires he starts shrinking and becomes Huge one round later, Large in the following round and reverts back to medium size in the third round after the dance has expired.



    Evasion (Ex): A Dragon Dancer of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Dragon Dancer is wearing light armor or no armor. A helpless Dragon Dancer (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

    Versatile dancing (Ex): at 4th Level a Dragon Dancer learns how to adapt his dance style to the needs of battle, swapping from one Choreography to another. Once per round, he can spend a move action to lose the benefits of the Choreography he chose when he started the Draconic Dance and gain the benefits of a different one he knows.
    A Draconic dancer cannot use this ability more than once per round.

    Double-step dance (Ex): at 8th level a Dragon Dancer learns to mix his known Choreographies in one single, powerful dance.
    When he starts a Draconic Dance he can spend two uses of his Draconic Dance ability and choose to Choreographies, gaining the benefits granted by both of them.
    For example a Dragon Dancer could choose to use Ballet of claws and Move of Moves to gain the natural attacks and the swim speed needed to face an aquatic monster.
    However, maintaining this kind of dance is really difficult and tiring: A Dragon Dancer using this ability suffers a -4 penality to his Perform (dance) checks and at the end of his Draconic Dance becomes exhausted instead of becoming fatigued.

    Ecstatic Dance (Ex): From 12th level, when a Dragon Dancer engages a Draconic Dance his mind is caught in a trance-like state by the power of emotion that such form of expression generates and becomes protected from those effects intended to modify it.
    While using Draconic Dance a Dragon Dancer becomes immune to fear and sleep effect and gets a +4 bonus on Will saves made against mind affecting abilities.

    Unstoppable Dance (Ex): From 16th level, when a Dragon Dancer engages a Draconic Dance he becomes an unstoppable exemplar of draconic power, apt to overcome every impairment.
    While using Draconic Dance a Dragon Dancer becomes immune to paralysis and gets a +4 bonus on all saves and rolls made against effects intended to restrict his movement (including grapple check).

    Unleash the Dragon with Dance (Sp): At 20th level a Dragon Dancer learns the final secret related to his class: the ability to fully summon draconic power by dance.
    This ability can be used once per day, requires a full-round action and to spend two daily uses of Draconic Dance. During that round the Dragon Dancer engage in furious ball that sums up all the main steps of all the Choreographies.
    When he does so, he is transformed in a dragon as per the Dragonshape transmutation spell (polymorph subschool, Players handbook II, p.111).
    Unlike the spell, though, he can choose different type of dragons to transform into, as follows.

    Mature adult Bronze Dragon
    Mature adult Gold Dragon
    Mature adult Silver Dragon
    Mature adult Red Dragon
    Old Blue Dragon
    Old Brass Dragon
    Old Copper Dragon
    Old Green Dragon
    Very old Black Dragon
    Ancient White Dragon

    This effect lasts like a normal use of Draconic dance and when it ends leaves the Dragon Dancer exhausted. This ability is considered as a Draconic Dance for the purpose of applying the benefits of Ecstatic Dance and Unstoppable Dance but not a Choreography so it’s not suitable to be swapped or combined with another Choreography with Versatile Dancing and Double-step Dance.

  7. - Top - End - #7
    Dwarf in the Playground
    Join Date
    Dec 2013
    Gender
    Male

    Default Re: Base Class Contest XXIV - Will Breed for Class

    The Draconic Channeler



    Feel the power of the ancients! In the face!

    The Draconic Channeler (DC) takes the soul of a Dragon and channels it into various weapons and clothing he has on him.

    Adventures: Adventure is its own reward. And if it isn't, well, meh, the pay's good.

    Characteristics: The Draconic Channeler is a mobile, high-functioning master of ranged and melee combat.

    Alignment: DCs rarely follow the law, and thus are rarely lawful. No real restrictions apply, though.

    Religion: Deities such as Tiamat, monsters such as Nidhogg, and Gods such as Ophis and the Great Red are common aspects of DC prayer, though they are not limited to this worship.

    Background: DCs gain their powers by teaming up with the souls of dead dragons. How they came into contact with the dragons, and how they struck a deal with them various person to person.

    Races: Any smaller-than-Huge Humanoid.

    Other Classes: The DC always enjoys a good challenge, and will thus try to duel other fighting-based classes, while ignoring more specialty-based ones.

    Role: The DC can be a short-mid range attacker, with slightly tanky qualities.

    Adaptation: If the campaign setting were suffering a dearth of Dragons, then Demon Soul Channelers or Angel Soul Channelers might show up, but with different abilities.

    GAME RULE INFORMATION
    Dragon Soul Channelers have the following game statistics.
    Abilities: Strength and Constitution are necessary for this class, just like all other melee classes. The ranged attacks that the DC has access to are based off of Constitution, so its doubly useful.
    Alignment: Any.
    Hit Die: d10
    Starting Age: As Bard.
    Starting Gold: As Fighter.

    Class Skills
    The DC's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Any) (Int), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Dragon Soul Channeler
    Level
    BAB
    Fort
    Ref
    Will
    Special
    Max Channel
    Channel Pool
    1
    +1
    +2
    +2
    +0
    Smooth Movement, Channeling, Weapon Burst, Dragon in the Mind
    1
    2
    2
    +2
    +3
    +3
    +0
    Body Channeling, Punch Breath
    1
    3
    3
    +3
    +3
    +3
    +1
    Speed Boost
    1
    4
    4
    +4
    +4
    +4
    +1
    Dragon Skin +1
    1
    4
    5
    +5
    +4
    +4
    +1
    Dracowings
    2
    5
    6
    +6/+1
    +5
    +5
    +2
    Bonus Feat
    2
    6
    7
    +7/+2
    +5
    +5
    +2
    2
    7
    8
    +8/+3
    +6
    +6
    +2
    Dragon Skin +2
    2
    7
    9
    +9/+4
    +6
    +6
    +3
    Dracogenius
    3
    8
    10
    +10/+5
    +7
    +7
    +3
    Efficient Channeling
    3
    9
    11
    +11/+6/+1
    +7
    +7
    +3
    Better Bursting
    3
    10
    12
    +12/+7/+2
    +8
    +8
    +4
    Dragon Skin +3, Badder Breath
    3
    10
    13
    +13/+8/+3
    +8
    +8
    +4
    Banging Body
    4
    11
    14
    +14/+9/+4
    +9
    +9
    +4
    Wind Tunnel
    4
    12
    15
    +15/+10/+5
    +9
    +9
    +5
    Genius Channel
    4
    13
    16
    +16/+11/+6/+1
    +10
    +10
    +5
    Dragon Skin +4
    4
    13
    17
    +17/+12/+7/+2
    +10
    +10
    +5
    5
    14
    18
    +18/+13/+8/+3
    +11
    +11
    +6
    5
    15
    19
    +19/+14/+9/+4
    +11
    +11
    +6
    5
    16
    20
    +20/+15/+10/+5
    +12
    +12
    +6
    Dragon Skin +5
    5
    16

    Class Features
    All of the following are class features of the Draconic Channeler.

    Weapon and Armor Proficiencies: All simple and martial weapons, light and medium armor.

    Fighting Soul: For the purpose of taking feats, the Draconic Channeler may add his D.C. level to his Fighter level (if he has one).

    Smooth Movement (Ex): The DC moves smoothly, despite the armor he is wearing. While wearing armor he is proficient with, he takes no penalty to movement speed based on the armor itself.

    Dragon on the Mind (Su): You literally have an ancient, powerful dragon in your head. It doesn't like getting bothered by outside influences. You get a bonus equal to your Draconic Channeler level for Will saves against mind-affecting spells, psionic abilities, and the like.

    Channeling (Su): The Dragon Soul Channeler uses a dragon's spirit to amplify himself, his weapons, his armor, and his attacks. He can only channel a certain amount of his Dragon's power at once. This is represented by his Channel Pool, as a certain number of dragon power points (DPP). However, he can only channel a certain amount of DPP into a single object/attack. This is represented by his Max Channel. So a Level 2 DC could channel 1 DPP into his sword (Weapon Burst) and 1 into himself (Body Channeling), but he could not channel both his DPP into his sword simultaneously.

    The act of channeling points into an ability is a Free Action that can be taken at the beginning of the D.C.'s turn.

    Additionally, after using DPP, the dragon soul needs time to 'recharge', as it were. It takes 5 rounds for a DPP to recharge. Multiple DPP can recharge simultaneously.

    Weapon Burst (Su): You channel the spirit of the Dragon into your weapon, making it stronger. For each DPP channeled into this ability, 1 weapon you are holding gets a +1 enhancement bonus. After 3 rounds, the Weapon Burst fades and the DPP are used up. You cannot a Weapon Burst on a Natural Weapon, or any weapon which already has an enhancement bonus.

    Body Channeling (Su): You channel your dragon into your body, making yourself much stronger than you normally are. For each DPP, you get a +2 circumstance bonus to a single physical attribute. You also get a +1 racial bonus to Natural Armor and Spell Resistance per DPP. After 3 rounds, the DPP are used up and the bonuses fade.

    Punch Breath (Su): Your dragon uses your arm as a medium to channel its breath weapon. The breath weapon deals 2d8 damage of the appropriate damage type per DPP. The breath takes the shape of a cone with radius equal to 15*(1+DPP used).

    The DC is 10 + 1/2 DC level + Con mod + DPP used. All DPP are used up immediately.

    Speed Boost (Su): The Dragon empowers your body, giving you a short burst of speed. Your land and flying speed (if you have one) increase by 30 feet for each DPP invested. The bonus fades after 2 rounds.

    Dragon Skin (Ex): Due to continuous channeling of the Dragon, your skin gains properties slightly similar to Dragon scales. You permanently get a +1 bonus to Natural Armor and Spell Resistance. You also get DR 1/-. These bonuses increase by 1 every 4 levels, to a total of +5 to NA and SR and DR 5/- at level 20.

    Dracowings (Su): At 5th level, the Draconic Channeler gains the ability to channel their inner Dragon into the back of their armor, creating wings. This ability can only be used if the Channeler is actually wearing clothes or armor on their upper back. The user gets a Fly speed of 30 feet with Average maneuverability. Activating this ability requires 1 DPP, and the wings stay for 5 rounds.

    At level 10, the wings grant Good maneuverability.

    At level 15, the wings grant Perfect maneuverability.

    Bonus Feat (Ex): You may take a Fighter Bonus Feat, as long as you meet the prerequisites.

    Dracogenius (Ex): You often converse with the dragon that resides within you, and thus by level 9 have learned some of its knowledge. You get a bonus to all Skill checks based off mental stats equal to 1/3 your D.C. level, rounded down.

    Efficient Channeling (Ex): You are much stronger now then you were in the beginning, and it shows. The DPP you spend now recharge in 4 rounds, rather than 5.

    Better Boosting: You are now much better at using a Weapon Burst. You now can add additional nuances too your blade(s). The weapon(s) you use Weapon Burst gain additional properties depending on the amount of DPP you used:
    • 1 DPP - Your weapon, upon a successful hit, does an extra 1d6 damage of the energy type of your dragon.
    • 2 DPPs - Double the threat range of the weapon. This bonus never stacks with any other bonus.
    • 3 DPPs - When making a full attack with the weapon, you can make another attack at your full BAB
    • 4 DPPs - The weapon does an extra 1d6 damage of the appropriate type, and you can make another attack at full BAB
    • 5 DPPs - The weapon's threat range is doubled, and you can make another attack at full BAB.

    Note that these bonuses do not stack with one another; if you spend 3 DPP, you don't get the bonus from 1 and 2 DPPs additionally

    Badder Breath: Your breath delivers a harmful condition upon those that it hits. If an opponent fails a save against your Punch Breath, roll the die shown on the table below. If they roll a 1, they get afflicted with the corresponding condition.
    Energy Type
    dX
    Condition
    Acid
    d4
    Sickened
    Cold
    d6
    Nauseated
    Electricity
    d6
    Paralyzed
    Fire
    d4
    1 HP damage per point of DPP*
    Sonic
    d6
    Deafened, Flat-Footed
    These conditions last for a number of rounds equal to the number of DPP invested. Every round, the affected enemy gets a chance to break the condition early. To do so, they have to make a Fort save equal to 10 + 1/2 D.C level + Con mod + DPP.
    *Note: If hit with a Fire Punch Breath, you take 1 dmg/DPP every round. Additionally, for the rest of the day, you get 2 damage to Str and Con. Multiple hits of Fire Punch Breath do not stack

    Banging Body: Your better at improving your body, and now while using Body Channeling, you gain Draconic features, too. You gain scales that are so hard that regular weapons sometimes bounce right off them. Body Channeling's Armor Class bonus improves to +2 per DPP. Additionally, if an opponent fails an Attack roll against you, they lose all iterative attacks they may have, and become Flat-Footed.

    Super Speed: While speeding along, you cut the wind. You cut it into a little tunnel of wind. While using Speed Boost, if you leave a square from which you threatened an opponent, that opponent takes 2d6 Piercing damage.

    Genius Channel (Su): You channel the genius of the Dragon inside of you. You get a +2 Circumstance bonus to Intelligence, and a +2 bonus to any mental ability-based checks per DPP you channel into this ability. The effects of this ability end after 2 rounds.
    Last edited by 1pwny; 2014-08-20 at 04:15 PM.
    I do stuff.

    I usually log on, look at some threads, post, watch for few minutes, then leave and come back the next day. If I don't respond to your replies immediately, don't take offence.

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  8. - Top - End - #8
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Base Class Name

    Put an optional image of your class here!

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Last edited by sengmeng; 2014-08-25 at 02:05 PM.
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  9. - Top - End - #9
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    The Dragon Disciple


    Bronze Dragon Disciple by Rashael

    The strength only dragons can have; the will only humans can muster.

    A dragon disciple is a warrior of legend, and a caster of mighty spells. Many so-called dragon disciples are glorified sorcerers with cursory fighting ability, but true dragon disciples are masters of any form of attack.

    Adventures: Dragon disciples adventure the same reason that a dragon might if the treasure it sought did not come to it - ironically enough, in the form of adventurers. Their disciples do not have this luxury, and so must take a more pro-active approach to accumulation of wealth.

    Characteristics: Dragon disciples are, like dragons, both mighty warriors and great spellcasters. They use momentum to power their physical attacks, and like other momentum-users, that have a near-limitless skill choice.

    Alignment: Dragon Disciples can be of any alignment. True Neutral dragon disciples are less common, due to the fact that all the types of dragon that are similar in alignment are uncommon at best, usually forcing the disciple to emulate another, less fitting dragon.

    Religion: Dragon disciples do not follow specific deities, although those such as Tiamat are common for obvious reasons.

    Background: One becomes a dragon disciple after choosing to emulate the dragons. The ritual to begin taking on their powers is inexpensive, and usually involves either walking through fire while chanting draconic verse (whether or not one is actually fluent in the language), or intimate contact with a dragon, or a religious ceremony in the name of a deity. The specifics of the ritual matter no great deal so long as one has the power to accomodate the changes.

    Races: Any race can have the desire to emulate the ultimate powers of the dragons, assuming that they are not dragons themselves. Any non-dragon can be a dragon disciple.

    Other Classes: Dragon disciples don't have any specific quarrel or alliance with any other class, although some clerics think of them as impious due to the fact that any divine attachment they might have need only last long enough to complete a single ritual.

    Role: Dragon disciples are essentially front-line warriors, although their spells are certainly helpful in the right place at the right time.

    Adaptation: Consider that a dragon disciple might emulate a non-standard dragon type. Also, even if there are no longer any dragons, that doesn't stop someone hearing of them and trying to become like the creatures of legend.

    GAME RULE INFORMATION
    Dragon disciples have the following game statistics.
    Abilities: Strength and charisma are most important, as combos and finishing moves require the former, and spells the latter.
    Alignment: Any
    Hit Die: d12
    Starting Age: As barbarian
    Starting Gold: As sorcerer.

    Class Skills
    All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex) and Truespeak (Int) are class skills of the dragon disciple.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    DRAGON DISCIPLE
    Level BAB Fort Ref Will Special
    Maximum momentum
    Maximum Combo/finsh level
    Breath Weapon Maximum Damage
    0lvl 1st 2nd 3rd 4th
    1st +0 +2 +0 +2 Momentum, Claws and Bite, Natural Armour.
    11
    1
    1
    2nd +1 +3 +0 +3 Inertia
    14
    1
    1
    3rd +2 +3 +1 +3 Breath weapon
    17
    1
    2d8
    1
    4th +3 +4 +1 +4 Spellshifting
    22
    1
    2d8
    1 0
    5th +3 +4 +1 +4 Might of Ignis +2
    27
    1
    2d8
    1 0
    6th +4 +5 +2 +5 Improved Natural Weapons
    34
    2
    2d8
    1 1
    7th +5 +5 +2 +5 Resilience of Terra +2
    41
    2
    4d8
    1 1
    8th +6/+1 +6 +2 +6 Charm of Lux +2
    49
    2
    4d8
    1 1 0
    9th +6/+1 +6 +3 +6 Wings
    57
    2
    4d8
    1 1 0
    10th +7/+2 +7 +3 +7 Agility of Aer +2
    67
    2
    4d8
    1 1 1
    11th +8/+3 +7 +3 +7 Might of Ignis +4, Improved Natural Weapons
    77
    3
    6d8
    1 1 1 0
    12th +9/+4 +8 +4 +8 Intellect of Aqua +2
    88
    3
    6d8
    1 1 1 1
    13th +9/+4 +8 +4 +8 Half-dragon apotheosis
    100
    3
    6d8
    2 1 1 1
    14th +10/+5 +9 +4 +9 Sense of Umbra +2
    112
    3
    6d8
    2 2 1 1 0
    15th +11/+6/+1 +9 +5 +9 Resilience of Terra +4
    125
    3
    8d8
    2 2 1 1 1
    16th +12/+7/+2 +10 +5 +10 Improved Natural Weapons
    138
    4
    8d8
    2 2 2 1 1
    17th +12/+7/+2 +10 +5 +10 Might of Ignis +6
    153
    4
    8d8
    3 2 2 2 1
    18th +13/+8/+3 +11 +6 +11 Charm of Lux +4
    168
    4
    8d8
    3 3 2 2 1
    19th +14/+9/+4 +11 +6 +11 Oblivion Strike, Death Sentence
    183
    4
    10d8
    3 3 3 3 2
    20th +15/+10/+5 +12 +6 +12 Golden Dragon Cannon, Dragonform
    200
    4
    10d8
    3 3 3 3 3
    Special: Must be a non-dragon race. However, the Half-Dragon Apotheosis class feature does not disqualify you from taking further levels, even though you are technically a dragon.

    Class Features
    All of the following are class features of the dragon disciple.

    Weapon and Armor Proficiencies: Dragon disciples are proficient in all simple and natural weapons, and light armour. They can cast spells in light armour, but medium and heavy armour not only grant the normal spell failure chance, but prevent the use of combos and finishing moves.

    Spellcasting

    The Dragon Disciple casts spells drawn from the Dragon Disciple spell list. He knows all these spells of a level he has available, and casts them just as a sorcerer might. His caster level is equal to his class level, minus three.

    All dragon disciple spells have Verbal and Somatic components only, a casting time of one standard action, an instantaneous duration and no save, and allow spell resistance, unless specified otherwise. Many dragon disciple spells do not specify these components.

    Combos and Finishing Moves (Su)

    The dragon disciple is skilled in fighting using powerful combo attacks, causing him to gain momentum with that combo up to the maximum given on Table: The Dragon Disciple. He may make combo attacks only with his natural weapons, and may not take class features or base attack bonus from other classes into account when determining how many combo attacks he can make (though he can still make the remaining attacks as normal attacks).

    For example, a Dragon Disciple 1/Fighter 6 gains an extra attack for having a high base attack bonus, but only because of his fighter levels. Therefore, he cannot make the extra attack as a combo attack.

    Attacks of Opportunity, as well as other ways to make attacks when it's not your turn, cannot be combo attacks.

    Using a combo attack requires that the dragon disciple be using a natural attack, and makes the dragon disciple's momentum with that combo attack increase by the amount of damage dealt, up to the maximum. Bonus damage from sneak attacks, precise strike, and similar class features is not added, but bonus damage from power attack, enhancement bonuses, critical hits and a bard's Inspire Competence counts - in general, damage dealt increases your momentum if it can be achieved without multi-classing. This causes the combo to be slightly more powerful, but also allows for a finishing move.

    Finishing moves cause the dragon disciple to lose all momentum with a single combo attack of the dragon disciple's choosing, but have a special effect which is given in the description of the combos - the finishing moves themselves are just a way to release the momentum, and their own effects are limited. A basic attack may be used as a finishing move, but you do not have to use it as one - it may simply be an attack.

    The dragon disciple's benefit is in on-the-spot versatility, and therefore he is capable of using any combo or finishing move on the dragon disciple combo and finishing move lists, up to the maximum level given on Table: The Dragon Disciple.

    The dragon disciple's ability to use combos does not count when determining whether or not he qualifies for prestige classes.

    Natural Armor Increase (Ex)

    A dragon disciple gains an increase to the character’s existing natural armor (if any) equal to a third of his class level, rounding up. As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

    Claws and Bite (Ex)

    At first level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

    At first level, a medium dragon disciple's bite attack does 1d6 damage while his claws do 1d4. Adjust these values for different sizes of Dragon Disciple as necessary.

    Table: Natural Weapon Damage
    Size Bite Claw/Tail Wing
    Fine 1 - -
    Diminutive 1d2 1 -
    Tiny 1d3 1d2 1
    Small 1d4 1d3 1d2
    Medium 1d6 1d4 1d3
    Large 1d8 1d6 1d4
    Huge 2d6 1d8 1d6
    Gargantuan 3d6 2d6 1d8
    Colossal 4d6 3d6 2d6

    A dragon disciple is considered proficient with natural attacks, and considers all natural attacks to be primary natural attacks. When making a full attack, a dragon disciple uses his full base attack bonus and attack progression with all his attacks, taking no penalties to any of them. The dragon disciple adds his full strength bonus to all his damage rolls with natural weapons.

    At sixth level, and every fifth level thereafter, the Dragon Disciple's claws and bite deal damage as though they were one size larger, even if they were not directly caused from the class.

    Inertia (Ex)

    From second level, the dragon disciple gains a single point of Inertia every time he makes a successful attack with a natural weapon or makes a successful skill check. However, he can only gain, and use, Inertia while in combat. He may have a total number of points of Inertia equal to one half of his level at any one time. He may spend a single point of Inertia to do one of the following:

    • Add 1 to his attack roll, skill check or saving throw, even after he's already made it.
    • Add 1 to his AC (including touch and flat-footed AC) for the purposes of a single attack made against him, even after the attack has already been made.


    Alternatively, he may spend three points of Inertia to do one of the following:

    • Re-roll a single attack roll, skill check or saving throw, even after he's already made it.
    • Force an opponent to re-roll a single attack roll they just made.
    • Increase his movement speed by 10 feet when he moves.


    In any case, use of Inertia does not take an action, and is done as part of, or in response to, the action to which it pertains - choosing whether or not to use Inertia takes no more time than choosing who to attack. However, a die can only be re-rolled once through use of Inertia.

    Breath Weapon (Su)

    At 3rd level, a dragon disciple gains a minor breath weapon, which can be used by expending a point of inertia. The type and shape depend on the dragon variety whose heritage he enjoys. Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.

    Every four levels thereafter, it can deal up to 2d8 more damage by spending an additional point of inertia per 2d8 extra damage. Use all the rules for dragon breath weapons except as specified here.

    The DC of the breath weapon is 10 + 1/2 class level + Con modifier.

    The dragon disciple may choose to have his breath weapon deal fire, acid, cold or electrical damage, and be either a line or a cone. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

    Spellshifting

    When the dragon disciple attains first-level spell slots, he may use a higher-level spell slot to cast his spells, just as a sorcerer might. If he does, they are treated as that level for all purposes, and also have a greater effect as written in the spell description.

    The exception comes when metamagic is involved. If the dragon disciple wishes to use metamagic, he must first decide which level the spell is to be cast at, and then adjust the slot as relevant to that metamagic. For example, a dragon disciple who wishes to cast Quickened Number 1: Strike must use a fourth-level slot, but the effect is as the zero-level version of the spell, and the DC is determined as for a zero-level spell. If the dragon disciple wanted to cast Empowered number 3: Healing Hands, he could cast the second-level version with a fourth-level slot or the first-level version with a third-level slot.

    Might of Ignis, Resilience of Terra, Charm of Lux, Agility of Aer, Intellect of Aqua, Sense of Umbra (Ex)

    These class features increase the dragon disciple's strength, constitution, charisma, dexterity, intelligence and wisdom, respectively, by the amount shown on Table: The Dragon Disciple. These do not stack with themselves, but stack with all other sources of ability score adjustments, and are gained as though through level advancement.

    Wings (Ex)

    At 9th level, the dragon disciple gains wings, allowing him to fly at twice his base land speed at average maneuverability.. He may attack with the wings, and they improve whenever the dragon disciple's other natural weapons do. The damage dealt is shown on Table: Natural Weapon Damage.

    Half-dragon apotheosis (Ex)

    At thirteenth level, the dragon disciple takes on the half-dragon template. Though his creature type is now dragon, he is not disqualified from taking levels in dragon disciple, or using its class features. He also does not suffer from an increased effective character level due to the template's level adjustment.

    He also gains a tail attack, which improves when the dragon disciple's other weapons do and deals damage as shown on Table: Natural Weapon Damage.

    Oblivion Strike

    At 19th level, the dragon disciple adds the combo Number 97: Oblivion Strike to his list of usable combos, even though he can't normally use fifth-level combos.

    Death Sentence

    At 19th level, the dragon disciple adds the spell Number 98: Death Sentence to his list of usable spells, even though he can't normally use fifth-level spells. He may cast a single fifth-level spell per day, regardless of his charisma.

    Golden Dragon Cannon

    At 20th level, the dragon disciple adds the finishing move Number 99: Golden Dragon Cannon to his list of usable finishing moves, even though he can't normally use fifth-level finishing moves.

    Dragonform

    At 20th level, the dragon disciple adds the spell Number 100: Dragonform to his list of usable spells, even though he can't normally use sixth-level spells. He may cast a single sixth-level spell per day, regardless of his charisma.


    Dragon Disciple Spell List:

    0lvl

    Number 1: Strike Shimmering orb of force hits a single foe for damage, use a higher slot to knock them back.
    Number 2: Hold Bonds of force restrict foe's movement, use a higher slot to hold them in place.
    Number 3: Healing Hands Heals a small amount of damage, use a higher slot to deal more damage.
    Number 4: Winds of fate Makes projectiles less accurate, use a higher slot to make them miss or redirect them.
    Number 5: Shift Move even through solid objects, use a higher slot to go further.
    Number 6: Hastened stride Move a little faster, use a higher slot to move even faster
    Number 7: Gift of dragons: Give ally natural armour, use a higher slot to give them natural weapons and wings.

    Number 1: Strike
    Evocation [Force]
    Level: DD 0
    Range: Medium
    Target: 1 creature or object

    A sphere of force strikes the target creature or object, which takes 1 point of force damage.

    Spellshifting:
    1: If the target is a creature, it must take a reflex save or fall prone. If it is a held object, the creature holding it must take a fortitude save or drop it.
    2: On a failed save, or for an unattended object, the target is shoved back 5 feet. The spell does 1d6 damage to most creatures and objects, and instantly shatters mundane glass or similar-strength material.
    3: On a failed save, or for an unattended object, the target is shoved back 10 feet. The spell does 1d6 damage/level to most creatures and objects, and instantly shatters mundane glass or similar-strength material, and smashes through mundane wood or similar, leaving a hole that a medium creature could fit through.
    4: On a failed save, or for an unattended object, the target is shoved back 10 feet. The spell does 1d8 damage/level to most creatures and objects, and instantly shatters mundane glass or similar-strength material, and smashes through mundane wood or similar, leaving a hole that a large creature could fit through. Even stone or metal is damaged, leaving a hole that a tiny creature can fit through, and doors will almost certainly be blown off their hinges unless the hinges themselves are adamantine or similar.

    Number 2: Hold
    Transmutation
    Level: DD 0
    Range: Medium
    Target: 1 creature or object
    Duration: 1 round/level (D), see text.
    Saving throw: Will negates

    You cause a small part of a creature to resist movement, and that creature finds it hard to move about. If you choose the creature's foot, the creature's land speed is reduced by 10 feet. Similarly, if you choose a wing, fin, or other limb of movement, the relevant speed is reduced by 10 feet. If you choose a hand, the creature takes a -2 penalty on rolls made using that hand (attack rolls, skill checks, and so forth). It may be possible to perform more than one of these effects, depending on the creature's anatomy.

    The target gets a new save each round to end the effect.

    Spellshifting:
    1: Instead of the normal effect, the creature cannot move except by taking 5-foot steps, or takes a -5 penalty on attack rolls, or must take concentration checks (DC 15) to cast spells.
    2: Instead of the normal effect, the creature cannot move except by taking 5-foot steps, and takes a -5 penalty on attack rolls, and must take concentration checks (DC 15) to cast spells.
    3: Instead of the normal effect, the creature cannot move, and takes a -10 penalty on attack rolls, and must take concentration checks (DC 20) to cast spells. If it is flying, it falls; if it is underwater it cannot swim and may drown.
    4: The creature cannot move, attack or cast spells, and is denied its dexterity bonus to AC. If it is flying, it falls; if it is underwater, it cannot hold its breath and begins to drown if it can't breathe water.

    In any case, the target still gets a new save each round to end the effect.

    Dragon Disciple Combo List:

    1st

    Number 8: Might Makes your attacks deal energy damage based on dragon type.
    Number 9: Hide Skill combo makes you temporarily near-invisible
    Number 10: Hammerclaw Attacks ignore more DR and do more damage.

    Dragon Disciple Finishing Move List:
    Last edited by Jormengand; 2014-08-24 at 11:24 AM.

  10. - Top - End - #10
    Troll in the Playground
     
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Draconian Ascendent

    An appropriate image.

    Being a Dragon isn't a physical thing; it starts in the heart, and expands. What right do you have to get in the way of my ascension?

    Who doesn't respect the majesty of Dragons? Of those that do, a few have awakened their latent draconic blood, creating new heritages out of nothing. These odd few are known as Draconic Ascendants.

    Adventures: Treasure and Power! What other reasons do you need?

    Characteristics: Draconian Ascendants are capable of terrible violence against anyone who comes within their reach, and surprising sorcerous power against those who don't.

    Alignment: Draconian Ascendants may be of any alignment, though their alignments do tend to match their future Draconic Heritage.

    Religion: Draconian Ascendants tend to venerate the Draconic Pantheon, for obvious reasons. They tend to give the highest veneration to Bahamut, Sardior, or Tiamat.

    Background: Draconian Ascendants are those who have awakened their potential, whether by a single transcendent act of willpower... Or simply by being in the right place at the wrong time.

    Races: Any race that has encountered dragons may develop Draconian Ascendants; after all, who wouldn't aspire to that glory?

    Role: A Draconian Ascendant is, first and foremost, a frontline brawler; however, with careful Dragonpact selection they can gain a slew of useful options to help their party out.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A Draconian Ascendent relies on their Strength and Constitution to see them through battles, as well as Charisma to support their mighty personality.
    Alignment: Any.
    Hit Die: d10
    Starting Age: As Sorcerer.
    Starting Gold: As Aristocrat.

    Class Skills
    The Draconic Ascendant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Any) (Int), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5
    1st
    +0
    +0
    +2
    +2
    Dragontouched, Draconic Mantle (Single), Unleash the Dragon (Mantle)
    1
    -
    -
    -
    -
    2nd
    +1
    +0
    +3
    +3
    Dragon's Breath, Dreams of Color (Draconic Heritage), Unleash the Dragon (Ancient Spirit)
    2
    -
    -
    -
    -
    3rd
    +2
    +1
    +3
    +3
    Birthright of Sorcery (2nd), Wellspring of Magic
    2
    -
    -
    -
    -
    4th
    +3
    +1
    +4
    +4
    Draconic Mantle (Ancient Spirit)
    3
    -
    -
    -
    -
    5th
    +3
    +1
    +4
    +4
    Unveil the Dragon (Ruinous Claws)
    2
    1
    -
    -
    -
    6th
    +4
    +2
    +5
    +5
    Birthright of Sorcery (3rd), Bonus Draconic Feat
    2
    2
    -
    -
    -
    7th
    +5
    +2
    +5
    +5
    Draconic Mantle (Double)
    2
    2
    -
    -
    -
    8th
    +6/+1
    +2
    +6
    +6
    Unleash the Dragon (Horrid Limbs)
    2
    3
    -
    -
    -
    9th
    +6/+1
    +3
    +6
    +6
    Birthright of Sorcery (4th), Dreams of Color (Improved Pact)
    2
    2
    1
    -
    -
    10th
    +7/+2
    +3
    +7
    +7
    Bonus Draconic Feat, Giant Amongst Ants
    2
    2
    2
    -
    -
    11th
    +8/+3
    +3
    +7
    +7
    Unleash the Dragon (Flesh That Hates)
    2
    2
    2
    -
    -
    12th
    +9/+4
    +4
    +8
    +8
    Birthright of Sorcery (5th)
    2
    2
    3
    -
    -
    13th
    +9/+4
    +4
    +8
    +8
    Draconic Mantle (Triple)
    2
    2
    2
    1
    -
    14th
    +10/+5
    +4
    +9
    +9
    Bonus Draconic Feat, Unleash the Dragon (Heart of Greed)
    1
    2
    2
    2
    -
    15th
    +11/+6/+1
    +5
    +9
    +9
    Birthright of Sorcery (6th)
    1
    2
    2
    2
    -
    16th
    +12/+7/+2
    +5
    +10
    +10
    Dreams of Color (Exceptional Pact)
    -
    2
    2
    3
    -
    17th
    +12/+7/+2
    +5
    +10
    +10
    Unleash the Dragon (Soul of the Primordial Beast)
    -
    2
    2
    2
    1
    18th
    +13/+8/+3
    +6
    +11
    +11
    Bonus Draconic Feat, Birthright of Sorcery (7th)
    -
    1
    2
    2
    2
    19th
    +14/+9/+4
    +6
    +11
    +11
    Draconic Mantle (Fourfold)
    -
    1
    2
    2
    2
    20th
    +15/+10/+5
    +6
    +12
    +12
    Terrible Dragon-King
    -
    -
    2
    2
    3

    Class Features
    All of the following are class features of the Draconian Ascendent.

    Weapon and Armor Proficiencies: A Draconian Ascendent is proficient in Simple and Melee weapons, as well as Light Armor.

    Fragments of Power: As a Draconian Ascendent grows in power, they may draw on fragments of their future glory. At 1st level, they gain a single Fragment with a Value of 1; as they gain levels, the number and value of their Fragments improves as indicated on the table above.

    A Draconian Ascendent may Assign their Fragments to the following options; once a Fragment has been assigned, it may only be reassigned after 8 hours of rest:
    • Ability Scores: A Draconian Ascendent may assign Fragments to their Charisma, Constitution, or Strength scores, granting that ability score an Enhancement bonus equal to the Value of the Fragment + 1;
    • Draconic Aspects: A Draconian Ascendent may assign Fragments to individual Draconic Aspects, improving them in a way specified by that particular Aspect.
    • Dragonpact: A Fragment assigned to a Dragonpact increases the Caster Level of each spell-like ability that Dragonpact grants by that Fragment's Value.
    • Dragon's Breath: A Fragment assigned to Dragon's Breath increases the effective spell level of the Draconian Ascendant's Breath Surge by that Fragment's Value.
    • Sorcerous Might: A Fragment assigned to Sorcerous Might grants a Dragonpact as if the Draconian Ascendant had sacrificed a spell slot of a level equal to the Fragment's Value. Unlike other options, a Fragment assigned to Sorcerous Might may only be reassigned after the Draconian Ascendant gains a level.


    Multiple Fragments assigned to the same option do not stack.

    Dragontouched (Ex): With force of will, you may awaken draconic blood within your veins.

    At 1st level, a Draconian Ascendent gains Dragontouched as a bonus feat, regardless of whether or not they meet the prerequisites.

    Unleash the Dragon (Su): A flash, a roar; now there's a dragon where you stood.

    As a Swift action, a Draconian Ascendent may assume Draconic Form; while in Draconic Form, they gain a +(2 + class level / 2) Natural Armor bonus to AC, as well as the Basic benefits of all of their Draconic Aspects. Otherwise, Unleash the Dragon follows all the rules of the Alternate Form special ability.

    A Draconian Ascendent may stay in their Draconic form indefinitely, and may leave that form as a Move action.

    At 2nd level, Draconic Form also grants the Mind benefits of any of their Aspects.

    At 5th level, Draconic Form also grants the Claw benefits of any of their Aspects.

    At 8th level, Draconic Form also grants the Limb benefits of any of their Aspects.

    At 11th level, Draconic Form also grants the Flesh benefits of any of their Aspects.

    At 14th level, Draconic Form also grants the Heart benefits of any of their Aspects.

    At 17th level, Draconic Form also grants the Soul benefits of any of their Aspects.

    Draconic Mantle (Su): Even when trapped in your pathetic human form, you can still access some of your terrible power.

    At 1st level, a Draconian Ascendent may assign a single Draconic Aspect to their Draconic Mantle; if they do so, they gain the Basic benefit of that Aspect regardless of their current form. In addition, they gain the Mantle benefit of that Aspect while in Draconic Form.

    At 4th level, they gain the Basic benefit of the Dragon Soul Aspect regardless of their current form; they also may assign Dragon Soul to their Draconic Mantle, gaining the Mind benefit in addition to the Basic benefit.

    At 7th level, and every 6 levels thereafter, they may assign an additional Aspect to their Draconic Mantle.

    Dragon's Breath (Ex and Su): Dragons breath forth great clouds of death and pain; of what worth is an aspirant who cannot do the same?

    At 2nd level, a Draconian Ascendant gains Draconic Breath as a bonus feat, regardless of whether or not they meet the prerequisites. If their Draconic Heritage has a breath weapon that deals a damage type other than Acid, Cold, Electricity, or Fire, they deal that type of damage (instead of choosing one of those energy types); the damage type used is the same as that of a Half-Dragon of that type's Breath Weapon. If your Heritage is a Shadow Dragon, your Breath Weapon deals Negative Energy Damage.

    In addition, you gain access to a Breath Surge, which is considered to be a spell with an effective level equal to the highest Value among your Fragments; you may sacrifice your Breath Surge to fuel your Draconic Breath feat. You may recover your Breath Surge as a Swift action.

    Dreams of Color (Ex): There are dozens of distinct species of dragons; it would be foolish to aspire to draconic status without choosing one.

    At 2nd level, a Draconian Ascendent gains Draconic Heritage as a bonus feat, regardless of whether or not they meet the prerequisites; they may add the skill granted by Draconic Heritage to their Draconian Ascendent skill list instead of their Sorcerer skill list.

    At 9th level, whenever they would make a Dragonpact that matches the color of their Draconic heritage, the spell slot they sacrifice is considered to be one level higher. At 15th level, the slot is considered to be two levels higher.

    Birthright of Sorcery (Ex): Dragons have magic; dragons are magic. Therefor, it can only be expected that those that aspire to Draconic status have similar gifts.

    At 3rd level, a Draconian Ascendant gains the benefits of a single Dragonpact as if they had sacrificed a 2nd level spell slot. They may change which Dragonpact they gain the benefits of by meditating for eight hour.

    At 6th level, and every 3 levels thereafter, the level of the spell slot they "sacrificed" increases by 1.

    Wellspring of Magic (Ex): There is so much sorcerous might within Dragons, it practically bleeds its way through.

    At 3rd level, a Draconian Ascendant may consider the spell-like abilities they gain due to a Dragonpact as spells for the purposes of any Draconic feats they have. Therefore, any Draconic feat that triggers due to a spell having been cast triggers when they use one of their Pact's spell-like abilities, and they may sacrifice uses per day of their Pact spell-like abilities to fuel Draconic feats.

    Bonus Draconic Feat (Ex): At 6th level and every 4 levels thereafter, a Draconian Ascendent gains a Draconic feat that they qualify for as a bonus feat.

    Giant Amongst Ants (Ex): You aspire to majesty; your head shall scrape the heavens as your claws crush castles.

    At 10th level, a Draconian Ascendent grows by one size category while in Draconic Form. In addition, as long as they are in Draconic Form, any bonus to their Strength they might have due to Fragments of Power equals +2 * (Value) instead of +(Value + 1), and their Draconic Breath feat deals 2d8 damage per spell level.

    Finally, the size of any Breath Weapon you might have increases by 10' if it's a Cone, and 20' if it's a Line.

    Terrible Dragon-King (Ex): Roar! Roar so that the heavens may hear you, Prince among monsters!

    At 20th level, a Draconian Ascendent has reached a milestone on their journey. They gain the following benefits:

    • They gain an additional size category while in Draconic form; in addition to the normal benefits, increase the size of any Breath weapon they have by 10' if it's a Cone, and 20' if it's a line.
    • Their Draconic Breath feat deals 3d6 damage per spell level while they are in Draconic Form.
    • They gain the Mind benefit of Dragon Soul regardless of their current form.
    • They no longer take penalties to their physical ability scores for aging, and do not die of old age; additionally, they add the bonuses to mental ability scores from aging to their physical ability scores as well.
    • Finally, they increase their Charisma, Constitution, and Strength by 2.
    Last edited by Amechra; 2014-08-17 at 04:52 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    Due to time constraints, I will be away from the forums until early in January. Take care until then.

  11. - Top - End - #11
    Troll in the Playground
     
    Amechra's Avatar

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    Default Draconic Aspects

    Draconic Aspects

    A Draconian Ascendant possesses 5 Draconic Aspects, each of which supply a power related in some way to the might of dragons. Unless otherwise specified, Draconic Aspects are Supernatural abilities, and Save DC's are equal to (10 + 1/2 class level + Cha).

    Dragon's Claws
    Spoiler
    Show

    Basic: A pair of vicious claws extend from the ends of your fingers, granting you claws as a pair of secondary natural weapons; these claws deal 1d6 damage for a medium sized creature. Alternatively, if you already have a pair of claws, you gain Improved Natural Weapon for your claws. Your claws also gain an Enhancement bonus to attack and damage equal to the Value of any Fragment assigned to them.
    Mantle: Your claws are like hooked scythes; you gain a Climb speed equal to half your base land speed.
    Claw: Your claws deal damage as if you were one size category larger.
    Limb: Your claws are horrifically large, bladed things, made for rending flesh and sawing bone; your claw's threat range increase to 19-20/x3.


    Dragon's Visage
    Spoiler
    Show

    Basic: Your face becomes encrusted with draconic scutes, and with a blink, your pupils become reptillian slits; you gain Low-Light vision, as well as a Racial bonus to Spot checks equal to twice the Value of any Fragment assigned to this Aspect.
    Mantle: Your jaws elongate, developing a set of sinister fangs. You gain a Bite attack as a Primary natural weapon, dealing 1d8 damage for a Medium Draconian Ascendent. If you have a Fragment assigned to Dragon's Visage, your Bite gains an Enhancement bonus to attack and damage equal to the Fragment's Value.
    Limb: A dreadful forked tongue lolls out of your mouth; you gain Darkvision out to 60' if you do not already have it, or increase the range of your existing Darkvision by 30'.
    Flesh: Your voice becomes a bellow; you gain the Frightful Presence special ability as if you were a True Dragon, with a 60' radius.


    Dragon's Flesh
    Spoiler
    Show

    Basic: Your body toughens, scales and scutes coating you like armor. You gain a +2 Racial bonus to Fortitude saves. If you also have a Fragment assigned to Dragon's Flesh, you gain energy resistance to Acid, Cold, Fire, and Electricity damage equal to (3 x Fragment's Value.)
    Mantle: A pair of wings rip themselves out of your back, waiting to be imbued with mystical power. You gain a Fly speed equal to 10' + (10' x Fragment's Value) with Poor maneuverability. However, unless you have at least 6HD, you must land after each move action you take while flying. You also gain a pair of Wing Slap attacks as secondary natural weapons, dealing 1d4 damage for a Medium Draconian Ascendant.
    Limb: Your scutes solidify, supplying you with DR 5/Magic; if you have a Fragment assigned to Dragon's Flesh, increase this DR by (2 x Fragment's Value). In addition, you do not consider magical weapons with an Enhancement bonus equal to or lower than the Value of any Fragment assigned to this Aspect to be magical for the purposes of determining whether they bypass your DR.
    Heart: Your mighty heart pumps regenerative ichor to the entirety of your body. You gain Fast Healing 5, which only functions while you are below half your maximum HP.


    Dragon's Tail
    Spoiler
    Show

    Basic: You grow a mighty tail, about as thick around as your forearm. As a standard action, you may make an attack with your Tail, dealing 1d8 damage plus your Strength modifier. Your tail doesn't threaten an area, cannot be used for attacks of opportunity, and cannot be used in a grapple. Your tail is considered a natural weapon. If you have a Fragment assigned to your Dragon's Tail, it gains an Enhancement bonus to attack and damage equal to the Fragment's Value.

    If you have the Giant Amongst Ants class feature, your Tail becomes a Secondary natural weapon, and may be used as part of a Full attack. It also threatens an area, and may be used to make attacks of opportunity.
    Mantle: You may perform a Tail Sweep as a standard action, dealing your Tail damage to every creature adjacent to you; a successful Reflex save halves the damage.
    Claw: You develop a spined sail that starts from the base of your neck and extends all the way to the end of your tail. You gain a +2 Racial bonus on all Balance and Swim checks. If you have a Fragment assigned to Dragon's Tail, increase this bonus by (2 x Fragment).
    Flesh: You tail grows to be the length of your body, and is thickly muscled. Your Tail is now a Primary natural weapon that deals 2d6 damage plus 1 - 1/2 your Strength modifier for a Medium Draconian Ascendant. It is also a Reach weapon, sized for a creature of your current size category.


    Dragon Soul
    Spoiler
    Show

    Basic: Your mind echoes with the memories of dragons; you gain a +4 racial bonus on all Knowledge (Arcana), Knowledge (History), and Use Magic Device checks, and you may make those checks Untrained. If you have a Fragment assigned to Dragon Soul, increase the bonuses to these skills by (2 x Fragment's Value).
    Mind: Your mind warps to match the alien dreams of dragons; those around you accept you subconsciously accept you as a predator. You are immune to hostile polymorph effects and magical sleep effects, as well as the Frightful Presence of Dragons. In addition, add Intimidate to the list of skills granted a bonus by this Aspect.
    Soul: You can hear the fear inside the hearts of those around you; that sound tastes good. You gain Blindsense 10' + 10' x Fragment's Value.
    Last edited by Amechra; 2014-08-17 at 04:36 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    Due to time constraints, I will be away from the forums until early in January. Take care until then.

  12. - Top - End - #12
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Re: Base Class Contest XXIV - Will Breed for Class

    @Amechra: It's not clear what are the benefits you talk about.
    In general, the Draconian Ascendent seems like a class with solid potential, but it's hard to figure out what it does.
    Either you've left out some vital information or the Draconian Ascendent's feature descriptions need some massive rephrasing/re-wording.

  13. - Top - End - #13
    Firbolg in the Playground
     
    Temotei's Avatar

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    Minnesota
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Quote Originally Posted by nonsi View Post
    @Amechra: It's not clear what are the benefits you talk about.
    In general, the Draconian Ascendent seems like a class with solid potential, but it's hard to figure out what it does.
    Either you've left out some vital information or the Draconian Ascendent's feature descriptions need some massive rephrasing/re-wording.
    Firstly, the class isn't finished and it seems like the reserved post is for the described benefits.

    Secondly, it'd be more productive to post critiques in the chat thread. I mean, I can't and won't stop you from posting here, but it's for everyone's convenience, including mine (makes it easier to find contest entries and link to them in my headache-y stupor state of dead tired), so I'd really appreciate it.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  14. - Top - End - #14
    Ettin in the Playground
     
    Xhosant's Avatar

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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Scalebound Knight

    Put an optional image of your class here!

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: d12
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Dragon Companion, Scalebound Guard
    2nd
    +x
    +x
    +x
    +x
    Scalebound Fortitude, Scale Hoard
    3rd
    +x
    +x
    +x
    +x
    Scalebound Embrace, Brilliance Burst, Challenge of the Scalebound
    4th
    +x
    +x
    +x
    +x
    Draconic Focus
    5th
    +x
    +x
    +x
    +x
    Scalebound Flight
    6th
    +x
    +x
    +x
    +x
    Scalebound Wall
    7th
    +x
    +x
    +x
    +x
    -
    8th
    +x
    +x
    +x
    +x
    -
    9th
    +x
    +x
    +x
    +x
    Flight(+30ft.)
    10th
    +x
    +x
    +x
    +x
    Flight(Average)
    11th
    +x
    +x
    +x
    +x
    Draconic Focus II
    12th
    +x
    +x
    +x
    +x
    Flight(+60ft.)
    13th
    +x
    +x
    +x
    +x
    -
    14th
    +x
    +x
    +x
    +x
    -
    15th
    +x
    +x
    +x
    +x
    Flight(+90ft., good)
    16th
    +x
    +x
    +x
    +x
    -
    17th
    +x
    +x
    +x
    +x
    -
    18th
    +x
    +x
    +x
    +x
    Flight(+120ft.)
    19th
    +x
    +x
    +x
    +x
    -
    20th
    +20
    +12
    +6
    +12
    Leading the Thunder

    Class Features
    All of the following are class features of the Scalebound Knight.

    Weapon and Armor Proficiencies: Medium armor/shields, martial weapons.

    Dragon Companion (Ex): You enjoy the effects of Wild Empathy in regards to dragons. You also have a companion dragon, akin to Animal Companion. It ages rapidly as far as your power can fuel them (in other words, it is a dragon of the highest age category that still keeps it at a CR equal or lower than your own). Should it fall, you lose access to your class features until either it is resurrected, or it is replaced through a ritual described below. Even if the details of the dragon or its means or time of death would complicate it, any spell that could resurrect the Knight if they died by mundane means at the current time and location, can be targeted on the Knight and affect their last dragon companion as normal.

    Spoiler: The Dragon's Judgement ritual
    Show
    In order to atone for letting a companion perish, the Scalebound Knight must seek out a dragon of the same species and age greater than or equal to that of the fallen dragon (with its accelerated ageing). He must then spend 24 hours alone with the dragon, offering 20% of his hoard (at its highest). During that time, he mentally makes his case for his shortcomings, with the dragon watching. This process is treated as any negotiation with the dragon would. The dragon may decide to do anything between avenging their fallen kin to granting them forgiveness in exchange for the offered treasure, and although tempted by it, they consider themselves honor-bound to be at least somewhat fair in their judgement, and will never claim the treasure unless they grant forgiveness.

    Should forgiveness be granted, a newborn dragon will seek out the knight within a week, and will grow to the proper age within another.


    Scalebound Guard (Ex): As a free, immediate action, grows (or dismisses) exceptionally thick scales on one forearm and hand, giving a shield bonus of 3 points, +1 per 4 levels after that. It is mildly awkward, behaving as a buckler in regards to using a weapon with that hand (and does not offer an AC bonus after attacking with that hand, even if the scales are grown afterwards).

    Scalebound Fortitude (Ex): Starting at 2nd level, your Constitution contributes to your Will saves, instead of your Wisdom.

    Scale Hoard (Ex): Starting at level 2, you may designate a single collection of treasure, of which you are the owner, and at a specific location, as your Hoard.

    With 8 hours of meditation, not necessarily near the hoard, you may decide on a set of enhancements (enhancement bonuses and special abilities, adhering to all relevant rules) for a single shield, armor and weapon. They must cost a total of no more than 140% of your hoard's value. The enhancements of the shield apply to your Scalebound Guard, and of the armor to your Scalebound Embrace. The weapon enhancements apply to a single masterwork weapon held, and enhancements that couldn't affect that kind of weapon do not. Should the hoard fall short of the enhancements' cost, for whatever reason, they will all cease to function until they, or the hoard, is readjusted.

    Scalebound Embrace (Ex): Starting at level 3, as a free, immediate action, the entire body is covered in scales, finer than those of Scalebound Guard but just as tough. Gives Natural Armor equal to your class level, as well as SR equal to 10+class level. Encases and absorbs any armor worn at the time, nullifying all effects of wearing it, until the scales are dismissed. No armor or shield bonus to AC stacks with this natural armor, Scalebound Guard included.

    Brilliance Burst (Ex): Starting at level 3, and once per 1d4 turns, you can perform an attack infused with draconic magic. Your weapon (melee, thrown or projectile) glows in a green brilliance, staggering the target. The attack deals only half its normal damage, but the target must make a Fortitude save or lose focus, triggering a single attack of opportunity by an ally of your choice. This attack of opportunity can freely be used for a grapple, sunder, disarm, bull rush or trip attempt, without triggering attacks of opportunity. The target must also make a Will save or single-mindedly focus their assault on you (or cease hostilities) until damaged by another creature, the above attack of opportunity excluded. Both DCs are dexterity-based.

    In order to perform the attack, the target must have successfully attacked an ally in a square you threaten (you excluded) or your dragon companion during their last turn, and be aware of your presence and position.

    Challenge of the Scalebound (Ex): A Scalebound Knight does not take kindly to being ignored in favor of his allies as an adversary. Starting at level 3, every time an ally in a square he threatens is attacked (with an attack roll), he can expend an attack of opportunity to immediately make a disarm attempt against the attacker's attack roll, without provoking an attack of opportunity. The attempt is done at a +4 bonus, and should the Knight fail, his following roll to avoid disarming is done at a +8.

    Against a ranged attack or a spell, success means simply that the attack misses, while failure gives your ally a shield bonus to AC equal to your Scalebound Guard's against the attack.

    Against a melee weapon, the attack misses and the attacker is disarmed on a successful disarm check, otherwise the target gets a shield bonus to AC equal to your Scalebound Guard's against the attack.

    Against an attack with a natural weapon, success indicates a crippling strike, effectively disarming the natural weapon for 2 turns, otherwise treated as above.

    In any case, iteratives from the same attacker can also be intercepted without expending an additional AoO, unless the knight is disarmed.

    Using this feature requires threatening the ally's square in question with a rigid melee weapon (such as a glaive or a sword, but not a whip).

    Draconic Focus (Ex): At level 4, as an immediate action, the Knight can focus on a specific melody ingrained in his draconic side, reproduced mentally, magicaly or otherwise, in order to tune out certain effects. While active, he is immune to morale penalties and effects that cause fear, and starting at level 11, to mind-affecting spells and effects. The focus lasts for up to 10 minutes (unless dismissed earlier as a free action), but cannot be used again for an hour. Mind-affecting spells and effects, as well as fear caused before the feature is activated remain, but any new check in regards to them automatically succeeds.

    Scalebound Flight (Ex): Starting at level 5, when Scalebound Embrace is activated, you may sprout wings at your option. You begin with poor maneuverability, which increases by 1 step at level 10 and 15. Your flight speed equals your land speed, plus 30ft. per 3 levels after that.

    Scalebound Wall (Ex): Starting at level 6, you may use your wings to provide total cover, as if a tower shield. What's more, they also work against spells, as long as they cannot circumvent them. The thick scales that grow on them when this feature is in use makes your wings unsuitable for flight.

    Also, your wings grant partial cover to your allies in squares you threaten, against spells you wouldn't be flat-footed against.

    Leading the Thunder (Ex): At 20th level, at the cost of 1% of your Hoard, at its highest, per day, you can call upon a flock of dragons, as if by the Leadership feat.
    Last edited by Xhosant; 2014-08-22 at 06:14 PM.
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  15. - Top - End - #15
    Firbolg in the Playground
    Join Date
    Nov 2012
    Gender
    Female

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragonslave



    When the dragon commands, all must obey. But if you can alter the command a little…

    A general description of what your class is!

    Adventures: Dragonslaves go on adventures for all sorts of reasons, but they can be divided into three broad categories. First of all there are the Dragonslaves that have been sent out by their masters to achieve some task. Secondly there are those who have lost their master and look for a new purpose in life. And then there is the third group, who are actively fleeing their master and do everything they can to retain this freedom.

    Characteristics: To be a Dragonslave is to be a born survivor. She can evade most attacks, resist spells and put even the greatest foe on the wrong foot.

    Alignment: Dragonslaves can be of any alignment, a completely good person could be forced into the service of the most destructive red dragon and a deceptive evil person could serve, and attempt to manipulate, good dragons.

    Religion: Most Dragonslaves worship the draconic pantheon. Those who have escaped however tend to reserve a deep hatred of anything related to their former master and usually take up the worship of other gods.

    Background: Becoming a Dragonslave can happen in two ways. There is the group that was taken by the dragon, or given to it, to become its servant. There also are people who make the conscious decision to start to serve the dragon.

    Races: Any race may become a Dragonslave, but due to their close connection to the dragons kobolds are especially common within their ranks..

    Other Classes: Fighters, barbarians and other combatants who rely on brute force tend to look down on the Dragonslave for not confronting the foe directly and her lack of obvious strength. She however tends to get along well with rogues and others who have more understanding of subtlety.

    Role: The Dragonslave draws the attacks of enemies towards herself so her party members can more easily defeat their foe.

    Adaptation: A Dragonslave usually serves a dragon, but other powerful monsters might also seek out useful servants.

    GAME RULE INFORMATION
    Dragonslaves have the following game statistics.
    Abilities: Charisma is very important to a Dragonslave because it is the key ability for many of her features. Dexterity is vital as well for its use in certain abilities and to decrease the chance to be hit.
    Alignment: Any
    Hit Die: d8
    Starting Age: As sorcerer.
    Starting Gold: As fighter.

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +2
    +2
    +2
    Class Ability
    2nd
    +x
    +3
    +3
    +3
    Class Ability
    3rd
    +x
    +3
    +3
    +3
    Class Ability
    4th
    +x
    +4
    +4
    +4
    Class Ability
    5th
    +x
    +4
    +4
    +4
    Class Ability
    6th
    +x
    +5
    +5
    +5
    Class Ability
    7th
    +x
    +5
    +5
    +5
    Class Ability
    8th
    +x
    +6
    +6
    +6
    Class Ability
    9th
    +x
    +6
    +6
    +6
    Class Ability
    10th
    +x
    +7
    +7
    +7
    Class Ability
    11th
    +x
    +7
    +7
    +7
    Class Ability
    12th
    +x
    +8
    +8
    +8
    Class Ability
    13th
    +x
    +8
    +8
    +8
    Class Ability
    14th
    +x
    +9
    +9
    +9
    Class Ability
    15th
    +x
    +9
    +9
    +9
    Class Ability
    16th
    +x
    +10
    +10
    +10
    Class Ability
    17th
    +x
    +10
    +10
    +10
    Class Ability
    18th
    +x
    +11
    +11
    +11
    Class Ability
    19th
    +x
    +11
    +11
    +11
    Class Ability
    20th
    +x
    +12
    +12
    +12
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: A dragonslave is proficient with light armour, shields, all simple weapons and three martial weapons.

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):

  16. - Top - End - #16
    Bugbear in the Playground
     
    MindFlayer

    Join Date
    Apr 2014
    Gender
    Male

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragonlord


    “The man who fights too long against dragons becomes a dragon himself."

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: Charisma is important to any dragonlord, as is Constitution.
    Alignment: Any
    Hit Die: d10
    Starting Age: As barbarian.
    Starting Gold: As fighter.

    Class Skills
    The dragonlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis).
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +2
    Dragon Scepter, Dragon's Breath 1d6, Command Dragon
    2nd
    +1
    +3
    +0
    +3
    3rd
    +2
    +3
    +1
    +3
    Dragon's Breath 2d6
    4th
    +3
    +4
    +1
    +4
    Ancient's Pull
    5th
    +3
    +4
    +1
    +4
    Dragon Breath 3d6
    6th
    +4
    +5
    +2
    +5
    Class Ability
    7th
    +5
    +5
    +2
    +5
    Dragon Breath 4d6
    8th
    +6/+1
    +6
    +2
    +6
    Class Ability
    9th
    +6/+1
    +6
    +3
    +6
    Dragon Breath 5d6
    10th
    +7/+2
    +7
    +3
    +7
    Class Ability
    11th
    +8/+3
    +7
    +3
    +7
    Dragon Breath 6d6
    12th
    +9/+4
    +8
    +4
    +8
    Class Ability
    13th
    +9/+4
    +8
    +4
    +8
    Dragon Breath 7d6
    14th
    +10/+5
    +9
    +4
    +9
    Class Ability
    15th
    +11/+6/+1
    +9
    +5
    +9
    Dragon Breath 8d6
    16th
    +12/+7/+2
    +10
    +5
    +10
    Class Ability
    17th
    +12/+7/+2
    +10
    +5
    +10
    Dragon Breath 9d6
    18th
    +13/+8/+3
    +11
    +6
    +11
    Class Ability
    19th
    +14/+9/+4
    +11
    +6
    +11
    Dragon Breath 10d6
    20th
    +15/+10/+5
    +12
    +6
    +12
    Walk in my Lands

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: Dragonlords are proficient in all simple weapons, martial weapons, armors, and shields.

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Last edited by Bluydee; 2014-08-19 at 12:11 PM.
    "No matter how subtle the wizard, a knife between his shoulder blades will seriously cramp his style."
    Quote Originally Posted by Xefas
    As the old saying goes, "He who fights with monsters might take care lest he thereby get his ass wrecked."

  17. - Top - End - #17
    Troll in the Playground
     
    DwarfClericGuy

    Join Date
    Aug 2012

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Aspect of the Dracolich

    You wish to avenge your familial bonds? You couldn't stop me, and I am but a conduit of my master.

    -Galix, Aspect of the Dracolich

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: d8
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The Aspect of the Dracolich's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Cha), Spellcraft (Int).


    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Aspect of the Dracolich
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Dracolich Evolution
    2nd
    +1
    +0
    +0
    +3
    3rd
    +1
    +1
    +1
    +3
    4th
    +2
    +1
    +1
    +4
    5th
    +2
    +1
    +1
    +4
    Dracolich Essence
    6th
    +3
    +2
    +2
    +5
    7th
    +3
    +2
    +2
    +5
    8th
    +4
    +2
    +2
    +6
    9th
    +4
    +3
    +3
    +6
    10th
    +5
    +3
    +3
    +7
    Craft Wondrous Item
    11th
    +5
    +3
    +3
    +7
    12th
    +6
    +4
    +4
    +8
    13th
    +6
    +4
    +4
    +8
    14th
    +7
    +4
    +4
    +8
    15th
    +7
    +5
    +5
    +9
    Phylactery
    16th
    +8
    +5
    +5
    +10
    17th
    +8
    +5
    +5
    +10
    18th
    +9
    +6
    +6
    +11
    19th
    +9
    +6
    +6
    +11
    20th
    +10
    +6
    +6
    +12
    Dracolich Apotheosis

    Class Features
    All of the following are class features of the Aspect of the Dracolich.

    Weapon and Armor Proficiencies: All simple weapons and light armor.

    Dracolich Evolution (Ex): The Aspect of the Dracolich slowly changes to become closer and closer to her ideal form. Her connection grows as she levels, granting martial abilities, combat casting, physical improvements and supernatural abilities. At each level, an Aspect of the Dracolich can choose two areas to rank up, gaining certain base benefits as well as additional abilities as she hits certain points in development. She cannot choose the same area twice. Save DCs are 10 + half Aspect level + Cha mod.

    Spoiler: Claws of the Dracolich:
    Show
    When an Aspect takes on the Claws of the Dracolich, she gains martial abilities to approach her patron. This gives her weapons of bone and darkness, the ability to channel unholy energy, and more.

    Whenever you choose Claws of the Dracolich, you get +1/2 BAB (functionally increasing your BAB progression to full for that level). Additionally, at every odd rank, you gain a Fighter Bonus Feat.

    When you first advance Claws, you gain a set of equipment of your choice - two skeletal claws (which replace your hands, with damage of 1d6, 19-20/x2, a greatsword, a longsword and a heavy shield, or two short swords. At each even rank, this equipment advances.

    If you chose claws, they slowly become infused and sharpened with necrotic energy, dealing greater damage. They start as two primary attacks for 1d6 + str damage. At rank four, the critical threat range increases to 18-20, and again to 17-20 at rank twelve. Similarly, at rank eight, the critical multiplier increases to x3, and again to x4 at rank sixteen. At each rank where this does not advance, the claws gain damage as follows: 1d8, 1d10, 2d6, 2d8, 2d10, 4d6.

    If you chose a greatsword, it grows skeletal and is shrouded with dark energy, gaining various abilities. At each even rank of Claws, it gains a +1 enhancement bonus. Additionally, as long as the total enhancement remains equal, and the enhancement bonus is at least +1, you may take add weapon special abilities to the greatsword.

    If you chose a longsword and a heavy shield, or two short swords, you also infuse the weapons with dark energy, but because you must focus on two items, they advance at a slower rate. At each even rank of Claws, you may choose one of the items to increase enhancement bonus by 1. However, on ranks that are a multiple of 4, you instead increase the enhancement on both. These bonuses may be exchanged for special abilities as noted on the greatsword.

    At certain points in her learning, an Aspect learns how to channel various energies through her chosen weapon. She gains each of the following supernatural abilities at the indicated rank of Claws.

    At rank 2, an Aspect learns how to focus negative energy for both destructive purposes and to heal undead. You may deal one point of negative energy damage when you make a melee attack, or by making a melee touch attack. At rank 10, this increases to 1d8+ 1/rank, fortitude save for half.

    At rank 6, an Aspect learns how to use the Dracolich's paralyzing touch, though it takes great focus. As a Full Round action, you may make a melee touch attack. If it hits, the victim must make a fortitude save (DC 10 + half Aspect level + Cha mod) or be paralyzed for 2d6 rounds.

    At rank 14, an Aspect learns how to channel the paralyzing touch into her attacks, though at a lesser strength. Whenever you make a melee attack, the victim must make a fortitude save with a +4 bonus to the save or be paralyzed for 1d4 rounds.

    At rank 18, an Aspect gains truly horrific abilities, draining the soul those she touches. Whenever you make a melee attack, the victim must make a fortitude save or gain a negative level.


    Spoiler: Mind of the Dracolich:
    Show
    When an Aspect takes on the Mind of the Dracolich, she gains spellcasting and abilities to approach her patron. This includes a wide variety of necromantic and evil spells, as well as the ability to channel them.

    Whenever you choose Mind of the Dracolich, you advance your Aspect spellcasting by one level. Aspect casting and progression is identical to Bard casting and progression, except that Aspects draw from a different spell list.

    Additionally, at rank 5, you gain the ability to cast your spells while maintaining combat abilities. You gain either Arcane Channeling or Quick Cast 1/day (both as Duskblade). At rank 13, this improves to Arcane Channeling (Full Attack) or the equivalent of Battle Blessing for Aspect spells of 3rd level or less.


    Spoiler: Body of the Dracolich:
    Show
    When an Aspect takes on the Body of the Dracolich, she gains physical toughness to approach her patron. This includes unholy durability, magical warding, draconic and undead immunities, and armor-like plating.

    At each odd numbered rank, the Aspect gains +1 natural armor as the aspect grows bony plating.

    At each even numbered rank, the Aspect gains an additional DR 1/Bludgeoning, stacking with any existing DR/Bludgeoning. Additionally, at rank 6, this becomes Bludgeoning and Magic, and at rank 12, it becomes Bludgeoning and Good.

    At rank 3, an Aspect gains all undead traits and all current and future hit dice become d12. However, you must still make Fortitude saves, but gain your Charisma modifier as a bonus to the save, instead of constitution. You also remain vulnerable to mind-affecting effects, though you may also be resurrected or raised. Additionally, you gain your charisma modifier to hit points instead of constitution, to a maximum of +1 per hit die. Finally, you gain skeletal wings, as a Dragonborn - these progress based on rank instead of hit dice.

    At rank 9, an Aspect gains spell resistance equal to her rank +10, warding herself from spells. Additionally, the maximum hit points gained per hit die from charisma increases to +3.

    At rank 15, an Aspect gains almost all physical immunities of the Dracolich, gaining full Undead traits as well as immunity to electricity and cold. Additionally, the maximum hit points gained per hit die from charisma increases to +5.

    At rank 18, an Aspect gains full unholy toughness, removing the maximum hit points gained per hit die.


    Spoiler: Soul of the Dracolich:
    Show
    When an Aspect takes on the Soul of the Dracolich, she gains a debilitating breath attack and other supernatural abilities to approach her patron. This includes paralyzing sight, a terrifying aura, and the ability to control undead at will in addition to a powerful breath weapon. These are all supernatural abilities.

    At each odd rank, the Aspect improves her breath weapon, dealing 1d6 more damage. At first level, this is a 15 foot cone that deals 1d6 negative energy damage (Fortitude save for half).

    At rank 2, 6, 10, and 14, the Aspect learns to shape her breath weapon, learning one of the following breath effects, applied as Dragonfire Adept:

    At rank 4, the Aspect's breath weapon covers a larger area, increasing to a 20 foot cone or 40 foot line. At rank 12, this increases again to 30/60 feet, and at rank 18, this increases to 45/90 feet.

    At rank 8, the Aspect learns how to emit a terrifying aura, gaining the Frightful Presence ability.

    At rank 16, the Aspect learns how to paralyze with a mere glance, gaining the Dracolich's paralyzing gaze ability.

    At rank 20, the Aspect learns how to make undead into her minions. She gains the ability to cast Command Undead at will, with a duration of one week per rank. Additionally, she can cast Control Undead once per day, lasting for 24 hours.


    Draconic Essence (Ex): At 5th level, an Aspect begins to change into a more draconic form, in preparation for her Dracolich Apotheosis. She gains the Dragonblooded subtype if she does not already have it, as well as being considered a dragon of all types for the purposes of spells that gain benefits when casted by or on dragons.

    Craft Wondrous Item: At 10th level, an Aspect learns to craft magical items in preparation for her phylactery. If she doesn't already have it, she gains the Craft Wondrous Item feat.[/spoiler]

    Phylactery (Su): At 15th level, an Aspect learns to craft a phylactery and create Dracolich Brew in preparation for her Dracolich Apotheosis.

    Dracolich Brew is an ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con), and automatically slays the Aspect for which it is prepared, sealing her soul back in her phylactery and making her undead (gaining the undead type, all traits and d12 hit dice). It costs 2500 gp and 100 XP to make.

    The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. Regardless of the form, the phylactery must be Tiny and has 40 hit points, hardness 20, and a break DC of 40. The phylactery must contain also a gem of at least 5000 gp in value, and costs 50000 gp and 2,000 XP to create.

    If an Aspect who has transfered her soul in this way has her body destroyed, she immediately transfers consciousness to the phylactery, the gem used glowing to indicate the transfer. From within, the only action she can take is to possess a corpse within 100 feet. If she does so, she immediately gains all class features, hit dice, and abilities, but her non-class racial features are replaced by the new body's. For the purposes of transfer, unintelligent undead are considered corpses.

    Dracolich Apotheosis (Ex):At 20th level, an Aspect joins her patron in draco-lichdom. The exact benefits depend on how she has advanced in each of her patron's aspects. However, regardless of her advancement, she must drink the Dracolich Brew and thus become undead (gaining the undead type, all traits and d12 hit dice) to gain these abilities.

    If she has at least 15 ranks in Claws of the Dracolich, the Aspect gains the ferocity of the dracolich, gaining bite, wing, tail and crush attacks as a Colossal dragon, and gaining powerful (but otherwise nonfunctional) limbs of the appropriate type.

    Spoiler: Claws of the Dracolich bonus
    Show

    The bite attack manifests as a bony, draconic skull, bonding with the Aspect's own skull as both a sort of helm and a physical part of the Aspect's body. This grants a primary bite attack, as a Colossal dragon (4d8 + str mod damage). Additionally, the Aspect gains the Snatch feat, except that it affects all enemies that are at least one size categories smaller. Additionally, if the Aspect hits with two claw attacks and a bite attack, it can affect an enemy of the same size.

    The claw attacks manifest as bony claws, similar to those granted by focusing on claws but less powerful. This grants two secondary claw attacks, as a Colossal dragon (4d6 + 1/2 str mod damage). If the Aspect already has claws, these simply fortify the existing claws, and form bone mechanisms along the forearm to allow fast, weaker swipes (and thus the new secondary claw attacks stack with existing claw attacks). Additionally, the Aspect can use the can Snatch with these claws (see above).

    The wing attacks manifest as strong, bone wings, extending five feet on either side. Unless the Aspect has flight from Body of the Dracolich, these do not allow flight, but do grant two secondary wing attacks as a Colossal dragon (2d8 + 1/2 str mod damage).

    The crush attack manifests as powerful, draconic claws on the Aspect's feet, dealing (4d8 + 1.5 x str mod) damage by jumping or falling onto an enemy, and pinning the enemy as a dragon (reflex save to negate pinning). This works on any opponent of at least one size category smaller than the Aspect due to the huge size of the claws. These claws also grant a +10 racial bonus to Jump.

    The tail attacks manifest as a powerful, bony tail, dealing tail slap damage (4d6 + 1/2 str mod) each round and granting a tail sweep with a 10 foot radius, dealing (2d8 + 1.5 x str mod) damage with a reflex save for half.


    If she has at least 15 ranks in Mind of the Dracolich, the Aspect gains the sheer arcane power of the dracolich, becoming capable of casting powerful, world-shattering spells. She may choose one spell from the sorcerer/wizard spell list of 7th, 8th, and 9th level. She may cast these spells once per day each. She also gains additional spell uses each day from high charisma scores, as if she had spell slots at those levels.

    If she has at least 15 ranks in Body of the Dracolich, the Aspect gains the physical presence of the dracolich, growing enormously in size and and gaining additional physical abilities.

    Spoiler: Body of the Dracolich bonus
    Show

    The size change increase can manifest in a number of different ways, from physical metamorphosis into a huge, dragon-like form, or creating a bony, draconic body in which the Aspect levitates within. Regardless of the actual appearance, this increases the Aspect's size to Huge, or if already Huge or larger, increases size by one step. Along with this size increase comes ability score changes, increasing strength by 4, decreasing dexterity by 2, and granting 10 hit points per size change past Medium. For example, a Small Aspect gets +8 strength and -4 dexterity, while a Large Aspect gets +4 strength and -2 dexterity.

    The Aspect can freely move from one form to another as a full round action, and can change into any size in between her normal form and her enlarged form. For example a Small Aspect can be Small, Medium, Large, or Huge. The statistic changes are set to the size of the Aspect - for example, in her Large form, the Aspect has +4 strength and -2 dexterity. Any and all changes to size from this bonus count do not stack with other size increases.

    Additionally, the Aspect gains a few benefits of draco-lichdom when Large or larger. As a dragon, she may use her breath weapon while crushing or snatching an enemy, and may use spells or spell-like abilities uninhibited as long as she succeeds on the normal concentration check for casting in a grapple. Also, she gains resistance 30 to all elements, gaining resilience to elemental attacks similar to dragons but for all types rather than just one.


    If she has at least 15 ranks in Soul of the Dracolich, the Aspect gains the magical qualities of the dracolich, adding several magical abilities to her repertoire, as well as gaining further control over her phylactery. These are all supernatural abilities.

    Spoiler: Soul of the Dracolich bonus
    Show

    The Aspect gains Blindsense as a dragon, allowing her to pinpoint enemies within 60 feet. Opponents the Aspect can’t actually see still have total concealment against the Aspect. However, she also gains the Blind-Fight feat if she does not already have it.

    Additionally, the Aspect gains abilities of a dragon. She chooses one dragon of CR 20 or less and gains all special abilities of that dragon (including spell-like abilities, a breath weapon, immunities, vulnerabilities and other unique abilities, but not damage reduction). Any spell-like abilities have a caster level of 20, and may be used at will, regardless of normal limitations. The chosen dragon's breath weapon may be used every 1d4 rounds, as a normal dragon.

    Her control over her phylactery is also enhanced, allowing her to act to a limited degree even while confined in her phylactery. The Aspect may cast spells as normal while in the phylactery, effectively applying Silent Spell and Still Spell to her spells without modifying the spell level.
    Last edited by r2d2go; 2014-09-06 at 04:41 PM.

  18. - Top - End - #18
    Titan in the Playground
     
    Inevitability's Avatar

    Join Date
    Feb 2014
    Location
    Planes of Law

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Draconic Warlord



    Charge, men! For justice! For glory! For DRAGOOOOOONS!

    Dragons are truly beings of might and mystery. From the small kobold tribe serving a young dragon to the fanatical cultists worshipping a dragon who ascended to godhood, many creatures have chosen to serve these magnificent creatures. Why do they devote their lives to their masters? Some say it is a simple symbiotic relationship. In exchange for service the dragon's minions gain protection and guidance. Others claim that it is something that goes deeper. They say that all True Dragons share a hidden power with divine origins that makes them natural leaders.

    The origins of this power are said to date back to the creation of the world, when Io created dragonkind. When he did, one kind of dragons stood out; and they are those we call the True Dragons. Io gave those dragons the right to rule over their brethren, and this right binds all who have draconic blood to this day.

    Some mortals with traces of draconic blood also display this hidden power. Of course, it is far less effective than it is amongst true dragons, but it still grants them natural leadership qualities beyond those seen amongst mortals. Those mortals are called 'Draconic Warlords'. They assemble small armies of draconic beings by calling upon the right their ancestors have been given long ago.

    Adventures: ALE AND WHORES! What? Isn't that reason enough? Well then:

    Evil Draconic Warlords often adventure for personal gain. They lead their small armies against villages, tribes and other small communities in hopes of gaining money and power. Good Draconic Warlords combat evil where they see it, and generally try to lose as few men as possible during each battle. Many neutral Draconic Warlords walk the path of a mercenary. They can be found in towns, cities and other places where many a potential employer can be found. Some Draconic Warlords scarcely use their armies and are more interested in their ancestry. These often scour ancient dungeons for knowledge or artifacts.

    Characteristics: The most noticeable characteristic of a Draconic Warlord is his ability to gather troops and use these in combat. They can fight in melee quite well, and have access to a couple of tactical abilities that give them interesting options in combat.

    Alignment: Draconic Warlords can be of any alignment, although they have a slight tendency to be lawful.

    Religion: All deities associated with dragons are worshipped amongst Draconic Warlords, with Io, Bahamut and Tiamat as the most common ones. Some Draconic Warlords worship deities of power and war, like Gruumsh, Kord, Heironeous and Hextor.

    Background: Draconic blood can linger in every creature, but those who are charismatic more often manifest it than those who do not have to force of will to call upon it. Some ancient dragons assist mortals with becoming a Draconic Warlord, and then take up the mortal as exarch or leader of their own small army of minions. Gods like Bahamut or Tiamat sometimes awaken the draconic power in one, in hopes of gaining a new and powerful worshipper. Few people ever develop those powers on their own, but it does happen.

    Races: As dragons can breed with almost anything, most races can possess the blood necessary for taking up this class. However, some races are more often inclined to actually develop and train those powers than others. Dwarves and Half-Orcs almost never follow this path, but humans do. Kobolds surprisingly often become a member of this class. Finally, gnomes, halflings and elves from time to time find someone amongst them who trains their draconic leadership abilities, but this does not happen often.

    Other Classes: Fighters and Barbarians are seen as powerful allies by the Dragonic Warlord, who can appreciate good warriors. Spellcasters are not quite liked by Draconic Warlords, with the exception of sorcerers. Dragon Shamans and Dragonfire Adepts are seen as distant relatives. There's a strange feeling of connection, but not a real special bond.

    Role: Draconic Warlords are quite versatile, as they can create an army based on the party's needs. They are decent warriors, but do not have the toughness of the barbarian nor the defense of the fighter. Because of this, Draconic Warlords should not wade into melee without someone to back them up. Out of combat, they can function as the party's face.

    Adaptation: A DM may add or remove creatures to the list of possible Draconic Minions. Alternatively, they can decide to link the Draconic Warlord's powers to a certain type of dragon, modifying abilities to fit that dragon's theme.

    GAME RULE INFORMATION
    Draconic Warlords have the following game statistics.
    Abilities: Charisma is the most important ability score for a draconic warlord. Constitution is useful for both HP and some of their special abilities. Finally, Draconic Warlords who wish to fight in melee would do well to put a few points in strength.
    Alignment: Any
    Hit Die: d10
    Starting Age: As Wizard
    Starting Gold: As Cleric

    Class Skills
    The Draconic Warlord's class skills (and the key ability for each skill) are Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Heal (wis), Intimidate (cha), Jump (str), Knowledge (arcana) (int), Knowledge (history) (int), Profession (wis), Ride (dex), Speak Language (none), Swim (str) and Use Magic Device (cha)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Draconic Warlord
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Draconic Leadership
    1st
    +1
    +2
    +0
    +2
    Draconic Leadership, Scion of the Dragons 4
    2nd
    +2
    +3
    +0
    +3
    Claws of the Dragon 5
    3rd
    +3
    +3
    +1
    +3
    Fearless Commander 6
    4th
    +4
    +4
    +1
    +4
    Onslaught of the Dragon (1/encounter) 8
    5th
    +5
    +4
    +1
    +4
    Fangs of the Dragon 10
    6th
    +6/+1
    +5
    +2
    +5
    Draconic Wings (Poor) 12
    7th
    +7/+2
    +5
    +2
    +5
    Weapons of the Dragon (Magic) 14
    8th
    +8/+3
    +6
    +2
    +6
    Draconic Cohort 16
    9th
    +9/+4
    +6
    +3
    +6
    Service of the Lesser (Command Value 5) 18
    10th
    +10/+5
    +7
    +3
    +7
    Onslaught of the Dragon (2/encounter) 21
    11th
    +11/+6/+1
    +7
    +3
    +7
    Frightful Presence 24
    12th
    +12/+7/+2
    +8
    +4
    +8
    Draconic Wings (Average) 27
    13th
    +13/+8/+3
    +8
    +4
    +8
    Tail of the Dragon 30
    14th
    +14/+9/+4
    +9
    +4
    +9
    Service of the Lesser (Command Value 10) 34
    15th
    +15/+10/+5
    +9
    +5
    +9
    Frightful Presence (120 ft., +5 HD) 38
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    Onslaught of the Dragon (3/encounter) 42
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Weapons of the Dragon (Epic) 46
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    Draconic Wings (Good) 52
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    Service of the Lesser (Command Value 15) 58
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    I Am The Dragon 65

    Class Features
    All of the following are class features of the Draconic Warlord.

    Weapon and Armor Proficiencies: A Draconic Warlord is proficient with simple and martial weapons, with light and medium armor and with shields (except tower shields).

    Scion of the Dragons (Ex): The blood of ancient dragons flows through you, even if you have only discovered it days ago. You learn to speak, write and understand draconic if you are able to speak, write and understand at least one other language. If you do not possess the Dragonblood subtype and are not a dragon, you gain the Dragonblood subtype.

    Draconic Leadership (Ex): You are able to call dragonic or dragonblooded beings towards you and have them serve you. Each day, you must have 8 hours of restful calm followed by 30 minutes of calling upon Io and strengthening the pact that binds lesser dragons to you. After these 30 minutes, you can choose which servants you wish to have today. Those servants arrive within an hour.

    If any of the chosen servants can't or aren't able to reach you, the DM is free to say that they don't. However, by meditating for another 30 minutes, you can summon other creatures to take their place.

    At the beginning of each day, instead of meditating for 30 minutes, you can simply choose to keep the servants from the past day under your control for another day.

    Creatures currently serving you have an attitude of Helpful towards you, which generally can only be brought down by you attacking or otherwise harming your servants.

    Any creatures that are released from your control start behaving as normal, although their attitude towards you and your allies becomes Indifferent. Its attitude returns to its default state after a number of hours equal to your Charisma bonus.

    Your Draconic Servants inherently understand simple commands you give them, but can't understand more complex commands unless you share a language. They tend to follow their natural instincts and beliefs except when explicitly commanded to ignore them (and even then, there's only so much a creature can be convinced to do). For example, commanding a kobold to attack a priest of Kurtulmak will probably not work, although the kobold won't turn hostile towards you for suggesting this. Similarily, asking an Aspect of Bahamut to attack a village of innocent peasants won't work.

    Each possible servant has a number given in parentheses behind its name which indicates how much of your power and skill has to be used to command it, called the Command Value. The combined Command Value of all your servants can't exceed the number given in the 'Draconic Leadership' column.

    Killed servants can not be replaced until the next time you meditate to summon new servants. If you voluntarily kill one of your servants, either through personal action or by commanding others to do so, your Draconic Leadership score takes a permanent penalty equal to the slain creature's Command Value. This penalty can only be removed by having Atonement cast on you or by returning the slain servant to life.

    Your Draconic Servants have no equipment when summoned, save for any nonmagical armor, weapons and shields in their description. These items are poorly made and will not yield money when sold.

    Much like summoned creatures, Draconic Servants do not count as party members for the purpose of how much XP everyone gets after a fight, and neither do adventurers gain XP from killing them.

    Claws of the Dragon (Ex): At 2nd level, the Draconic Warlord's hands become scaly, sharp claws. He gains a number of claw attacks equal to his number of hands, which are primary natural weapons dealing 1d8+the Draconic Warlord's Strength modifier damage for medium creatures (For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a claw attack, use the value given here or the creature's damage values, whatever is greater.

    Fearless Commander (Ex): From 3rd level on, the Draconic Warlord is immune to fear, magical or otherwise.

    Onslaught of the Dragon (Ex): Starting at 4th level, your draconic heritage manifests in the ability to attack with sudden force and ferocity. Once per encounter, you can make a full attack as a standard action.

    At 10th level, you can use this ability twice per encounter.

    At 16th level, you can use this ability three times per encounter.

    Fangs of the Dragon (Ex): At 5th level, the Draconic Warlord's teeth sharpen and lengthen. He gains a number of bite attacks equal to his number of heads, which are secondary natural weapons dealing 1d10 + the Draconic Warlord's Strength modifier damage for medium creatures(For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a bite attack, use the value given here or the creature's damage values, whatever is greater.

    Draconic Wings (Ex): At 6th level, your draconic blood stirs within you, and you grow a pair of wings. These grant you a flight speed equal to your land speed with poor maneuverability.

    At 12th level, you can instead fly with average maneuverability.

    At 18th level, you can instead fly with good maneuverability.

    Weapons of the Dragon (Ex): Starting at 7th level, a Draconic Warlords natural weapons are treated as magical for the purpose of overcoming damage reduction.

    From 17th level on, your natural weapons are also treated as epic for the purpose of overcoming damage reduction.

    Draconic Cohort: At 8th level, a Draconic Warlord gains Dragon Cohort as a bonus feat.

    Service of the Lesser (Ex): At 9th level, a Draconic Warlord can summon extra servants each day. After picking his normal servants for the day, he chooses servants with a combined Command Value equal to his charisma score, who then are summoned just like normal servants. However, none of these servants may have a command value higher than 5.

    At 14th level, the maximum Command Value of those servants is instead 10.

    At 19th level, the maximum Command Value of those servants is instead 15.

    Frightful Presence (Ex): Starting at 11th level, a Draconic Warlord's mere presence causes his foes to cower in fear. He gains the Frightful Presence special ability, which takes effect when the Draconic Warlord charges or full attacks. Creatures within a range of 30 feet are subject to this ability if they have fewer HD than the Draconic Warlord. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Draconic Warlord's HD + Draconic Warlord's Cha modifier) remains immune to his frightful presence for 24 hours. On a failure, creatures become shaken for 4d6 rounds.

    When he reaches 15th level, this ability instead has a range of 120 feet. In addition, the Draconic Warlord is treated as having 5 more HD than his actual number of HD for the purpose of determining which creatures can be affected.

    Tail of the Dragon (Ex): At 13th level, a Draconic Warlord grows a scaly, long tail. He gains a single Tail Slap attack, which is a natural secondary attack dealing 1d8 + the Draconic Warlord's Strength modifier damage for medium creatures. (For smaller of bigger creatures, refer to the Weapon Sizes table). If the Draconic Warlord already had a Tail Slap attack, use the value given here or the creature's damage values, whatever is greater.

    I Am The Dragon (Ex): At 20th level, a Draconic Warlord finally reveals his true potential. The Draconic Warlord's type changes to Dragon, unless it was Construct, Deathless or Undead when he gained this feature, his size increases by one category (up to Colossal+) and he is regarded as a True Dragon for the purpose of feats and classes. He gains immunity to magical Sleep and Paralysis effects, damage reduction 15/magic, a natural armor bonus to AC equal to his constitution modifier, spell resistance equal to 10 + character level, and a breath weapon that is either a cone or a line with the normal length for a dragon of his size. This breath weapon can be used at-will as a standard action and deals 20d6 damage of a type the Draconic Warlord selects when he gains this feature. The damage type must be either Acid, Cold, Electricity, Fire or Sonic. Creatures can make a reflex save with a DC of 10 + 1/2 the Draconic Warlord's HD + the Draconic Warlord's Constitution Modifier for half damage.
    Last edited by Inevitability; 2014-09-01 at 07:18 AM.
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  19. - Top - End - #19
    Titan in the Playground
     
    Inevitability's Avatar

    Join Date
    Feb 2014
    Location
    Planes of Law

    Default Re: Base Class Contest XXIV - Will Breed for Class

    Spoiler: Draconic Servants
    Show

    -Huitzil (2) (Dragon Magic)
    -1st level Kobold Warrior (2) (Monster Manual)
    -Crested Felldrake (3) (Monster Manual II)
    -Lizardfolk (3) (Monster Manual) (This Lizardfolk comes with a heavy shield)
    -Phynxkin (3) (Dragon Magic)
    -1st level Poison Dusk Lizardfolk Ranger (3) (Monster Manual III)
    -Troglodyte (3) (Monster Manual)
    -Pseudodragon (5) (Monster Manual)
    -Spitting Felldrake (5) (Monster Manual II)
    -Horned Felldrake (6) (Monster Manual II)
    -Ophidian (7) (Fiend Folio)
    -Blackscale Lizardfolk (9) (Monster Manual III)
    -Dragotaur (9) (Monster Manual III)
    -Bluespawn Ambusher (9) (Monster Manual IV)
    -Blackspawn Raider (10) (Monster Manual IV)
    -Dire Phynxkin (11) (Dragon Magic)
    -Drakkensteed (11) (Dragon Magic)
    -Dragonkin (11) (Draconomicon)
    -Dragonnel (11) (Draconomicon)
    -Spiked Felldrake (11) (Draconomicon)
    -Plains Landwyrm (13) (Draconomicon)
    -Air Drake (14) (Draconomicon)
    -Ice Drake (14) (Draconomicon)
    -Wyvern (14) (Draconomicon)
    -Ambush Drake (15) (Monster Manual III)
    -Blackspawn Stalker (15) (Monster Manual IV)
    -Underdark Landwyrm (15) (Draconomicon)
    -Water Drake (15) (Draconomicon)
    -Bluespawn Burrower (16) (Monster Manual IV)
    -Earth Drake (16) (Draconomicon)
    -Fire Drake (16) (Draconomicon)
    -Forest Landwyrm (16) (Draconomicon)
    -Smoke Drake (16) (Draconomicon)
    -Abyssal Drake (17) (Draconomicon)
    -Bluespawn Godslayer (17) (Monster Manual IV)
    -Dragon Turtle (17) (Monster Manual)
    -Faerie Dragon (17) (Draconomicon)
    -Magma Drake (17) (Draconomicon
    -Ooze Drake (17) (Draconomicon)
    -Rage Drake (17) (Monster Manual III)
    -Redspawn Berserker (17) (Dragon Magic)
    -Dragon Eel (19) (Monster Manual III)
    -Ssvaklor (19) (Monster Manual III)
    -Aspect of Bahamut (22) (Dragon Magic)
    -Hill Landwyrm (22) (Draconomicon)
    -Sea Drake (23) (Fiend Folio)
    -Velroc (24) (Dragon Magic)
    -Jungle Landwyrm (26) (Draconomicon)
    -Spelleater (27) (Dragon Magic)
    -Aspect of Tiamat (28) (Dragon Magic)
    -Tundra Landwyrm (28) (Dragon Magic)
    -Desert Landwyrm (33) (Draconomicon)
    -Greater Ssvaklor (36) (Monster Manual III)
    -Sunwyrm (36) (Fiend Folio)
    -Storm Drake (50) (Draconomicon)
    -Mountain Landwyrm (50) (Draconomicon)
    -Swamp Landwyrm (54) (Draconomicon)
    Last edited by Inevitability; 2014-09-01 at 03:27 PM.
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  20. - Top - End - #20
    Orc in the Playground
     
    MindFlayer

    Join Date
    Apr 2013
    Location
    near Milan / Italy
    Gender
    Male

    Default Re: Base Class Contest XXIV - Will Breed for Class

    New feats for a Dragon Dancer

    This section introduces “Dragondance” feats. This feats are made to provide additional power to Dragon Dancers, giving them access to the abilities of new kinds of dragons. These feats give more power to the character as he gains level, following his growth.
    The modification provided by this feats to Magical dance are always avaible to the Dragon Dancer: a characters with Ysgardian dance and Sapphire Dance feats that chooses to use Magical Dance (Chromatic dragons) gains the power linked to chromatic dragons plus those related to Battle Dragons and to Sapphire Dragons.

    Spoiler: General feats
    Show

    Extra dance.
    [General]
    You may dance more frequently than normal.
    Prerequisite
    Draconic Dance ability.
    Benefit
    You can use Draconic Dance two more times per day than you otherwise could.
    Special
    You can take this feat multiple times. Its effects stack.

    Dancing berserker.
    [General]
    You are part of a tribal group of Dragon Dancers that are able to channel the fury of a fighting dragon empowering their combat abilities with both dance and mindless rage.
    Prerequisite
    Draconic Dance class feature, Rage class feature.
    Benefit
    First you add Perform (dance) in the list of skills you can use while raging. Also, when starting a Rage or a Draconic Dance you can choose to initiate an Enraged dance instead: when you do this you gain full benefits of both Rage and Draconic Dance (and Choreographies) at the same time. At the end of the dance you are exhausted and nauseated.
    Levels in Dragon Dancer and Barbarian classes stack for the purpose of determining the effects of your Choreographies.

    Dancing fighter.
    [General, Fighter bonus feat]
    You learnt that if an heavy body doesn’t hinders a dragon in his sinuous moves an heavy plate can’t stop your dancing.
    Prerequisite
    Draconic Dance class feature, Proficiency with heavy armor and shield.
    Benefit
    You can use Draconic Dance and Choreographies while wearing medium or heavy armor or using a shield.
    You also add half your Dragon Dancer class levels (minimum 1) to your Fighter levels for the purpose of qualifying for feats that require a minimum fighter level and you add half your Fighter class levels (minimum 1) to your Dragon Dancer levels for the purpose of calculating the effects of your Choreographies.

    One-man-show.
    [General]
    To you music and dance are not separated, but a beatiful, unique entity, and you have learnt to master both at the same time.
    Prerequisite
    Draconic Dance class feature, Bardic music class feature, Perform (singing) 4 ranks.
    Benefit
    You can use and mantain the effects of your Bardic music while performing your Draconic Dance even if they require concentration. While dancing, you can mantain both your Bardic music and your Draconic dance by moving at least of 10ft as a move action. This benefit applies only if your bardic music is based on singing and not in using held instruments.
    Also your Dragon Dancer and Bard level stack for the purpose of determining the effects of your
    Bardic music and Choreographies.



    Spoiler: Planar dragons Dragondance feats
    Show

    Ysgardian dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the heroic Battle Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Good.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Protection from evil (7th), Shield other (10th) and Heroes’ feast (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are shaken for 2d6 rounds (it’s a fear effect). The wall that develops at 18th level after using this option provided by this feat inflicts sonic damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Battle Dragon.

    Chaotic dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the unpredictable Chaos Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Chaotic.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Entropic shield (7th), Mind fog (10th) and Cloak of chaos(14th).
    When using Blazing somersaults, , instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are confused for 1d4 rounds (it’s a mind-affecting effect). The wall that develops at 18th level after using this option provided by this feat inflicts damage of an energy determinated randomly (01–20 acid, 21–40 cold, 41–60 electricity, 61–80 fire, 81–100 sonic).
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Chaos Dragon.

    Ethereal dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the intangible Ethereal Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Neutral.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Blink (7th), Dimesional anchor (10th) and Etherealness (14th).
    When using Blazing somersaults he can choose to deal force damage as well as the wall that develops at 18th level after using this option.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Ancient Ethereal Dragon.

    Mad dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the mad Howling Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Chaotic.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Shatter (7th), Shout (10th) and Whirlwind (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1d4 Wisdom damage. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Howling Dragon.

    Volcanic dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the furious Pyroclastic Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Evil.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Pyrotechnics (7th), Incendiary cloud (10th) and Meteor strike (14th).
    When using Blazing somersaults he can choose that the damage inflicted is similar to a disintegration effect and those killed by it crumble to ashes. The wall that develops at 18th level after using this option provided by this feat deals half fire and half sonic damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Pyroclastic Dragon.

    Radiant dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the righteous Radiant Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Good.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Daylight (7th), Searing light (10th) and Prismatic sphere (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are blinded for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals force damage
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Mature Adult Radiant Dragon.

    Rusting dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the strong Rust Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Lawful.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Wall of iron (7th), Acid fog (10th) and Repel metal or stone(14th).
    When using Blazing somersaults , instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save see all their metallic possession destroyed by rust. Creature made of metals take untyped damage instead. The wall that develops at 18th level after using this option provided by this feat deals acid damage
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Rust Dragon.

    Tarterian dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the ruthless Tarterian Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, any Evil.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Otilike’s resilient sphere (7th), Forcecage (10th) and Maze (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are affected by crushing despair for 2d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals force damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Mature adult Tarterian Dragon.


    Spoiler: Gem dragons Dragondance feats
    Show

    Amethist dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the wise Amethist Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
    Benefit
    The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Ego whip (7th), Mental Barrier (immediate action, 10th) and Telekinetic Sphere, Psionic (14th).
    When using Blazing somersaults he can choose to deal non-lethal damage as well as the wall that develops at 18th level after using this option
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Amethist Dragon.

    Crystal dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the friendly Crystal Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
    Benefit
    The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Thought shield (immediate action, 7th), Id insinuation (6 augmentation points, 10th) and Domination, Psionic (8 augmentation points [DC +4, affect 3 creature of any type], 14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are blinded for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals untyped damage. This effect has the [light] descriptor.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Crystal Dragon.

    Emerald dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the inquisitive Emerald Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks..
    Benefit
    The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Control Sound (7th), Psychic crush (10th) and Tower of iron will (immediate action, 4 augmentation points,14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are deafened for 1d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Emerald Dragon.

    Sapphire dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the reclusive Emerald Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks.
    Benefit
    The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Skate (7th), Empty mind (immediate action, 6 augmentation points, 10th) and Teleport, psionic greater (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are panicked for 1d4 rounds. The wall that develops at 18th level after using this option provided by this feat deals sonic damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Sapphire Dragon.

    Topaz dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the selfish Emerald Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (the planes) 4 ranks, Knowledge (psionics) 4 ranks.
    Benefit
    The Dragon Dancer adds these psi-like (not spell-like) abilities to those learned with Magical dance: Mind thrust (3 augmentation points, 7th), Inertial barrier (10th) and Metamorphosis, greater (14th).
    When using Blazing somersaults he can choose to deal dessication damage as well as the wall that develops at 18th level after using this option
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Topaz Dragon.


    Spoiler: Other dragons Dragondance feats
    Show

    Sharptooth dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the rapacious Fang Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Ballet of claws Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The natural weapons developed by a Dragon Dancer while using Ballet of Claws deal damage like if they where one size bigger. The primary natural weapon has his critical range augmented by one (tipically 19-20/x2) while using Ballet of Claws.
    When using Blazing somersaults those caught in the line of his passage that fail their save take 1d4 Constitution damage. The wall that develops at 18th level after using this option provided by this feat deals damage like a magic weapon dealing both piercing, bludgeoing and slashing damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Ancient Topaz Dragon.

    Shadow dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the malevolent Shadow Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Mirror image (7th), Nondetection(10th) and Shadow walk (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1 negative level. The wall that develops at 18th level after using this option provided by this feat deals negative energy damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Shadow Dragon.

    Deepdweller’s dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the horrid Deep Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 4 ranks, Knowledge (dungeoneering) 4 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Freedom of movement (7th), Passwall (10th) and Trueseing(14th).
    When using Blazing somersaults deals acid damage as well as the wall that develops at 18th level after using this option. Inorganic matter (as well as creature made out of it) is uneffected by these effects.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Mature adult Deep Dragon.

    Desertic dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the violent Sand Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Haboob (7th), Wall of sand (10th) and Sandstorm (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 2d4 lethal damage from gritting sand and are knocked prone. The wall that develops at 18th level after using this option provided by this feat deals untyped lethal damage. Armored creature only take half the damage from both sources.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Very old Sand Dragon.

    Mercurial dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the impulsive Mercury Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Hpnotic pattern (7th), Project image (10th) Prismatic spray (14th).
    When using Blazing somersaults deals fire damage as well as the wall that develops at 18th level after using this option. This is considered an effect with the [light] descriptor when influencing creatures sensible to light.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Wyrm Steel Dragon.

    Steel dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the clever Steel Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Enthrall (7th), Suggestion, mass (10th) Charm monster, mass (14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save take 1d4 Constitution damage. This is a poison effect. The wall that develops at 18th level after using this option provided by this feat deals acid damage. When using this ability a Dragon Dancer can choose a number of square he travelled up to his Charisma modifier. Those square are not occupied by the wall of energy.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Wyrm Steel Dragon.

    Misty dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the heremit Mist Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Sleet Storm (7th), widened Wind wall(10th) widened Solid fog(14th).
    When using Blazing somersaults, instead of doing elemental damage he can choose that those caught in the line of his passage that fail their save are sickened for 2d6 rounds. The wall that develops at 18th level after using this option provided by this feat deals fire damage.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of a Ancient Mist Dragon.

    Singalong dance.
    [Dragondance]
    The Dragon Dancer has developed a connection with the mysterious Song Dragon, developing a new kind of dance that is inspired to it.
    Prerequisite
    Magical Dance Choreography, Knowledge (arcane) 8 ranks.
    Benefit
    The Dragon Dancer adds these spell-like abilities to those learned with Magical dance: Daylight (7th), Heal (10th), Planeshift (14th).
    When using Blazing somersaults deals half electricity, half sonic damage as well as the wall that develops at 18th level after using this option.
    Lastly, Unleash the Dragon with Dance now allows a Dragon Dancer to also take the shape of an Old Song Dragon.


  21. - Top - End - #21
    Troll in the Playground
     
    DwarfClericGuy

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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Aspect of the Dracolich Breath Weapons:

    An Aspect of the Dracolich applies breath effects as a Dragonfire Adept. These breath effects can alter your breath weapon’s damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can’t apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can’t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal negative energy breath weapon every round).

    Breath effects marked (DFA) are identical to those of the Dragonfire Adept.

    2nd level Breath Effects:

    Frost Breath (DFA): Your breath weapon deals cold damage instead of negative energy damage.

    Lightning Breath (DFA): Your breath weapon deals electricity damage instead of negative energy damage. Additionally, this turns your breath weapon into a line, rather than a cone.

    Sickening Breath (DFA): Rather than dealing damage, your breath weapon sickens all creatures in its area for 2 rounds. A successful Fortitude save reduces the duration to 1 round. You can apply this breath effect only to a cone-shaped breath weapon.

    Draining Breath: Rather than dealing damage, your breath weapon inflicts one negative level on all creatures in it's area. A successful Fortitude save negates this effect.

    6th level Breath Effects:

    Acid Breath (DFA): Your breath weapon deals acid damage instead of negative energy damage.

    Slow Breath (DFA): Rather than dealing damage, your breath weapon slows all creatures in its area (as the spell) for 2 rounds. A successful Fortitude save reduces the duration to 1 round.

    Weakening Breath (DFA): Rather than dealing damage, your breath weapon weakens all creatures in its area for 4 rounds, imposing a -6 penalty to strength. A successful Fortitude save reduces the duration to 1 round.

    Leeching Breath: Your breath weapon leeches the life out of your enemies, returning half the damage dealt as healing. Any healing over maximum hit points is returned as temporary hit points, lasting one minute. A successful Fortitude save halves the damage and negates the healing.

    10th level Breath Effects:

    Sleep Breath (DFA): Rather than dealing damage, your breath weapon puts all living creatures in its area to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon. You can apply this breath effect only to a cone-shaped breath weapon.

    Ghoul's Breath: Rather than dealing damage, your breath weapon paralyzes all living creatures in its area for 1 round. A successful Fortitude save negates this effect.

    Corrupting Breath: Rather than dealing damage, your breath weapon inflicts 1d4+1 negative levels to all living creature in its area. A successful Fortitude save reduces this to 1 negative level. Additionally, any creatures slain by this breath (whether through negative levels equal to their hit dice, or by losing enough hit points from negative levels to die) is raised as a zombie under your control. This zombie counts towards undead control limits of spells like Animate Dead - if you do not have enough hit dice of control remaining, you must choose to either lose control of undead until you have enough, or leave the slain creature unanimated.

    Nightmare Breath: Rather than dealing damage, your breath weapon Panics all living creatures in its area. A successful Will save reduces this fear to being Shaken.

    14th level Breath Effects:

    Soulrending Breath of the Dracolich: As a full-round action, you breathe a massive cone of negative energy, destroying not only flesh and bone but the very soul of those foolish enough to oppose you. This breath deals twice your normal breath weapon damage in a cone of twice the normal size, and all survivors gain 1d4+1 negative levels. A successful fortitude save halves the damage (to normal breath weapon damage) and gain 1 negative level.

    Additionally, anyone slain by this breath weapon has their soul ripped apart, becoming inaccessible except by the strongest of magics. To revive a creature slain by this breath, one must first Wish their soul back into existence, then Wish the soul into its body. If the body is no longer intact, it takes a third Wish or a 25000 gp diamond (the material component for True Resurrection) to create the body.

    Using this breath weapon deals damage to you equal to twice your Soul ranks. This damage can not be prevented in any way.

    Reaper's Breath: Rather than dealing damage, your breath kills any enemies within its area. A successful fortitude save reduces this to normal damage.

    War-lich's Breath: Rather than dealing damage, your breath inflicts 2d4+2 negative levels to any enemies within its area. A successful fortitude save reduces this to 1d4+1 negative levels. Additionally, any creatures slain by this breath (whether through negative levels equal to their hit dice, or by losing enough hit points from negative levels to die) is raised as a greater undead (as Create Greater Undead with caster level equal to your Soul rank). When it is created, you may make an opposed level check (Soul Rank vrs HD) to gain control of the undead. If you fail, it is not under your control, but you may cast spells, make deals or otherwise gain control - it does not bear you any extraordinary ill will.


    To be Added: Aspect of the Shimmering Guardian Breath Effects, maybe squeeze in a Martial Discipline.
    Last edited by r2d2go; 2014-08-27 at 01:28 AM.

  22. - Top - End - #22
    Troll in the Playground
     
    DwarfClericGuy

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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Reserved space for Aspect of the Dracolich spells.

    An Aspect is capable of learning any of the following spells, as well as any core Wizard spell of the necromancy school. He gains spells known as a Bard, except that whenever he gains a new spell level, he learns an additional two spells of the new level.

    Note: "All Necromancy spells" can be limited to core-only Necromancy spells both to help alleviate the number of spells to search through and to lower the class's power.

    Spoiler: Cantrips
    Show
    Acid Splash - Orb deals 1d3 acid damage.
    Arcane Mark - Inscribes a personal rune (visible or invisible).
    Daze - Humanoid creature of 4 HD or less loses next action.
    Detect Magic - Detects spells and magic items within 60 ft.
    Detect Undead - Reveals undead within 60 ft.
    Mage Hand - 5-pound telekinesis.
    Read Magic - Read scrolls and spellbooks.
    Prestidigitation - Performs minor tricks.

    Spoiler: First Level
    Show
    Blade of Blood (PHB II) - On discharge, weapon deals +1d6 damage, take damage to deal +3d6.
    Enlarge Person - Humanoid creature doubles in size.
    Essence of the Dragon - Gain benefits and vulnerabilities of a dragon.
    Hideous Laughter - Target loses actions for 1 round/level.
    Hoard Gullet - Gain second stomach of extradimensional storage.
    Hypnotism - Fascinates 2d4 HD of creatures.
    Mage Armor - Gives subject +4 armor bonus.
    Obscuring Mist - Fog surrounds you.
    Protection from Good - +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Rot of Ages - Sicken or Nauseate for 2 rounds (fort negates), all have concealment from victim.
    Shield - Invisible disc gives +4 to AC, blocks magic missiles.
    Sleep - Puts 4 HD of creatures into magical slumber.
    Summon Undead I - Summon undead creature.
    True Strike - +20 on your next attack roll.

    Spoiler: Second Level
    Show
    Acid Arrow - Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
    Arcane Lock - Magically locks a portal or chest.
    Cloud of Bewilderment - 10 foot cube Nauseates, 1 round/level.
    Blade of Pain and Fear (LM) - Blade makes touch attacks for 1d6+1/2 levels, Frightens on failed save.
    Darkvision - See 60 ft. in total darkness.
    Invisibility, Swift (CAd) - 1 round invisibility as a swift action.
    Magic of the Dragonheart (DM) - Gain additional benefit from draconic feats.
    Necrotic Cyst (LM) - Cyst imposes penalty vrs necromancy and deals damage when hit by undead.
    Resist Energy - Ignores first 10 (or more) points of damage/attack from specified energy type.
    Seeking Arrow (PHB II) - Ranged touch attack for 4d6 electric damage, ignore cover and concealment, grants +4 to further attacks.
    Shroud of Undeath (SpC) - Undead treat you as undead for 10 min/level.
    Summon Undead II (SpC) - Summon undead creature.
    Undead Eyes (SL) - Sense with bonded undead creature, stunned while channeling.

    Spoiler: Third Level
    Show
    Animate Dead - Creates undead skeletons and zombies.
    Clutch of Orcus (SpC) - Grip on heart paralyzes, deals 1d12 damage on concentration for 1 round/level.
    Crown of the Grave (SpC) - Command undead 1/minute for 1 hour/level, discharge to turn at +4.
    Doom Scarabs (PHB 2) - Deal 1d6/two levels to 60 foot cone (will half, no SR), gain 1d4 temp hp per victim.
    Dragonshape, Least (DM) - Polymorph into tiny Psuedodragon.
    Dragonskin (SpC) - Gain 1 natural armor/2 levels and energy resistance.
    Energy Aegis (PHB 2) - Grants Resistance 20 to an element as an immediate action.
    Sense of the Dragon (RotD) - Gain Blindsense 30 ft.
    Slow - One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
    Stinking Cloud - Nauseating vapors, 1 round/level.
    Summon Undead III (SpC) - Summon undead creature.
    Undead Lieutenant (SpC) - Undead of 5 HD or more gains ability to lead undead.

    Spoiler: Fourth Level
    Show
    Animate Legion (HB) - Create several zombies or skeletons for 1 round/level.
    Dragon Blight (SpC) - Cloud for 1d4 rounds deals 1d6/level to dragons, 1d8/2 levels to dragonbloods, stuns 1d4 rounds.
    Dragon Breath (SpC) - Gain breath weapon dealing 1d8/2 levels for 1 round/level.
    Flight of the Dragon (SpC) - Gain 100 foot fly speed (average), improves overland.
    Sharptooth (SpC) - Increase damage of one natural weapon by one size category.
    Wall of Scales (SpC) - Create wall of dragonhide.
    Voice of the Dragon (SpC) - +10 enhancement to social, end to cast Suggestion.
    Summon Undead IV (SpC) - Summon undead creature.
    Unholy Beast (CoR) - Animal gains bonuses, obeys as if Dominated.
    Wall of Bones (CAr) - Create 10 foot square of bones per level.

    Spoiler: Fifth Level
    Show
    Create Undead - Create ghouls, ghasts, mummies, or mohrgs.
    Dracolich Ally, Lesser (Home) - Exchange services with a Dracolich.
    Dragon Ally, Lesser (SpC) - Exchange services with a dragon.
    Dragonsight (Dr) - Gain low light vision, darkvision 10 feet/level, blindsense 5 feet/level.
    Ethereal Breath (SpC) - Breath weapon becomes ethereal.
    Lord of the Sky (SpC) - Fly, deal electric damage to enemies, slow aerial creatures, end to cast Lightning Bolt.
    Necrotic Burst (LM) - Ruptures Necrotic Cyst, killing or dealing 1d6 damage/level on a successful save.
    Shadow of the Dark Queen (DrF) - Desecrate, Deeper Darkness, 2d6 damage and daze vrs good dragons.
    Skin of the Steel Dragon (CV) - Gain SR 10+CL for 1 round/3 levels.
    Summon Undead V (SpC) - Summon undead creature.
    Touch of Vecna (CM) - Victim takes 1d8+1 and is Shaken, fort save or permanent, death-like paralysis.

    Spoiler: Sixth Level
    Show
    Animate Dread Warrior (UE) - Create Dread Warrior of HD up to your own.
    Awaken Undead (SpC) - Undead gains intelligence score, benefits of life.
    Dracolich Form, Lesser (Home) - Become large Dracolich, gain 60 temporary hit points.
    Necrotic Eruption LM - As Necrotic Burst, but AoE damage on kill.
    Revive Undead (SpC) - Reanimate destroyed undead, it loses 1 HD.
    Spectral Dragon (DrF) - Summon dragon of shadow, deals 1d6 str damage and 1 negative level.
    Summon Undead VI (SpC) - Summon undead creature.


    Homebrew Spells:

    Dracolich Ally, Lesser:

    Conjuration [Summoning, Evil]
    Level: Aspect of the Dracolich 5

    As Lesser Dragon Ally except as noted, and that you apply the Dracolich template to the dragon summoned.

    Dracolich Form, Lesser:

    Necromancy [Evil]
    Level: Aspect of the Dracolich 6
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round/level

    Your body withers away as your bones expand and mighty, skeletal wings sprout from your shoulder blades. A moment later, in your place stands a mighty dracolich.

    When you cast this spell, you polymorph into any dragon of Huge size or smaller and apply the Dracolich template. This does not grant you a phylactery or invulnerability - if your hit points are reduced to 0 or lower, you return to your original form at the same number of hit points (and if lower than -9, you die). However, you also gain 60 temporary hitpoints which disappear at the end of the spell's duration.
    Last edited by r2d2go; 2014-08-26 at 04:32 PM.

  23. - Top - End - #23
    Troll in the Playground
     
    DwarfClericGuy

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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Reserved space for Aspect of the Dracolich feats, ACFs, etc.

    ACFs:

    Aspect of the Shimmering Guardian:

    Claws of the Shimmering Guardian:

    Negative Levels are caused by divine judgement, only affecting evil creatures but also affecting undead.

    Channeling energy is positive instead of negative. Against evil creatures, bonus damage is dealt (similar to a Smite).

    Mind of the Shimmering Guardian:

    Totally different spell list (Oh god... )

    Body of the Shimmering Guardian:

    Natural armor comes from scales.

    DR is /magic at first, then /evil, then /evil and adamantine.

    At rank 3, gain Dragon traits instead of Undead traits, as well as +2 to all saves. Hit die increases a step.

    At rank 15, hit dice become d12, you gain a further +2 to all saves and +2 to str.

    At rank 18, gain a final +2 to all saves and +2 str, con, int, cha.

    Soul of the Shimmering Guardian:

    Different breath effects, good flavor on everything.

    Instead of Command Undead, gain Command, and Geas instead of Control Undead.

    No Phylactery or Craft Wondrous Item.

    Dragon Apotheosis:

    Everything is just reflavored. I'll add other things some time...

    Blade of the Dracolich: Replaces Claw of the Dracolich, granting initiator levels and Warblade manuever progression.

    Dark Pact (maybe): Replaces Soul of the Dracolich, granting invocations.

    Psionic Aspect (maybe): Replaces Mind of the Dracolich, grants Psychic Warrior type power progression/list.

    Feats:

    Practiced Aspect: Gain ranks, up to Aspect Level.

    Dracolich Cohort: Like Dragon Cohort, but a dracolich.
    Last edited by r2d2go; 2014-08-26 at 06:01 PM.

  24. - Top - End - #24
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    Zaydos's Avatar

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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragonsoul Acolyte

    ”There is no form more perfect than the draconic one. I am merely the next best thing.”

    A Dragonsoul Acolyte is one who emulates dragons, and worships the ideal they represent. They draw power from the essence of the draconic, allowing it to alter their bodies and their souls, letting them become beings more dragon than man, with magical powers and physical might to vie directly with their idols.

    Adventures: A dragonsoul acolyte might adventure for several reasons, many unrelated to their class. Even so a disproportionately large one for dragonsoul acolytes is wealth. They seek to emulate dragons in all things this includes their tendency to hoard large amounts of monetary wealth for no reason other than status. Others do it simply out of pride and a desire to prove themselves in the pecking order of things; amongst dragons physical power is second only to wealth as a determinant of social status, and in seeking to prove their mettle a dragonsoul acolyte proves themselves to be like a true dragon in both deed and stature. Some dragonsoul acolytes adventure in the service of dragons that seek mortal agents, or of the draconic gods, acting as their priests and mortal servants. A few dragonsoul acolytes travel as dragon slayers; usually these acolytes fight the traditional foes of their Tutelary Dragon’s species, such as a Brass Dragonsoul Acolyte hunting blue dragons.

    Characteristics: A dragonsoul acolyte emulates dragons. As such they are capable of standing on the front lines when needed, even if not as well as a true melee combatant such as a barbarian or fighter. Their destructive breath weapons allow them to open with a single powerful blow which can tear down foes, or with the right tutelary dragon weaken or even disable enemies. As their bodies transform, growing ever more draconic, they gain a variety of natural weapons which can be used in combat, and powerful draconic wings which allow them to take the fight even to the air. Their draconic powers are not merely the physical as their minds and souls grow more draconic gifting them with the senses of dragons and the ability to tap into the natural sorcerous heritage of all dragons to fuel spontaneous magical powers. A dragonsoul acolyte’s magic is not simply that bred in to them, or what they have studied, but a tapping into the spiritual power of a whole draconic species if not more, drawing from the spells of dragons long dead to perform what is needed. This is a dangerous process and a soul, mortal or dragon, can only harness so much and it is not efficient in energy but as a dragonsoul acolyte’s power grows so too does their ability to draw upon this force.

    Alignment: A dragonsoul acolyte can be any alignment, but must be close to the alignment of their tutelary dragon. They must emulate it not only in powers, but ideology. As such a dragonsoul acolyte is often much like a dragon of a similar alignment and this can often matter more than their alignment in ways. A Chaotic Neutral dragonsoul acolyte who idolizes Brass Dragons might be a friendly and garrulous person always willing to chat, even if he does steal a few apples, coppers, and golds here and there, conversely one who idolizes Red Dragons might be a brusque warrior who believes only in his own strength and independence, willing to talk to only those who prove themselves to him, but who would never harm a traveler that did not give him cause.

    Religion: Dragonsoul acolytes are priests of dragonkind. If they worship gods they serve the gods of dragons, and are quite literally their priests and acolytes, believing their powers of draconic emulation to be divine gifts (and who is to say that Bahamut must imbue his clerics only in the ways that human gods do). Those that do not worship gods often worship dragons, not necessarily individual ones, but consider true dragons to be a race of creatures partially divine and above humans. Others instead worship the ideal of dragons and the power and potential they represent. These dragonsoul acolytes may not consider an individual dragon as a divinity, but they would agree with the others that they are somewhat closer.

    Background: Most dragonsoul acolytes are awakened to their calling either by the close association and guidance of a dragon, or by the clergy of one of the draconic gods. This training involves a great deal of faithful mental dedication, introspective meditation, and consideration of draconic nature to stir the flames of draconic energy within the adherent, drawing it into them from the souls of dragons long dead and the power of draconic deities. Others awaken themselves. Sometimes it is a stirring of draconic blood long submerged in their heritage during an hour of great danger. Other times it is stirring of some draconic essence within them in resonance with an external draconic force, the presence of a dragon, an artifact of ancient wyrms, or a visit to a dragon graveyard or site of draconic power; this last is especially likely to cause such a stirring, as the spirits of draconic power in the place attach themselves to even a human soul, spurring it into something draconic.

    Races: Kobolds and lizardfolk often become dragonsoul acolytes in their attempts to emulate the dragons they believe themselves related to. Spellscales often become Dragonsoul Acolytes as their naturally flexible magic is drawn from the same draconic source and the ambient power of dragon souls is something natural for spellscales to tap into, their racial blood quickening sharing many points of similarities. Among the common races, humans are significantly the most likely to dedicate themselves to the emulation of another species and have the most malleable souls allowing them to most easily become a dragonsoul acolyte, these two factors combine to make dragonsoul acolytes within the common races predominantly huma. Few dragonsoul acolytes are true dragons, although it is not completely unheard of. These dragons tend more towards emulation of a draconic god or the ideal form of a species of dragon, even so few see it as any route to power and most would rather dabble in mortal sorcery to awaken further power themselves.

    Other Classes: Dragonsoul acolytes often find kindred spirits in sorcerers and dragonfire adepts who both are, like dragonsoul acolytes, mortals with a spark of draconic power which they fan into a blaze, while each has their own path and methods to do so they can each respect the others’ draconic powers and magical might. Dragonsoul acolytes and clerics can find common ground in that they are both people of strong faiths and dedicated beliefs, but they can also grate upon each other as many clerics consider the idea of dragons being akin to gods blasphemy; although those dragonsoul acolytes which dedicate themselves primarily to draconic deities relate to clerics much like a cleric of that god would. Dragonsoul acolytes share rogues’ fondness for shiny baubles, which often ends with the two butting heads, and dragonsoul acolytes have little instinctive trust to self-stylized thieves. When dealing with warriors dragonsoul acolytes can sometimes make themselves respected for their physical strength, and combat prowess, but they usually fall behind true melee combatants.

    Role: A dragonsoul acolyte makes an excellent fifth man. Their spell pool allows them to pull out a weak spell that is needed on the fly, almost like a living collection of scrolls, while their natural weapons and increased Strength allow them to serve as secondary natural weapons. Their breath weapons can serve as crowd debuffs, save or loses, or simply as area damage to take out weak and weakened foes. Their tutelary dragon will also push a dragonsoul acolyte towards a specific role; a black dragonsoul acolyte is more liable to be an agile skulker with stealth capabilities and eventually a potently powerful sudden strike, while a blue dragonsoul acolyte is liable to find themselves fulfilling some extent of a healing role amongst otherwise a healing poor evil party, and a gold dragonsoul acolyte might find themselves opening battle with a swift action Strength damaging gas followed by a charge into melee.

    Adaptation: A DM might tie a dragonsoul acolyte more strongly, and strictly, to the draconic deities. To do so they could select a list of tutelary dragons appropriate to each deity (for example all Chromatics for Tiamat) and make the alignment restrictions the same as for a cleric of that deity. They could then pick any dragon from that deity as their tutelary dragon or possibly even mix and match aspects from them; it might be that with this variant a dragonsoul acolyte of Bahamut could select Brass Dragon for their Tutelary Skills, their first draconic aspect being the lesser aspect of any metallic dragon say silver, their second the lesser or specialized aspect of any (say bronze) and their greater aspect belonging to a fourth dragon (say gold); the DM might want to add prerequisites to certain aspects (Greater Theocrat requires Theocrat) in this case and strictly limit your second aspect to dragons from your deity’s lists and potentially a common list (Many Guises, Sea Dweller, Animal Forms, Burrow, etc) and even then this would most likely increase a dragonsoul acolyte’s building flexibility and optimization ceiling unless there was a particularly disbalanced combination of lesser aspects it disallowed.

    GAME RULE INFORMATION
    Dragonsoul Acolytes have the following game statistics.
    Abilities: Constitution determines your breath weapon’s saving throw DC, your hit points, and ability to take powerful metabreath feats the most ideal of which have relatively high Constitution requirements. Charisma determines your spell save DCs which are already going to be relatively low, adds to your breath weapon damage (although the raw dice will make a larger impact), and determine certain other saving throw DCs. Strength determines how well you can fight without using your dragon form ability and is necessary if you wish to make use of your class based Strength bonus and not rely upon fighting in the shape of a dragon. Dexterity adds to your AC and is therefore useful on a class with medium armor. Wisdom adds to your Will save and Intelligence determines your skill points.
    Alignment: Any (see Tutelary Dragon for restrictions).
    Hit Die: d10
    Starting Age: As bard.
    Starting Gold: As barbarian.

    Class Skills
    The Dragonsoul Acolyte's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Use Magic Device (Cha). A Dragonsoul Acolyte’s choice of Tutelary Dragon may add up to 3 additional skills to this list.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    DRAGONSOUL ACOLYTE
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell Pool Hoard Size (GP)
    1st
    +0
    +2
    +0
    +2
    Tutelary Dragon, Tutelary Skills, Breath Weapon (1dX+1/2 Charisma modifier), Darkvision, Dragonblooded, Hoard - 250
    2nd
    +1
    +3
    +0
    +3
    Cantrips, Claws, Fundamentalis Diet - 1000
    3rd
    +2
    +3
    +1
    +3
    Breath Weapon (2dX+1/2 Charisma modifier), Lesser Energy Resistance, Draconic Immunities - 2250
    4th
    +3
    +4
    +1
    +4
    Scales (+1), Spell Pool (1st), Lesser Draconic Aspect 4 4000
    5th
    +3
    +4
    +1
    +4
    Draconic Body (+2 Strength), Skill Aptitude, Breath Weapon (3dX + Charisma modifier) 5 6250
    6th
    +4
    +5
    +2
    +5
    Dragon Form 1/day, Draconic Spirit (+2 Charisma) 6 9000
    7th
    +5
    +5
    +2
    +5
    DragonType, Energy Resistance, Spell Pool (2nd level), Breath Weapon (4dX + Charisma modifier) 8 12,250
    8th
    +6
    +6
    +2
    +6
    Scales (+2), Dragon Form 2/day, Superior Low-Light Vision 9 16,000
    9th
    +6
    +6
    +3
    +6
    Second Draconic Aspect, Penetrate Resistance, Dragon Form (Large), Breath Weapon (5dX + Charisma modifier) 10 20,250
    10th
    +7
    +7
    +3
    +7
    Draconic Body (+2 Strength), Draconic Wings, Skill Aptitude 11 25,000
    11th
    +8
    +7
    +3
    +7
    Dragon Form 3/day, Greater Energy Resistance, Spell Pool (3rd level), Breath Weapon (6dX + Charisma modifier) 12 30,250
    12th
    +9
    +8
    +4
    +8
    Fangs, Scales (+3) 13 36,000
    13th
    +9
    +8
    +4
    +8
    Draconic Body (+2 Constitution), Dragon Form (Huge) 4/day, Talented Spells, Breath Weapon (7dX + Charisma modifier) 14 42,250
    14th
    +10
    +9
    +4
    +9
    Second Breath Weapon, Spell Pool (4th level) 16 49,000
    15th
    +11
    +9
    +5
    +9
    Draconic Body (+2 Strength), Draconic Senses, Energy Immunity, Breath Weapon (8dX + Charisma modifier) 18 56,250
    16th
    +12
    +10
    +5
    +10
    Dragon Form 5/day, Greater Draconic Aspect, Scales (+4) 20 64,000
    17th
    +12
    +10
    +5
    +10
    Draconic Spirit (+2 Intelligence), Tail, Dragon Form (Improved Huge), Breath Weapon (9dX + Charisma modifier) 22 72,250
    18th
    +13
    +11
    +6
    +11
    Blindsense, Dragon Form 6/day, Spell Pool (5th) 24 81,000
    19th
    +14
    +11
    +6
    +11
    Signature Spell, Skill Mastery, Breath Weapon (10dX + Charisma modifier) 26 92,250
    20th
    +15
    +12
    +6
    +12
    Draconic Body (+2 Strength), Scales (+5), Improved Spell Pool 30 100,000

    Class Features
    All of the following are class features of the Dragonsoul Acolyte.

    Weapon and Armor Proficiencies: A Dragonsoul Acolyte is proficient in all simple weapons and one martial melee weapon of their choice. They are proficient in light and medium armor and shields (but not tower shields).

    Tutelary Dragon: A dragonsoul acolyte worships the powers of dragonkind, attempting to emulate the majesty and powers of these creatures. At 1st level a dragonsoul acolyte must choose a single Tutelary Dragon, this is the breed of dragon which they emulate most directly (not an individual of that species). A dragonsoul acolyte must normally be within 1 step of the Tutelary Dragon’s (normal) alignment, although this restriction is somewhat modified for Planar Dragons and dragons that have multiple listed alignments and a few have additional special prerequisites (see below under the listing of Tutelary Dragons for any such irregularities). If you waver from these requirements you cannot progress as a dragonsoul acolyte and are considered to have half your maximum Spell Pool points (see below) until you return to fulfilling the prerequisites or have an Atonement spell cast upon you to change your Tutelary Dragon. If you do this all ranks you have in your Tutelary Skills are instantly changed to be in one or more of your new dragon’s Tutelary Skills (if all your new dragon’s Tutelary Skills are filled to max ranks this way you may immediately retrain excess skill ranks from your old ones), your breath weapon, and energy resistance become those of your new Tutelary Dragon, and your Draconic Aspects also change replacing your Lesser Aspect and Greater Aspect (if you have those) with those of your new dragon; if you had the Specialized Aspect you gain the Specialized Aspect of your new Tutelary Dragon, if you had a 2nd Lesser Aspect you may either keep it or gain the Specialized Aspect of your new Tutelary Dragon. Your Tutelary Dragon determines many of your class features.

    If you select a Gem Dragon or other Psionic Dragon as your Tutelary Dragon you gain a single bonus power point, this power point is lost if you stray from your Tutelary Dragon’s alignment.

    For Tutelary Skills, Breath Weapon, Energy Resistance, Draconic Abilities, and any special notes associated with a Tutelary Dragon see the “Tutelary Dragon List” below.

    Tutelary Skills: A dragonsoul acolyte’s Tutelary Dragon guides them towards certain skills. Each dragon has 3 Tutelary Skills (4 in the case of Steel Dragons). These skills are added to your Dragonsoul Acolyte class skill list if they are not there already (they often are). If they are normally on the class skill list you gain a +1 bonus to them.

    Breath Weapon (Su): Even at the beginning of their career a dragonsoul acolyte gains a breath weapon based upon their Tutelary Dragon. This is either a 15-ft cone or 30-ft line, dependent upon whether your chosen dragon has a cone or line. This ability does 1d10 + ½ Charisma modifier damage at 1st level if your dragon’s breath weapon is Acid, Cold, Electricity, Fire, or Sonic unless noted otherwise under the specified dragon, and 1d8 + ½ Charisma modifier damage if it deals damage in another form (unless noted otherwise under the specified dragon). At 3rd level, and every odd level of this class thereafter, this damage increases by 1 die of whichever type it dealt. At 5th level you now add your full Charisma modifier to damage with your breath weapon. At 7th level the range of your breath weapon becomes a 30-ft cone or 60-ft line although you may choose to use your original more limited range. At 11th level it increases to 40-ft cone or 80-ft line, increasing to 50-ft cone or 100-ft line at 13th, then to 60-ft cone or 120-ft line at 15th, and 70-ft cone or 140-ft line at 19th. You may always choose to use one of the reduced ranges you have obtained and these ranges apply to all cone or line breath weapons gained from this class even if not your initial breath weapon. Once you have used any breath weapon granted by this class you must wait 1d4 rounds before using one again. A successful saving throw (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) halves this damage; this saving throw is Reflex unless otherwise noted and this DC is used for all Breath Weapons even non-damaging ones.

    Darkvision (Ex): You gain a portion of a dragon’s senses. You gain Darkvision 60-ft if you do not have it already.

    Dragonblooded (Ex): A Dragonsoul Acolyte’s emulation of draconic form and energy grants them the Dragonblood subtype.

    Hoard (Su): In emulation of a dragon a Dragonsoul Acolyte often keeps a hoard of material wealth. This hoard must consist only of objects which are valuable due primarily to their rarity and aesthetics and not due to functionality (aside from functionality as currency) such as coins, gems, and pieces of art work (but not trade goods like sheep). By performing a 1 hour meditation amongst their hoard (the hoard must be physically around them during this ritual and they must touch it, lie in it, snuggle against the precious metals, etc) a Dragonsoul Acolyte can gain various benefits from the list below. The maximum size of a hoard a Dragonsoul Acolyte can benefit from is determined by your level (see table above) and each benefit costs a certain amount of wealth from the hoard. This does not destroy, or permanently reduce, said hoard only counting it as expended for the day. If you give up ownership of part of the hoard you lose abilities until they fit under the amount granted by your now smaller hoard.

    These benefits last for 24 hours, and you may only perform this ritual once per day.

    Spoiler: Hoard Abilities
    Show

    +1 Competence bonus to Skill(s): 100 GP per Skill.
    +2 Competence bonus to Skill(s): 400 GP per Skill.
    +3 Competence bonus to Skill(s): 900 GP per Skill.
    +4 Competence bonus to Skill(s): 1600 GP per Skill.
    +5 Competence bonus to Skill(s): 2500 GP per Skill.
    +6 Competence bonus to Skill(s): 3600 GP per Skill.
    +7 Competence bonus to Skill(s): 4900 GP per Skill.
    +8 Competence bonus to Skill(s): 6400 GP per Skill.
    +9 Competence bonus to Skill(s): 8100 GP per Skill.
    +10 Competence bonus to Skill(s): 10,000 GP per skill.
    +2 Enhancement bonus to Ability Score(s): 4000 GP per ability.
    +4 Enhancement bonus to Ability Score(s): 16,000 GP per ability.
    +6 Enhancement bonus to Ability Score(s): 36,000 GP per ability.
    Enchantment on all Natural Weapons: GP cost of said enchantment on a manufactured weapon x 1.5.
    +1 Enhancement bonus to Natural Armor: 2000 GP
    +2 Enhancement bonus to Natural Armor: 8000 GP
    +3 Enhancement bonus to Natural Armor: 18,000 GP
    +4 Enhancement bonus to Natural Armor: 32,000 GP
    +5 Enhancement bonus to Natural Armor: 50,000 GP
    +6 Enhancement bonus to Natural Armor: 72,000 GP
    +7 Enhancement bonus to Natural Armor: 98,000 GP
    +1 Deflection bonus to AC: 2000 GP
    +2 Deflection bonus to AC: 8000 GP
    +3 Deflection bonus to AC: 18,000 GP
    +4 Deflection bonus to AC: 32,000 GP
    +5 Deflection bonus to AC: 50,000 GP
    Evasion: 25,000 GP
    +1 Resistance bonus to Save(s): 500 GP for 1 save, or 1000 GP for all saves
    +2 Resistance bonus to Save(s): 2000 GP for 1 save or 4000 GP for all saves
    +3 Resistance bonus to Save(s): 4500 GP for 1 save or 9000 GP for all saves
    +4 Resistance bonus to Save(s): 8000 GP for 1 save or 16,000 GP for all saves.
    +5 Resistance bonus to Save(s): 12,500 GP for 1 save or 25,000 GP for all saves.
    Energy Resistance 5: 4000 GP per energy type.
    Energy Resistance 10: 12,000 GP per energy type.
    Energy Resistance 20: 28,000 GP per energy type.
    Energy Resistance 30: 44,000 GP per energy type.
    Heal 2d8 damage with touch (Su): 250 GP/daily use.
    Speak/Understand Specific Language: 300 GP/language.
    +10-ft Enhancement bonus to Speed: 3000 GP.
    +20-ft Enhancement bonus to Speed: 12,000 GP.
    +30-ft Enhancement bonus to Speed: 27,000 GP.
    +1 Enhancement bonus to CL/ML with Spell Pool: 10,000 GP.
    +2 Enhancement bonus to CL/ML with Spell Pool: 40,000 GP.
    +3 Enhancement bonus to CL/ML with Spell Pool: 90,000 GP.
    Freedom of Movement (continuous): 40,000 GP.
    +1 to essentia capacity for soulmelds in specified chakra(s) (does not stack with Incarnum Foci for those chakra): 15,000 GP per Chakra.
    Improve flight maneuverability by 1 grade: 12,000 GP
    Improve flight maneuverability by 2 grades: 90,000 GP
    Poison Immunity: 27,000 GP
    Dimension Door SLA: 11,000 GP/use per day.
    Additional daily use of Dragon Form: 10,000 GP/use.


    Claws: Beginning at 2nd level your hands begin to transform as the power of dragons reshapes your body. You gain a pair of claw attacks which deal 1d4 damage if you are medium sized and are considered primary natural weapons. If you already have claw attacks they instead deals damage as if you were 1 size category larger.

    Cantrips: Beginning at 2nd level you may select one spell from the following list. You gain it as a spell-like ability usable at will, with a caster level equal to your Dragonsoul Acolyte level. At 4th level, and every even level thereafter you may select another such spell.
    • Acid Splash
    • Arcane Mark
    • Dancing Lights
    • Daze (requires Dragonsoul Acolyte level 4 or higher)
    • Detect Magic
    • Detect Poison
    • Electric JoltSpC
    • Flare
    • Ghost Sound (requires Dragonsoul Acolyte level 4 or higher)
    • Guidance
    • Know Direction
    • Light
    • Mage Hand
    • Mending (requires Dragonsoul Acolyte level 6 or higher)
    • Message
    • Open/Close
    • Prestidigitation (requires Dragonsoul Acolyte level 8 or higher)
    • Ray of Frost
    • Resistance
    • Sonic SnapSpC
    • StickSpC
    • Touch of Fatigue
    • Virtue


    Fundamentalis Diet (Su): A fledgling Draconis Fundamentalis is forming within every Dragonsoul Acolyte, it is what fuels their breath weapon just like in a true dragon. Beginning at 2nd level this Draconis Fundamentalis is advanced enough to perform some of its energy conversion capabilities allowing the Dragonsoul Acolyte to eat a large variety of things. Beginning at 2nd level a Dragonsoul Acolyte can gain sustenance from dirt, metal, gemstones, and nearly any other substance they can swallow as if it were food. This does not give them any special resistance to ingested poisons, or ability to chew/swallow such things, but ensures they can use it as food even if it will poison them.

    Lesser Energy Resistance (Ex): Beginning at 3rd level a Dragonsoul Acolyte gains Energy Resistance 10 to the energy type listed under their Tutelary Dragon. Some Tutelary Dragons have other abilities they give in place of the varying levels of Energy Resistance see the individual dragon for more details.

    Immunities (Ex): At 3rd level a Dragonsoul Acolyte’s nature has become so draconic that they are now immune to sleep and paralysis effects like a true dragon.

    Lesser Draconic Aspect (Ex/Su): At 4th level a Dragonsoul Acolyte gains the Lesser Draconic Aspect associated with their Tutelary Dragon.

    Scales (Ex): At 4th level the transformation into a more draconic creature has progressed to granting a Dragonsoul Acolyte a thin, but noticeable, layer of scales across their body. This increases their natural armor by +1. This bonus increases by another +1 (to +2 if they had none previously) at 8th, and every 4th level thereafter as the scales grow thicker and thicker.

    Spell Pool: Beginning at 4th level a Dragonsoul Acolyte may tap into the cosmic power of magic, channeling it through their Draconic Fundamentalis. A Dragonsoul Acolyte does not learn spells, even as dragons do, instead tapping into the essence of the draconic races, using the magic therein to emulate various spells and effects. A Dragonsoul Acolyte gains a number of Spell Pool Points based upon their level listed on the table above as SPP. A Dragonsoul Acolyte can use these points to cast any spell on the Sorcerer spell list of a level they have access to as a spell-like ability; all spells used this maintain their original casting time. The spell must not have a material component costing more than 5 GP per Dragonsoul Acolyte level otherwise it cannot be activated this way and it cannot have an expensive Focus costing more than 100 GP per Dragonsoul Acolyte level or a XP component greater than 1 XP per Dragonsoul Acolyte level (you do not need to pay such XP costs). A Dragonsoul Acolyte does not choose which spells to use from their Spell Pool beforehand and do not learn spells in it. At 4th level they may cast up to 1st level spells from their Spell Pool, at 7th this increases to 2nd, becoming 3rd level spells at 11th, 4th at 14th, and finally gaining access to 5th level spells at 18th. A Dragonsoul Acolyte may only use one spell of their highest spell level from their Spell Pool each day regardless of how many Spell Pool Points they possess. A spell of their highest 2 spell levels costs 4 Spell Pool Point, unless it is a Lv 0 spell in which case it only costs 2. A spell which is 2 or 3 levels lower than the highest they have access to costs 2 Spell Pool Points to use. A spell which is 4 or more levels lower than their highest costs only 1 Spell Pool Point. A Dragonsoul Acolyte with a Gem Dragon or other psionic dragon as their Tutelary Dragon instead gains access to psionic powers from the Wilder list. A psionic Dragonsoul Acolyte must still pay the same number of Spell Pool Points based upon Power Level instead of Spell Level, and any power that had 4 Spell Pool Points paid to activate it is considered to be fully Augmented to the Dragonsoul Acolyte’s Manifester level, while any that had less is only Augmented to half of their Manifester level, a Dragonsoul Acolyte may choose to pay 4 Spell Pool Points to fully Augment a lower level power. Some Tutelary Dragons (such as Incarnum Dragons) may affect your access to the Spell Pool more heavily, and some Draconic Aspect abilities may be fueled by Spell Pool Points or add additional spells to your Spell Pool. In the latter case if they add it as if it were a spell of a certain level this only affects its level for the purposes of determining how it interacts with cost and use limits of the Spell Pool and it retains its normal level for save DCs, Concentration DCs, overcoming Globes of Invulnerability and other effects.

    Draconic Body (Ex): At 5th level, and every 5th level thereafter, a Dragonsoul Acolyte’s transformation into a draconic being grants them a +2 increase to their Strength score, and at 13th level they gain a +2 increase to their Constitution score. This is not applied to other forms they may assume if those forms would normally set their Strength to a specific number (such as Polymorph or Wild Shape) if instead they simply add a modifier for their new form (such as Bear Warrior) it is added.

    Skill Aptitude: At 5th level a Dragonsoul Acolyte gains Skill Focus in any one of their Tutelary Skills of their choosing. At 10th level they gain it in the remaining 2 (or 3 in the case of a Dragonsoul Acolyte with Steel Dragon as their Tutelary Dragon). If one of your Tutelary Skills is a skill which comprises several skills, such as Craft or Perform, you select one skill, such as Craft (Alchemy) or Perform (Vocal), to gain this feat for.

    Draconic Spirit: At 6th level the draconic energy flowing through a Dragonsoul Acolyte has permanently altered how they interact with others granting them a +2 bonus to their Charisma, and at 17th level a Dragonsoul Acolyte’s mind becomes more cunning as even it changes to become more like the dragons they have long emulated granting them a +2 to their Intelligence and retroactively gains additional skill points for this increase in Intelligence.

    Dragon Form (Su): At 6th level a Dragonsoul Acolyte gains the ability to fill themselves with draconic energy assuming the shape of a true dragon. This requires a full round action and lasts 1 round per class level but any round in which the Dragonsoul Acolyte does not use a Full Round action or both a Standard and Move action does not count against this duration. This functions as Wild Shape except that instead of taking the form of a specific species of dragon, a Dragonsoul Acolyte’s abilities in Dragonform are based purely on their class level as shown below. A Dragonsoul Acolyte always appears as a dragon of their Tutelary Dragon’s species of the appropriate size. While in Dragonform the Dragonsoul Acolyte is Medium sized and has Str 15, Dex 10, Con 15, +5 natural armor, Speed 40-ft, fly 150-ft (poor), and full access to a true dragon’s suite of natural weapons and reach based upon their size; if the Dragonsoul Acolyte’s natural Constitution is better than their Dragon Form’s they may use it instead. A Dragonsoul Acolyte retains all Draconic Aspects they possess and their Breath Weapon while in Dragon Form, but lose wings, natural armor, and natural weapons granted by this class while transformed. A Dragonsoul Acolyte gains additional uses as shown on the table above (2/day at 8th, 3/day at 11th, 4/day at 13th, 5/day at 16th, 6/day at 18th) and gains access to larger sizes of dragon as indicated on the table above (large at 9th, huge at 13th). Assuming a Large dragon form a Dragonsoul Acolyte gains a Str of 21, Dex of 10, and Con of 17, with +7 natural armor, Speed 40-ft, fly 150-ft (poor). Assuming a Huge dragon form they have Str 27, Dex 10, Con 21, +10 natural armor, Speed 40-ft, fly 150-ft (poor). At 17th level your Huge dragon form improves its Str increasing to 33, its Con to 25, and its natural armor to +12.

    If your tutelary dragon does not grant the normal draconic wings ability you do not gain a fly speed, if it offers another movement mode instead you gain that at the land speed of the dragon form (if applicable); if it offers non-wing based flight you lose 50-ft of speed but your maneuverability is 1 stage better.

    Dragon Type: Beginning at 7th level a Dragonsoul Acolyte is more dragon than whatever they once were gaining the Dragon type and the Augmented Subtype for their previous type. An undead or construct Dragonsoul Acolyte does not gain this ability. A Dragonsoul Acolyte also becomes immune to the Frightful Presence ability of dragons; this portion of this ability applies even to Undead or Construct Dragonsoul Acolytes.

    Energy Resistance (Ex): Beginning at 7th level a Dragonsoul Acolyte’s energy resistance improves. It becomes Energy Resistance 20 against the type in question, or they gain whatever ability is indicated by their Tutelary Dragon to be gained instead.

    Superior Low-Light Vision (Ex): At 8th level a Dragonsoul Acolyte gains the ability to see in poor lighting even better than elves or cats, gaining Superior Low-Light Vision (x4 vision distance in low light conditions).

    2nd Draconic Aspect (Ex/Su): At 9th level a Dragonsoul Acolyte gains a 2nd Draconic Aspect. They may either re-dedicate themselves to their Tutelary Dragon gaining its Specialized Aspect, or dabble in the powers of other dragons gaining the Lesser Aspect of any true dragon. Note that fluff-wise this latter may still be re-dedication as, for example, many water dwelling dragons do not gain the Sea Dweller Aspect due to it being possible to pick it up this way, and the same is true of dragons with Alternate Form not gaining the Many Guises or Animal Forms aspects. You do not need to meet any requirements for the 2nd dragon whose aspect you are obtaining this way.

    Common Draconic Aspects, or lesser draconic aspects common enough as traits of dragons that even if the dragons that grant these lesser aspects as their specific aspects do not exist in the setting should still be allowed will be listed below.
    Spoiler: Common Draconic Aspects
    Show
    • Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
    • Blade Proof Scales (Su): You gain DR 1/magic per 3 Dragonsoul Acolyte levels.
    • Burrow (Ex): You gain a burrow speed equal to half your base land speed.
    • Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    • Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    • Spell Resistance (Su): You gain Spell Resistance 8 + your Dragonsoul Acolyte level.



    Energy Penetration (Su): At 9th level a Dragonsoul Acolyte gains the ability to reinforce their breath weapon with the spiritual power of dragons, both of their Tutelary breed and others. This allows their breath weapon to treat a creature’s Energy Resistance as if it were 10 lower against their breath weapon. If the creature has ablative energy resistance (such as Protection from Energy) then it is immediately reduced by 10 before applying against the breath weapon. This has no effect on other sources of energy damage dealt by the Dragonsoul Acolyte or their allies.

    Draconic Wings (Ex): At 10th level a Dragonsoul Acolyte’s physical transformation takes another major step forward as the draconic energies they imbue themselves with cause them to grow powerful wings. These wings allow them to fly at a speed equal to twice their base land speed with average maneuverability. Due to the power of these wings they may fly when carrying up to their lift over head weight and/or wearing heavy armor.

    Greater Energy Resistance (Ex): At 11th level a Dragonsoul Acolyte’s resistance to energy increases further to 30, or they gain whatever ability their Tutelary Dragon replaces this feature with.

    Fangs (Ex): At 12th level a Dragonsoul Acolyte’s teeth have become fully developed capable of being used as a natural weapon. They gain a bite attack which is a secondary natural weapon dealing 1d6 damage if medium sized. If they already have a bite attack it instead deals damage as if they were 1 size category larger.

    Frightful Presence (Ex): Beginning at 12th level a Dragonsoul Acolyte gains the Frightful Presence ability while using Dragon Form. The ability takes effect automatically whenever the Dragonsoul Acolyte attacks, charges, or flies overhead while in Dragon Form. Creatures within a radius of 30 feet +30-ft per size category larger than Medium the Dragonsoul Acolyte are subject to the effect if they can see the dragon. A potentially affected creature that succeeds on a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) remains immune to the Dragonsoul Acolyte’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this ability.

    Talented Spells (Sp): Tapping routinely into the Spell Pool of draconic essence a Dragonsoul Acolyte eventually learns to harness certain spells more easily. At 13th level they may select 2 1st level spells available to them through the Spell Pool (1st level for the purposes of the Spell Pool) they may use these spells 3 times per day without paying any points to activate them, and any additional uses beyond the 3rd cost only 1 Spell Pool Point per use. If your tutelary dragon is a psionic dragon you instead select a 2 1st level powers and they can be used at ½ augmentation for the above costs and at full augmentation for an additional 1 Spell Pool Point.

    2nd Breath Weapon (Su): At 14th level a Dragonsoul Acolyte learns to harness the general power of dragonkind. A Dragonsoul Acolyte chooses either: Line of Electricity, Cone of Fire, Line of Fire, Cone of Cold, Cone of Acid, or Line of Acid and gains a new breath weapon of that type in addition to that granted by their Tutelary Dragon. It deals damage and has an area as normal for a Dragonsoul Acolyte’s breath weapon. If the Dragonsoul Acolyte’s Tutelary Dragon did not offer a breath weapon they still gain this ability.

    Energy Immunity (Ex): At 15th level a Dragonsoul Acolyte gains immunity to the energy type that they are resistant to due to their Tutelary Dragon; or whatever ability their Tutelary Dragon grants instead.

    Draconic Senses (Ex): At 15th level a Dragonsoul Acolyte’s senses are on par with those of a true dragon. Their Darkvision now extends 120-ft if it did not already, and they suffer half the normal distance penalty on Spot and Listen checks.

    Greater Draconic Aspect (Ex/Su): At 16th level a Dragonsoul Acolyte gain the Greater Draconic Aspect associated with their Tutelary Dragon.

    Tail (Ex): Becoming ever more draconic at 17th level a Dragonsoul Acolyte grows a long, powerful tail. This grants them a tail attack as a secondary natural weapon dealing 1d6 damage if they are medium sized. If they already had a tail attack it deals damage as if they were 1 size category larger.

    Blindsense (Ex): At 18th level a Dragonsoul Acolyte has the full suite of senses of a true dragon gaining Blindsense out to 60-ft.

    Signature Spell (Sp): At 19th level a Dragonsoul Acolyte has become attuned to a single more powerful spell. They may select a single 2nd level spell available to them through the Spell Pool (2nd level for the purposes of the Spell Pool) they may use this spells 3 times per day without paying any points to activate it, and any additional uses beyond the 3rd cost only 1 Spell Pool Point per use. If your tutelary dragon is a psionic dragon you instead select a single 2nd level power and it can be used at ½ augmentation for the above costs and at full augmentation for an additional 1 Spell Pool Point.

    Skill Mastery (Ex): Beginning at 19th level a Dragonosul Acolyte’s mastery of their Tutelary Skills has become truly casual. They may take 10 on any of their Tutelary Skills under any circumstances even when threatened and/or it is a skill which normally cannot be taken 10 on. If one of your Tutelary Skills is a skill which comprises several skills, such as Craft or Perform, you select one skill, such as Craft (Alchemy) or Perform (Vocal), to gain this benefit for.

    Improved Spell Pool (Su): At 20th level a Dragonsoul Acolyte gains the ability to use their highest level spells from the spell pool more freely. They are no longer limited to a single spell-like ability from their highest level from the Spell Pool each day, and may instead use it as often as they have Spell Pool Points for.


    Half-Dragon Dragonsoul Acolytes:


    Half-dragon Dragonsoul Acolytes may select their draconic ancestor's variety as their Tutelary Dragon regardless of their alignment.

    You gain the Draconic Wings ability at 7th level (instead of 10th) and at 10th level you gain a +10-ft increase to your base land speed.

    In addition Dragonsoul Acolytes with the half-dragon template which choose their draconic ancestor as their Tutelary Dragon gain the following modifications:

    Breath Weapon: If you gained a breath weapon from the half-dragon template (not all half-dragons do, such as many varieties of half-lung dragons) you may select another dragon and gain the breath weapon it grants as a tutelary dragon, you also gain the one granted by your draconic ancestor; you must fulfill the alignment requirements of the selected dragon.

    Energy Resistance: You may select another dragon and gain the energy resistance/immunity abilities associated with it instead of your draconic ancestor; you must fulfill the alignment requirements of the selected dragon and if you selected a dragon for the breath weapon ability you must select the same dragon for energy resistances/immunity.
    Last edited by Zaydos; 2014-09-08 at 09:29 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragon List: 1st Party
    Chromatics:
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    Black Dragon:
    Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
    Tutelary Skills: Hide, Move Silently, Swim
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Least Aspect: Rebuke Reptiles (Su): This ability functions as Rebuke/Command undead but affects Animals, Humanoid (Reptilian), and Magical Beasts which are reptilian in nature instead of undead creatures.
    Greater Aspect: Sudden Strike (Ex): You gain the sudden strike ability (as the ninja ability of the same name) dealing +1d6 damage with it per 4 class levels. If Complete Adventurer is not used replace this with +1d6 Sneak Attack (as the rogue ability) per 5 class levels.
    Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

    Blue Dragon:
    Alignments allowed: Lawful Evil, Lawful Neutral, Neutral Evil
    Tutelary Skills: Bluff, Hide, Spellcraft
    Breath Weapon: Line of electricity
    Energy Resistance: Electricity.
    Least Aspect: Theocrat: May select Create Water as a cantrip, may use your spell pool to cast Conjuration (Healing) spells from the cleric spell list as if they were Sorcerer spells of the same level. If you have the Draconic Theurge Greater Aspect you may treat Cure spells and Heal as if they were 1 level lower; you may also cast Revivify with your spell pool despite its material component. You may select any Cleric spell (including Conjuration healing spells) as your Signature Spell when you gain it.
    Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Sorcerer spells and gain 2 additional Spell Pool Points.
    Specialized Aspect: Sustaining Faith (Su): For every 10 creatures you lead in earnest prayer either to yourself, a dragon, or a draconic deity you worship you can create food and water for 1 creature (the quality of this food is determined by a Knowledge (religion) or Spellcraft check to replicate a Profession (Chef) or Craft (Food) check). Your own prayers can sustain you without food or water indefinitely.

    Green Dragon:
    Alignments allowed: Lawful Evil, Lawful Neutral, Neutral Evil
    Tutelary Skills: Bluff, Hide, Move Silently
    Breath Weapon: Cone of acidic gas (acid).
    Energy Resistance: Acid.
    Least Aspect: Charming Drake: Treat the spells Charm Person, Charm Monster, Mass Charm Person, and Dominate Person as one level lower for your Spell Pool. In addition Enchantment and Telepathy spells, powers, and spell-like abilities you use get a +1 to their Save DCs.
    Greater Ability: Mind Warping Susurrus: As a standard action you may cloud a creature’s mind granting it a -5 to Will save; you must succeed on a Bluff check (DC 15 + their Wisdom modifier + their CR) to affect them this way. Alternatively as a standard action you may offer a suggestion as the spell (requires a Bluff check with the same DC), they are allowed a Will save (DC 15 + your Charisma modifier) to resist normally albeit at a heightened DC.
    Specialized Ability: Tyrant of the Woods (Su): Any weapon you wield, and your natural weapons, are considered to be Fey Bane and gain half those benefits against Plant and Animal creatures (+1 increase to their enhancement bonus and +1d6 damage) this does not stack with the Bane property. In addition your Breath Weapon(s) and any Spell-like Ability used via your Spell Pool gain a +2 to their save DCs against Fey, and a +1 to their save DCs against Plants and Animals. As a final benefit any Spell-like Ability which you use from your Spell Pool which would normally only affect humanoids (such as Charm Person or Dominate Person) may affect Fey as well.

    Red Dragon:
    Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
    Tutelary Skills: Appraise, Bluff, Jump
    Breath Weapon: Cone of fire.
    Energy Resistance: Fire.
    Least Aspect: Treasure Sense (Su): By spending a standard action you can sense the direction and distance of all coins and gems within 100-ft.
    Greater Aspect: Tyrant’s Fear (Su): By expending a spell pool point you may force a creature struck by your natural weapon or damaged by your breath weapon to make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d4 rounds; by expending 3 points (before they roll their save) you can increase this effect to frightened. In addition by expending 4 Spell Pool Points as a free action you can cause your Frightful Presence ability to function in your natural form in addition to when you are using Dragon Form for 1 minute.
    Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

    White Dragon:
    Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
    Tutelary Skills: Hide, Move Silently, Swim
    Breath Weapon: Cone of cold.
    Energy Resistance: Cold.
    Least Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
    Greater Aspect: Pack Hunter (Ex): When flanking a creature you deal additional damage equal to ½ your class level (this is precision damage) and gain an additional +4 to hit.
    Specialized Aspect: Ice Walker (Su): You may move at full speed over ice and snow, suffering no penalty to skill checks due to snow or ice, and suffer no penalties to spot or listen due to snow storms. In addition you may climb across icy surfaces as if you were under the effects of a spider-climb spell.


    Metallic Dragons:
    Spoiler
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    Brass Dragon:
    Alignments allowed: Chaotic Good, Chaotic Neutral, Neutral Good
    Tutelary Skills: Bluff, Gather Info, Survival
    Breath Weapon: Line of Fire.
    Energy Resistance: Fire.
    Lesser Aspect: Draconic Polyglot (Su): Continuous Tongues effect.
    Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
    Specialized Aspect: Summon Desert Companion: You may use your spell pool to summon Air Elementals or animals as if with Summon Nature’s. You may use Summon Nature’s Ally II as a 1st level spell for your Spell Pool, Summon Nature’s Ally III as a 2nd, Summon Nature’s Ally V as a 3rd, Summon Nature’s Ally VI as a 4th, and Summon Nature’s Ally VIII as a 5th level spell from your Spell Pool.

    Bronze Dragon:
    Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
    Tutelary Skills: Disguise, Survival, Swim
    Breath Weapon: Line of Electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Repulsion Gas (Su): You a second breath weapon a cone of repulsion gas. Instead of dealing damage creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the you for 1d4+1 rounds. This is a mind-affecting compulsion enchantment effect.
    Greater Aspect: Dragon of Justice (Su): Your natural weapons and any weapon you wield are considered to have the Holy property. In addition you gain the ability to Smite Evil as a paladin of your Dragonsoul Acolyte level by spending 2 Spell Pool points.
    Specialized Aspect: Adept of War (Ex): You gain proficiency in all shields, armor, and weapons including exotic ones.

    Copper Dragon:
    Alignments allowed: Chaotic Good, Chaotic Neutral, Neutral Good
    Tutelary Skills: Bluff, Hide, and Jump
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
    Greater Aspect: Priest of Earth: You can use any spell on the Cavern, Earth, or Metal domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Earthquake as if it were a 5th level spell with your spell pool but suffer a 2 point surcharge when doing so.
    Specialized Aspect: Spider Climb (Su): You gain the effects of a spider-climb spell continuously.

    Gold Dragon:
    Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
    Tutelary Skills: Disguise, Heal, and Swim
    Breath Weapon: Cone of Fire
    Energy Resistance: Fire.
    Least Aspect: Weakening Breath (Su): When using your breath weapon you may release a cone of weakening gas instead of a damaging breath. This gas deals 1d6 Strength damage +1/2 dice your breath weapon would normally do. A successful Fortitude save negates this Strength damage, effects which would normally add to the damage dealt by your breath weapon do not add to the Strength damage dealt by this breath weapon.
    Greater Aspect: Blessed with Luck (Su): Each round you gain a pool of luck points equal to your class level. Whenever you make a saving throw, attack roll, skill or ability check you may as a part of making the roll spend 1 or more Spell Pool Points to get a +2 luck bonus to roll per Spell Pool Point you spend.
    Specialized Aspect: Draconic Blessing: You, and allies within 60-ft of you, gain a +1 morale bonus on attack rolls and damage against Evil creatures, as well as a +2 morale bonus on saving throws against all effects originating from Evil creatures or Fear effects.

    Silver Dragon:
    Alignments allowed: Lawful Good, Lawful Neutral, Neutral Good
    Tutelary Skills: Bluff, Disguise, Jump.
    Breath Weapon: Cone of cold.
    Energy Resistance: Cold.
    Least Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    Greater Aspect: Paralysis Breath (Su): When using your breath weapon may release a cone of paralyzing gas instead of dealing damage which paralyzes creatures that fail their Fortitude saves for 1d4+1 rounds.
    Specialized Aspect: Social Chameleon (Su): You gain a +6 insight bonus to Bluff, Gather Information, and Sense Motive checks.


    Gem Dragons
    Spoiler
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    Special: Instead of their normal specialized ability any Gem Dragonsoul Acolyte may select the Planar Gem Draconic Aspect.
    Planar Gem: You gain the ability to Plane Shift as a spell-like ability 1/day per 5 Dragonsoul Acolyte levels you possess but may only use it to travel between the Prime and the Inner Planes, if not on one of these planes you cannot use this ability. This ability only affects you and requires 1 minute of concentration to activate.

    Amethyst Dragon:
    Alignments allowed: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, Lawful Neutral
    Tutelary Skills: Bluff, Hide, Move Silently
    Breath Weapon: Line of Force (d8s), you may choose to deal nonlethal damage with this breath weapon instead of lethal damage; this choice applies to all creatures within the area.
    Energy Resistance: Instead of Lesser Energy Resistance you gain a +4 on saves versus Force effects and immunity to Magic Missile. Instead of Energy Resistance you gain a +4 on saves against Poison. Instead of Greater Energy Resistance you gain the ability to roll twice on save versus Poison taking the better result. Instead of Energy Immunity you gain Poison Immunity.
    Lesser Aspect: Explosive Gem (Su): Hock up a crystalline loge which explodes on impact (treat as a grenade-like weapon with a range increment of 15-ft) with a 20-ft radius dealing damage as your breath weapon.
    Greater Aspect: Telekinetic Hand (Su): You can manipulate an object as if one handed from a range of up to 30-ft. You retain fine manual Dexterity while doing so and may use this ability to wield a weapon. If also wielding a weapon normally this counts as an extra off-hand weapon otherwise you may use it as your main weapon and still use both of your hands to hold objects or attack with natural weapons.
    Specialized Aspect: Body Equilibrium (Su): You are continuously affected as if by the Body Equilibrium psionic ability.

    Crystal:
    Allowed alignments: Chaotic Neutral, Chaotic Good, Chaotic Evil, or True Neutral.
    Tutelary Skills: Gather Information, Jump, Swim
    Breath Weapon: Cone of brilliant light dealing light based, untyped damage (d8s).
    Energy Resistance: Cold.
    Lesser Aspect: Telepathic Leash: You may use Psionic Charm, and Psionic Dominate as if they were Wilder powers (or Sorcerer spells). Psionic Charm costs 1 SPP to use at ½ augmentation, and 2 SPPs to use at full augmentation, and once you have access to 4th level psionic powers you can use Psionic Dominate at half augmentation for 2 SPPs, and full augmentation for 3 SPPs.
    Greater Aspect: Blinding Breath: Your cone of light breath weapon blinds creatures which fail their save for 1d3 rounds in addition to dealing damage.
    Specialized Aspect: Crystal Flash (Su): You may spend 2 Spell Pool Points to release a blinding ray at a target within 30-ft. This is a ranged touch attack which on a successful hit blinds the target for 1d3+1 rounds; a successful Reflex save reduces this to dazzle for the same duration. By spending 4 Spell Pool Points you can release this as a line and all creatures within the line must make the save. Every additional Spell Pool Point you pay increases the range of this ability by 30-ft, whether it is a line or a ray.

    Emerald Dragon:
    Allowed alignments: Lawful Neutral, Lawful Good, Lawful Evil, and True Neutral.
    Tutelary Skills: Gather Information, Hide, Swim
    Breath Weapon: Cone of keening Sonic energy.
    Energy Resistance: Sonic.
    Lesser Aspect: Deafening Breath: When you use your sonic breath weapon (or any sonic breath weapon you possess) creatures which fail their save are also deafened for 1d4 rounds.
    Greater Aspect: Shield of Prudence (Su): You gain a +4 Insight bonus to AC
    Specialized Aspect: Object Reading (Psi-like): You may use the Object ReadingXPH power as a psi-like ability at-will but no more than 1/day on a specific item (ML = Dragonsoul Acolyte level).

    Sapphire Dragon:
    Allowed alignments: Lawful Neutral, Lawful Good, Lawful Evil, and True Neutral.
    Tutelary Skills: Climb, Jump, Move Silently
    Breath Weapon: Cone of nearly inaudible sonic energy.
    Energy Resistance: Electricity.
    Lesser Aspect: Sense Psychoportation (Su): You automatically detect when any creature teleports from or to within 10-ft of you per class level. You know the distance and direction to where they appeared/disappeared from for whichever is within this range (or both and which is which if both are), and the direction to where they teleported to if that is outside of range (or if it is off the plane you are aware that it is off the plane)
    Greater Aspect: Panicking Breath: In addition to damage creatures within the area of your sonic breath weapon must make a Will save or be panicked for 1 round.
    Specialized Aspect: Psychoportive Step (Su): You can teleport your land speed as a move action, or up to double it by spending 2 Spell Pool Points.

    Topaz Dragon
    Allowed alignments: Chaotic Neutral, Chaotic Good, Chaotic Evil, or True Neutral.
    Tutelary Skills: Hide, Survival, Swim
    Breath Weapon: Cone of Dehydration (d8s). When directed against an aqueous liquid (water or a liquid which is primarily composed of water) this effect evaporates 1 cubic foot per point of damage which would be dealt.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Shapechanger (Su): You may use Metamorphoses as if it were a 3rd level Wilder Power for the purposes of your Spell Pool. In addition you can as a Standard action assume the shape of a creature as if through the Shapechange spell by paying 8 points from your Spell Pool, this ability lasts for 1 minute per Dragonsoul Acolyte level.
    Specialized Aspect: Dehydrating Aura (Su): Any creature starting or ending their turn within 10-ft of you takes 2d6 damage per round; water within the range is evaporated at 5 cubic feet per round. You may activate or deactivate this ability as a swift action.


    Planar Dragons
    Spoiler
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    Battle Dragon:
    Allowed alignments: Chaotic Good, and Chaotic Neutral.
    Tutelary Skills: Diplomacy, Perform, Sense Motive
    Breath Weapon: Cone of sonic energy.
    Energy Resistance: Sonic.
    Lesser Aspect: Frightful Breath (Su): You gain a second breath weapon which is a cone of fear gas. Instead of dealing damage creatures within the cone must succeed on a Will save or be shaken for 4d6 rounds; this is a mind-affecting fear effect.
    Greater Aspect: Inspire Courage (Su): You may use the bardic music ability Inspire Courage a number of times per day equal to your Dragonsoul Acolyte level, as a bard 2 levels lower.
    Specialized Aspect: Battle Fury (Ex): 1/day per 8 Dragonsoul Acolyte levels you may enter into a Battle Fury in which you gain a +4 morale bonus to Strength, and Constitution, and +2 morale bonus to Will saves but suffer a -2 penalty to AC for 3 + Constitution modifier rounds; you may act freely while under this effect and do not suffer fatigue or similar after it ends.

    Chaos Dragon:
    Allowed alignments: Chaotic Neutral, Chaotic Good, and Chaotic Evil.
    Tutelary Skills: Balance, Tumble, Use Magic Device.
    Breath Weapon: Line of chaotic energy (when used roll 1d%, 1-20 = acid, 21-40 = cold, 41-60 = electricity, 61-80 = fire, 81-100 = sonic) deals d10s.
    Energy Resistance: +4 bonus to saves against Compulsion effects instead of Lesser Energy Resistance, increasing to +8 when you would gain Greater Energy Resistance. Once you would gain Energy Resistance whenever you have to make a saving throw against a Compulsion effect you may roll twice and take the better result. When you would gain Energy Immunity you instead gain Immunity to Compulsion effects.
    Lesser Aspect: Child of Chaos (Su): You may re-roll miss chances (regardless of source) and roll twice when using a magic item with a random effect (such as a Rod of Wonder). In addition your spells are unaffected by wild magic.
    Greater Aspect: Confusion Breath (Su): You gain a second breath weapon, a cone of confusing gas. Any creature within the cone must make a Will save or be confused for 1d6+1 round; this is a mind-affecting compulsion effect.
    Specialized Aspect: Bastion of Chaos (Su): You become surrounded by constant Magic Circle against Law, and Chaotic creatures within the area gain a +1 morale bonus to attack rolls.

    Ethereal Dragon:
    Allowed alignments: True Neutral, Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral.
    Tutelary Skills: Hide, Move Silently, Spellcraft.
    Breath Weapon: Cone of Force
    Energy Resistance: You gain resistance to Force damage equal to what you would normally gain against an energy type, increasing up to immunity at 15th level. In addition beginning at 7th level you are immune to the effects of Ether Cyclones.
    Lesser Aspect: See Invisibility (Su): You may see invisibility as the spell as a continuous effect.
    Greater Aspect: World Step (Su): 4/day you may move into the Ethereal from the Prime or the Prime from the Ethereal, carrying up to a heavy load. You may remain on the chosen plane for as long as desired. Activating this ability is a standard action.
    Specialized Aspect: Ethereal Strike (Su): You may attack creatures across the boundary between the material and ethereal planes; in addition all your melee attacks may affect incorporeal creatures as if they were made with ghost touch weapons.

    Howling Dragon:
    Allowed alignments: Chaotic Neutral or Chaotic Evil.
    Tutelary Skills: Intimidate, Jump, Listen
    Breath Weapon: Cone of howling sound (sonic).
    Energy Resistance: Sonic.
    Lesser Aspect: Maddening Breath (Su): When using your breath weapon you may release a cone of weakening gas which,instead of dealing damage, deals 1d6 Wisdom damage +1/2 dice your breath weapon would normally do. A successful Fortitude save negates this Wisdom damage, effects which would normally add to the damage dealt by your breath weapon do not add to the Wisdom damage dealt by this breath weapon.
    Greater Aspect: Winds of Insanity (Su): You may create a windstorm around you in a 20-ft radius. This has all the normal effects of windstorm force winds (normal ranged attacks through the area are impossible, siege weapons suffer a -4 penalty to attack rolls, all listen checks are made at a -8 penalty, small or smaller creatures must make a DC 18 Fort save or be blown away, with medium creatures which fail being knocked down, and even large creatures which fail are checked) blowing either clockwise or counterclockwise around you (your choice when you activate it). You do not suffer the penalty to Listen checks and do not need to make Fortitude saves to resist being blown regardless of your size. In addition creatures within the area suffer a -4 penalty to Wisdom (this penalty may not reduce their Wisdom to less than 1).
    Specialized Aspect: Child of Pandemonium (Ex/Su): You gain immunity to confusion spells and effects and deafness (this is Ex). In addition you may, as a standard action, dispel any magical silence effect created by anything less than a major artifact or god which includes you in its area of effect (this is Su).

    Oceanus Dragon:
    Allowed alignments: Any Good.
    Tutelary Skills: Diplomacy, Knowledge (the Planes), Swim
    Breath Weapon: Line of electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based)
    Greater Aspect: Dazing Breath (Su): You gain a second breath weapon, a cone of tranquilizing gas. This breath weapon does not deal damage but any creature within this cone must make a Will save or be dazed for 1d6+1 rounds.
    Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

    Pyroclastic Dragon:
    Allowed alignments: Lawful Evil or Neutral Evil.
    Tutelary Skills: Climb, Intimidate, Jump
    Breath Weapon: A cone which is half fire and half sonic (once Penetrate Resistance is gained you penetrate 10 points of each resistance whenever it is used); uses d10s.
    Energy Resistance: Fire.
    Lesser Aspect: Word of Destruction: You may use Shatter for 1 Spell Pool point; this never counts as a use of your highest level spell-like ability and ignores your spell level limit on Spell Pool. In addition you may use Incendiary Cloud as a 5th level spell for the purposes of your Spell Pool but must pay a 4 point surcharge when doing so.
    Greater Aspect: Disintegrating Breath (Su): By paying 4 Spell Pool Points you may use an alternate breath weapon which is a line of disintegrating force. Anything within the line must make a Fortitude save or be instantly destroyed (a large object caught in the path will only have the portion in the line destroyed) as if disintegrated and reduced to 0 hp; this is a disintegration effect. A successful Fortitude save negates this effect entirely.
    Specialized Aspect: Sonic Resistance (Ex): You gain Sonic Resistance/Immunity equal to that granted by your Energy Resistance/Energy Immunity class features.

    Radiant Dragon:
    Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
    Tutelary Skills: Diplomacy, Intimidate, Spot
    Breath Weapon: Line of Force (d8s)
    Energy Resistance: You gain resistance to damage from light effects equal to that which you would gain against an energy type. In addition you gain Immunity to Blindness at 3rd level, Force Resistance 10 at 7th, 20 at 11th, and 30 at 15th.
    Lesser Aspect: Blinding Breath (Su): When using your breath weapon you may release a cone of blinding light instead of dealing damage. Any creature within the area must make a Fortitude save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
    Greater Aspect: Healing Touch (Su): 3 times per day you may touch a creature (or yourself) as a standard action to heal them as if with a Heal spell as a supernatural ability. Use your Dragonsoul Acolyte level as your caster level in any place where it is needed and you can heal up to 200 hit points at level 20 instead of capping at 150.
    Specialized Aspect: Radiance (Su): As a standard action you can produce light up as if the target of a daylight spell but its spell level is considered to be equal to the number of dice of damage your breath weapon deals. Any evil creature within the bright illumination shed by this effect is dazzled. This effect last indefinitely or until you suppress it as a standard action.

    Rust Dragon:
    Allowed alignments: Lawful Neutral or Lawful Evil.
    Tutelary Skills: Appraise, Hide, Move Silently.
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Lesser Aspect: Rusting Breath (Su): You gain a 2nd breath weapon a cone of reddish-brown liquid which instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine.
    Greater Aspect: Rusting Body (Su): If you make a sunder attempt or attack against a metal object it must make a Reflex save (DC 10 +1/2 your class level + your Constitution modifier) or be destroyed. Any metal weapon with less than a +5 enhancement that hits you must also make a Reflex save or be destroyed. Finally if you successfully bite an opponent any metal armor they must make a Reflex save or any metal armor they are wearing is destroyed.
    Specialized Aspect: Metal Resistance (Su): You gain DR 5/non-metal.

    Styx Dragon:
    Allowed alignments: Any evil.
    Tutelary Skills: Bluff, Knowledge (History), Swim
    Breath Weapon: Line of clinging acid. This deals d8s for damage instead of d10s but also deals half damage 1 round later to any creature which was within the effect.
    Energy Resistance: Acid.
    Draconic Wings: You may trade Draconic Wings for Styx Adaptation; Styx Adaptation works like the Lesser Aspect Sea Dweller but also grants immunity to the memory draining effects of the River Styx.
    Lesser Aspect: Stupifying Breath (Su): When using your breath weapon you may release a cone of weakening gas instead of dealing damage which inflicts a 1d6 point Intelligence penalty +1/2 dice your breath weapon would normally do; this penalty may not reduce a creature’s Intelligence below 1. A successful Fortitude save negates this Intelligence penalty, effects which would normally add to the damage dealt by your breath weapon do not add to the Intelligence penalty dealt by this breath weapon. Beginning at 9th level this upgrades to Intelligence damage and can reduce a creature’s Intelligence to 0.
    Greater Aspect: Mind Draining Fangs (Su): Your bite attack deals inflicts 1d8 Int damage per strike (no save); you gain a +4 insight bonus to any Knowledge check which the target had ranks in for 1 minute after you bite them and may gain scatterings of information and memories they possessed at DM’s discretion.
    Specialized Aspect: Memory Surgeon: You can use the Modify Memory spell as a spell-like ability by spending 2; this never counts as your highest level spell for the use of Spell Pool and ignores your spell level cap from Spell Pool completely. In addition you may spend 20 points from your Spell Pool to use Programmed AmnesiaSpC as a spell-like ability (with its normal casting time).

    Tarterian Dragon:
    Alignments allowed: Chaotic Neutral or Chaotic Evil.
    Tutelary Skills: Listen, Sense Motive, Spot
    Breath Weapon: Line of Force.
    Energy Resistance: You gain a +4 bonus to saves versus Force based spells and effects at 3rd level, a +4 bonus to saves versus Charm and Compulsion effects at 7th, the ability to apply a Freedom of Movement effect to yourself for 1 round per level each day as a free action (rounds need not be consecutive) at 11th, a continuous Freedom of Movement effect upon yourself at 15th level.
    Lesser Aspect: Despairing Breath (Su): You gain a 2nd breath weapon a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per 2 class levels.
    Greater Aspect: Dragon Gaoler: You may use Maze as 4th level spell with Spell Pool paying a 2 point surcharge to do so, Imprisonment as a 5th level spell with Spell Pool and a 2 point surcharge, and Forcecage as a 5th level spell with Spell Pool and a 4 point surcharge; you may use Forcecage this way even though it normally would have a Material Component too expensive to be used via Spell Pool.
    Specialized Aspect: Dimensional Gaoler (Su): By spending a Spell Pool point as a free action for one round your natural weapons and breath weapon apply a dimensional anchor effect against any creature damaged by them, this dimensional anchor effect lasts for 1 round.


    Lung Dragons:
    Spoiler
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    Special: Instead of their normal specialized ability any Lung Dragonsoul Acolyte can select Plane Step as their second draconic aspect gaining the ability to use Plane Shift as a spell-like ability to transport themselves only (and up to their lift overhead) to the Spirit World (if it is used) or to the Prime Material Plane 1/day per 6 class levels.

    Draconic Wings: If you select a lung dragon other than Li Lung as your Tutelary Dragon instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.

    Chiang Lung Dragon:
    Allowed alignments: Any Lawful and True Neutral.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: A stream of water in a line. This deals d6s of bludgeoning damage and bull rushes creatures within its range as if you were a medium creature with a Strength bonus equal to your class level; you are considered to move with targets out to the maximum range of the line. A successful Reflex save prevents the bull rush and halves the damage as normal.
    Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Priest of Rain: You gain Create Water as a cantrip, you can use Control Water with your spell pool as if it were a 3rd level Sorcerer spell (it is still considered a 6th level spell-like ability), Control winds as if it were a 4th level Sorcerer spell (it is still considered a 5th level sla) and Control Weather as if it were a 5th level Sorcerer spell (it is still considered a 7th level sla). Finally you may use TsunamiSpC 1/day as if it were a 5th level Sorcerer spell but must pay an additional 16 spell pool points to do so (total 20).
    Specialized Aspect: Call Rain (Su): 1/day per class level the Dragonsoul Acolyte can create rain in a 2 mile radius, this rain lasts 2d4 hours and functions as ordinary rain. This requires a standard action.

    Li Lung Dragon:
    Allowed alignments: True Neutral, Lawful Neutral, Neutral Evil, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: You gain the ability to perform a Quake Stomp. This deals d8s of damage to all creatures touching the ground within range and knocks them prone. A successful Fortitude save halves this damage and prevents them from being knocked prone. Once you use this ability you may not use it or any breath weapon from this class for 1d4 rounds and while you have a breath weapon recharging from this class you cannot use this ability. You must be touching the ground to use this ability.
    Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
    Lesser Aspect: Burrow (Ex): Gain burrow speed = ½ base land speed.
    Greater Aspect: Priest of Earth: You can use any spell on the Cavern, Earth, or Metal domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Earthquake as if it were a 5th level spell with your spell pool but suffer a 2 point surcharge when doing so.
    Specialized Aspect: Roar (Ex): As a free action you may roar. This roar is so loud as to block out all other sounds within 60-ft effectively deafening all creatures within 60-ft.

    Lung Wang Dragon:
    Allowed alignments: True Neutral, Lawful Neutral, Neutral Evil, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: Line of steam dealing fire damage.
    Energy Resistance: Fire.
    Draconic Wings: A Pan Lung Dragonsoul Acolyte can trade their Draconic Wings ability for at-will Invisibility.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Sea Tyrant (Su): You gain a continuous Freedom of Movement effect, and as long as you are underwater you gain a +4 bonus to attack rolls, +4 dodge bonus to AC, and +2d6 damage with all natural weapons.
    Specialized Aspect: Rebuke of the Lung Wang (Su): This ability functions as Rebuke/Command undead but affects Animals, Humanoid (Reptilian), and Magical Beasts which are reptilian in nature as well as any aquatic subtype animal or magical beast and dragon turtles instead of undead creatures.

    Pan Lung Dragon:
    Allowed alignments: Any Lawful, or True Neutral.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: Line of ghostly fire (deals fire damage).
    Energy Resistance: Instead of gaining energy resistance/immunity you gain 1 daily use of Invisibility usable only on yourself at 3rd level, gaining an additional use at 7th and then 11th, and the ability to use it at-will beginning at 15th.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based)
    Greater Aspect: Water Fire (Su): As a swift action you may surround yourself with ghostly fire dealing 2d6+1/2 Dragonsoul Acolyte level fire damage to any creature striking you in melee, you may use this ability any number of times per day and it lasts until dismissed as a swift action or you take fire damage. Taking fire damage ends this ability immediately and you cannot reactive it for 1 round/5 point of fire damage (rounded up).
    Specialized: Turn Undead (Su): You gain the ability to Turn Undead as a cleric of your Dragonsoul Acolyte level.

    Shen Lung Dragon:
    Allowed alignments: Any Lawful, or True Neutral.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: Line of ghostly fire (deals fire damage).
    Energy Resistance: Electricity.
    Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
    Greater Aspect: Blessing of Fortune (Su): Whenever you need to roll a saving throw, roll it twice taking the better result.
    Specialized Aspect: Deadly Tail (Ex): You gain a tail attack like that which is granted by this class. When you gain the tail attack from this class at higher level you can use it as if your natural reach was 5-ft longer and it deals damage as if you were 1 size category larger.

    T’ien Lung Dragon:
    Allowed alignments: Any Lawful, or True Neutral.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: cone of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Rebuke Spirits (Su): Rebuke/command any creature with the spirit subtype, as well as any elemental, fey, incorporeal undead, or outsider with an alignment subtype (uses/day 3 + Cha mod).
    Specialized Aspect: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.

    Tun Mi Lung Dragon:
    Allowed alignments: Any Evil or True Neutral
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: Line of Electricity
    Energy Resistance: Air and Water: You gain resistance to damage from such effects as listed and +4 to saves versus these effects at 3rd, a re-roll against them at 7th, mettle/evasion against them at 11th, and total immunity to such effects at 15th.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Disciple of Divine Wind (Su): You can use Wind Wall and Gust of Wind for only 1 Spell Pool point each. You can use Control winds as if it were a 4th level Sorcerer spell, Control Weather as if it were a 5th level Sorcerer spell, and Whirlwind as if it were a 5th level Sorcerer spell but must pay an additional 2 Spell Pool Points to do so. Finally you may create Hurricane force winds within an area out to 1 mile by spending 12 Spell Pool points, these winds last for 1 hour.
    Specialized Aspect: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.


    Epic Dragons
    Spoiler
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    These work just like normal dragons.

    Force Dragon:
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device
    Breath Weapon: Cone of Force
    Energy Resistance: Force; once you have obtained immunity you may pass through barriers made of force freely as if they were not there, in fact you must consciously choose to be affected by any Force effect in any way (this is a free action which can be performed outside of your turn).
    Lesser Aspect: Blurred Form (Su): Your form is blurred slightly. Attacks against you suffer a 10% miss chance, increasing to 20% when you reach 14th level as a Dragonsoul Acolyte, as long as they are reliant upon sight. This is considered an illusion effect, and does not stack with concealment or similar miss chances.
    Greater Aspect: Master of Force: You treat all Force descriptor spells as if they were 1 level lower for the purpose of your Spell Pool and gain any Force descriptor spells treated as 0 level spells this way as Cantrips. When using Magic Missile as a spell-like ability you may by spending 1 Spell Pool Point Empower it, and by spending 2 Spell Pool Points you may Maximize or Quicken it (by spending 5 you may do all three). You may also use Bigby's Grasping Hand as a 5th level spell for your Spell Pool by paying a surcharge of 2 Spell Pool Points, and may use Forcecage as a 5th level spell with Spell Pool with a 4 point surcharge; you may use Forcecage this way even though it normally would have a Material Component too expensive to be used via Spell Pool.
    Specialized Aspect: Deflective Force (Su): You gain a Deflection bonus to AC equal to your Charisma modifier.

    Prismatic Dragon:
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device
    Breath Weapon: Cone of Prismatic Energy; this is a [light] based effect and destroys magic darkness with a spell level lower than the dice of damage it deals if its area of effect would include the origin of the magical darkness, although while destroying such darkness it deals no damage within its area. Whenever this ability is used it deals Fire, Acid, or Electricity damage determined randomly (1d6, 1-2 fire, 3-4 acid, 5-6 electricity). This ability deals d10s for damage.
    Energy Resistance: Light: You gain a scaling resistance to damage from light based effects as normal for a Dragonsoul Acolyte. In addition beginning at 3rd level you gain a +4 bonus to saves versus Blindness and Prismatic effects (such as Prismatic Spray, Prismatic Wall and the like). At Lv 7 this increases to immunity to blindness. At Lv 11 you gain total immunity to prismatic effects.
    Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your Dragonsoul Acolyte level.
    Greater Aspect: Prismatic Breath (Su): You gain a second breath weapon which is also a cone of prismatic energy. This functions as Prismatic Spray except it uses the area and save DC of your breath weapon, and is a supernatural ability (no SR, no concentration).
    Specialized Aspect: Deflective Force (Su): You gain a Deflection bonus to AC equal to your Charisma modifier.
    Last edited by Zaydos; 2014-08-31 at 10:26 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragon List: 1st Party Cont.


    Other Dragons:
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    Brown Dragon: (Monsters of Faerun)
    Allowed alignments: Any Evil.
    Tutelary Skills: Climb, Hide, Survival.
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Draconic Wings: May instead gain burrow speed equal to land speed.
    Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
    Greater Aspect: Sandstorm (Su): You can (at will) generate an aura of spinning sand 10-ft out; deals 2d6 damage to each creature within it per round they are within it. Also provides concealment. You do not take this damage, and can see through it freely. This also produces strong winds, which extinguish open flames, cause ranged attacks and listen checks through the area to suffer a -2 penalty, and Tiny or smaller creatures must make a DC 10 Fort save or be knocked down.
    Specialized Aspect: Summon Desert Companion: You may use your spell pool to summon Air Elementals or animals as if with Summon Nature’s. You may use Summon Nature’s Ally II as a 1st level spell for your Spell Pool, Summon Nature’s Ally III as a 2nd, Summon Nature’s Ally V as a 3rd, Summon Nature’s Ally VI as a 4th, and Summon Nature’s Ally VIII as a 5th level spell from your Spell Pool.

    Deep Dragon: (Monsters of Faerun)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Hide, Move Silently, Swim
    Breath Weapon: Cone of flesh-corrosive gas (acid).
    Energy Resistance: At Lv 3 you gain immunity to charm spells and effects. At Lv 7 you gain a continuous Supernatural See Invisibility ability. At Lv 11 you gain the ability to use True Seeing as a spell-like ability on yourself only 2 times per day. At Lv 15 you gain a continuous Supernatural True Seeing.
    Lesser Aspect: Snake Form (Su): You gain the ability to turn into a snake at-will. This functions like the ability alternate form but allows you to turn into any viper huge or smaller or a constrictor snake at 4th level, gaining dire snake and giant constrictor at 9th level. You retain your class based Strength and Constitution bonuses when using this ability and you may apply the ability score modifiers for a medium or smaller viper to your abilities instead of just using their average. Beginning at Lv 7 you can do this for large vipers or constrictor snakes, expanding it to huge vipers at Lv 10, giant constrictors at Lv 13, and dire snakes at Lv 16.
    Greater Aspect: Venomous Fangs (Ex): You gain poison on your bite attacks. This poison deals 1d6 Constitution damage as initial and secondary damage to any creature you bite which fails a Fortitude save (DC 10 +1/2 level + Con mod, deals 1d6 Con).
    Specialized Aspect: Dragon’s Liberty (Su): For a total time per day of 1 round per dragonsoul acolyte level you possess, you can act normally regardless of mundane or magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This ability is a supernatural ability.

    Fang Dragon: (Draconomicon)
    Alignments allowed: Any Chaotic or True Neutral.
    Tutelary Skills: Intimidate, Jump, Survival.
    Breath Weapon: Instead of a breath weapon you gain a Constitution damaging touch. You may use this ability as a Standard action inflicting it with either a melee touch attack or a melee natural weapon attack and dealing 1 point of Constitution damage per die of damage you would normally deal with your breath weapon. A successful Fortitude save negates this damage, and regardless of whether the attack hit or missed you may not use this ability or any breath weapon from this class for 1d4 rounds and may not use this ability when your breath weapon is recharging. In addition any bite attack you use deals 2 points of Constitution damage; a successful Fortitude save negates this Constitution damage.
    Energy Resistance: Instead of gaining Energy Resistance you gain DR ½ class level/magic beginning at Lv 3. At Lv 11 it becomes DR X/adamantine and magic and at Lv 15 it becomes DR X/-.
    Lesser Aspect: Sound Imitation (Ex): You can mimic any voice or sound you have heard, anytime you like. Listeners must succeed on a Sense Motive check opposed by your Bluff check to detect the ruse; you gain a +5 circumstance bonus to this check.
    Greater Aspect: Fast Healing (Ex): You gain Fast Healing 2.
    Specialized Aspect: Powerful Armaments (Ex): All your natural weapons deal damage as if you were 1 size category larger.

    Incarnum Dragon: (Magic of Incarnum)
    Allowed alignments: Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil.
    Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft
    Breath Weapon: Cone of resonating energy that separates incarnum from living matter. This deals d6s for damage and reduces the essentia capacity of each target by 1 point per die of damage; this reduction lasts for 1 hour. A successful Fortitude save, instead of Reflex, halves the damage and the essentia reduction. This breath weapon has no effect on objects.
    Energy Resistance: An Incarnum Dragonsoul Acolyte does not gain Energy Resistance/Immunity abilities, instead their Spell Pool ability is highly modified and it is folded into those modifications.
    Spell Pool: An Incarnum Dragonsoul Acolyte does not gain a Spell Pool as a normal Dragonsoul Acolyte. While they do still gain a small number of Spell Pool Points, Their max spell level for the purposes of the spell pool is always 0. Instead they gain the ability to shape and bind soulmelds from the Soulborn list, gaining Soulmelds, Essentia, and Chakra binds based on their level as shown below. An Incarnum Dragonsoul Acolyte may use Essentia granted by this class to fuel abilities which normally require points from the Spell Pool at a rate of 1 essentia = 2 Spell Pool points (if an ability requires an odd number of spell pool points the excess point is wasted), essentia used this way is refreshed when spell pool points would be.
    Level Soulmelds Essentia Chakra’s Unlocked Chakra Binds Spell Pool Points
    3 1 1 - 0 -
    4 2 1 - 0 2
    5 2 2 Crown 1 2
    6 2 2 - 1 3
    7 3 3 - 1 3
    8 3 3 Feet, Hands 1 3
    9 3 4 - 1 3
    10 3 4 - 2 3
    11 4 5 Brow 2 3
    12 4 5 - 2 3
    13 4 6 Arms, Shoulders 2 3
    14 5 6 - 2 4
    15 5 7 Throat 3 4
    16 5 7 - 3 5
    17 5 8 - 3 5
    18 6 9 Waist 3 5
    19 6 10 - 3 5
    20 6 12 Heart 4 6
    You still gain Cantrips, Talented Spells, and Signature Spell as normal for a Dragonsoul Acolyte gaining the ability to use the selected 1st and 2nd level spells from Talented and Signature Spell abilities in defiance of their max Spell Pool level.
    Lesser Aspect: Consume Essentia (Su): When you strike a creature that has essentia with your claws you drain 1 points of essentia from that creature per hit; essentia drained this way recovers at a rate of 1 point/hour. A successful Fortitude save (DC 10 +1/2 your class level + your Con modifier) negates this loss. When you successfully bite a creature with one or more soulmelds shaped they must make a Fort save (same DC) or have one soulmeld they possess immediately unshaped.
    Greater Aspect: Incarnum Radiance (Su): Choose 1 alignment which you have. You may use Incarnum Radiance as an Incarnate of your class level and the chosen alignment 1/day; you are treated as having Share Incarnum Radiance for this effect.
    Specialized Aspect: Knowledge of Timeless Souls (Su): Insight bonus to all Knowledge checks equal to +2 +1/3 class levels.

    Mercury Dragon: (Dragons of Faerun)
    Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Balance, Jump, and Tumble
    Breath Weapon: Line of intense, burning light (Fire)
    Energy Resistance: Fire.
    Lesser Aspect: Protected Sight (Ex): You gain immunity to blindness and dazzle, and a +4 on saves vs any light or pattern effect.
    Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
    Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

    Mist Dragon: (Dragons of Faerun)
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral
    Tutelary Skills: Bluff, Survival, and Swim
    Breath Weapon: Cone of scalding steam (fire).
    Energy Resistance: Fire.
    Lesser Aspect: Caustic Slime Breath (Su): You gain a second breath weapon a line of caustic green slime. Any creature within this line must make a Fortitude save or be sickened for 1d6+3 rounds.
    Greater Aspect: Mist Form (Su): By spending 2 Spell Pool Point you may assume a mist form. This functions like the spell Gaseous Form except it lasts until you dismiss it (as a standard action) and you retain full use of your breath weapons granted by Dragonsoul Acolyte and your fly speed in this form is equal to that granted by your Draconic Wings ability. Note: As your Spell Pool Powers are spell-like abilities that lack verbal and somatic components you may use them while in this form.
    Specialized Aspect: Acid Resistance (Ex): You gain Acid Resistance and Immunity equal to what is granted by your Energy Resistance and Immunity class features.

    Rattelyr Dragon: (Shining South)
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Climb, Hide, Move Silently.
    Breath Weapon: Cone of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
    Greater Aspect: Hood Extension (Su): You grow a cobra-like hood (this is Ex). As a standard action you may pay 2 Spell Pool Points to extend this hood. While this hood is extended you gain a spell turning effect (as the spell). Once this ability has affected 10 levels worth of spells, you are rendered unconscious, or you take a standard action to close the hood, the hood retracts once more, otherwise this ability lasts indefinitely.
    Specialized Aspect: Rattle (Su): You grow a tail ending in a rattle, or your existing tail grows a rattle (this is Ex). You may not use this tail to attack (until you gain the Tail ability). As a standard action you may spend 2 Spell Pool Points to rattling this rattle forcing any non-dragon creature within 60-ft of you when you begin to shake the rattle must make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 2d6 rounds + 1 round/2 dragonsoul acolyte levels you possess; creatures with 4 or less hit dice are panicked instead; this is a mind-affecting fear effect. In addition you may shake this rattle as a free action, for as long as you are shaking this rattle creatures within 60-ft of you must make a DC 15 Concentration check to cast spells, use spell-like abilities, or other abilities which require concentration.

    Sand Dragon: (Sandstorm)
    Allowed alignments: Any Chaotic or True Neutral.
    Tutelary Skills: Hide, Move Silently, Survival.
    Breath Weapon: Cone of flaying grit which deals slashing damage (d8s).
    Energy Resistance: Fire.
    Lesser Aspect: Burrow (Ex): You gain a burrow speed equal to half your base land speed.
    Greater Aspect: Sneak Attack (Ex): You gain the ability to sneak attack (as a the rogue ability) dealing +1d6 damage/5 dragonsoul acolyte levels you possess.
    Specialized Aspect: Earth-dweller (Ex): You gain Tremorsense out to 5-ft per dragonsoul acolyte level, and as long as you are standing on the ground or burrowing you gain a +2 to attack rolls and opposed Strength and/or Dexterity checks against creatures that are touching the ground.

    Shadow Dragon: (Draconomicon)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
    Tutelary Skills: Bluff, Hide, Move Silently.
    Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down).
    Energy Resistance: Beginning at 3rd level you gain a +4 bonus to saves against effects which inflict negative levels or energy drain and on saves to remove negative levels. Beginning at 7th level when you gain negative levels you may immediately make a Fortitude save to remove them; you do not suffer the penalty inflicted by the negative levels you are attempting to remove on this save and they still do not become permanent level loss if you fail this save unless you fail the save 24 hours later. Beginning at 11th level whenever you do gain 1 or more negative levels you may ignore their effects for a number of rounds equal to your Charisma modifier (track each negative level’s round ignored separately). Beginning at 15th level you are completely immune to negative levels and energy drain.
    Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
    Greater Aspect: Shadow Walker (Sp): You may pay 4 Spell Pool Points to use Shadow Walk as a Spell-like ability, 2 Spell Pool Points to use Dimension Door as a Spell-like ability, or 1 Spell Pool Point as a move action to teleport your land speed as a 2nd level spell-like ability. These effects ignore level limits on your Spell Pool.
    Specialized Aspect: Shadow Merge (Su): In any condition of illumination other than full daylight you may hide without cover or concealment.

    Steel Dragon: (Dragons of Faerun)
    Allowed alignments: Lawful Neutral and Lawful Good.
    Tutelary Skills: Bluff, Craft, Disguise, and Profession
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your class level.
    Greater Aspect: Poison Breath (Su): When using your breath weapon you may release a cone of poisonous gas which, instead of dealing damage, deals 1d8 Constitution damage +1/2 the dice your breath weapon would normally do (this is a poison effect). A successful Fortitude save negates this Constitution damage, and effects which would normally add to the damage dealt by your breath weapon do not add to the Constitution damage dealt by this breath weapon. Any creature which had to save against this effect, whether they succeeded or failed, must make another Fortitude save 1 minute later or suffer 1d8 Constitution damage +1/2 the dice your breath weapon would normally do.
    Specialized Aspect: Spell Shield (Su): Your spell resistance increases by 10 against spells of any level you can cast through your spell pool.

    Song Dragon: (Monsters of Faerun)
    Alignments allowed: Chaotic Good and Chaotic Neutral.
    Tutelary Skills: Bluff, Disguise, and Perform
    Breath Weapon: A cone of electrically charged gas (electricity).
    Energy Resistance: Electricity.
    Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    Greater Aspect: Infiltrator’s Guises (Su): Designate 3 forms you have assumed with “Thousand Faces” when in these forms you are considered to be in your natural form for the purposes of True Seeing and similar effects, and cannot be forced from them to your natural form. In addition you can alter your body with “Thousand Faces” further allowing you to reinforce it. Whenever you use “Thousand Faces” choose one of Strength, Dexterity, or Constitution and gain a +2 bonus to it. Ignore penalties to Disguise for race, gender, and age when using “Thousand Faces”
    Specialized Aspect: Truth’s Eyes (Su): As a free action you may simulate True Seeing for 1 round as a supernatural ability. You may use this ability a number of times per day equal to your dragonsoul acolyte level.


    Web Enhancements
    Spoiler
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    Both of these dragons are psionic dragons, one of them being a renegade breed of Gem Dragon while the other being a more generic psionic dragon, and use the Spell Pool for psionic powers accordingly.
    Ectoplasm Dragon:
    Alignments allowed: Any Chaotic and True Neutral.
    Tutelary Skills: Autohypnosis, Knowledge (Psionics), Psicraft
    Breath Weapon: A burst of flaming ectoplasm (whitefire). This burst is situated anywhere within the range that you would have for a line breath weapon and is 5-ft in radius with a 30-ft line, 15-ft radius with a 60-ft line and its radius increases by 5-ft for every 20-ft your line increases after that point.
    Energy Resistance: Fire.
    Lesser Aspect: Ectoplasm Shaman: You can use Shaper powers, and the Ectoplasmic Form power, with your Spell Pool as if they were Wilder powers (or Sorcerer spells, although augmentation must still be paid for) and can select them as Talented and Signature Powers.
    Greater Aspect: Astral Knight (Su): Ectoplasm laces your being. Your natural weapons are automatically considered ghost touch, and you may apply your natural armor against touch attacks (including incorporeal touch attacks). In addition you can coat your body with your ectoplasm to shield you from attacks. By spending 1 or more points from your Spell Pool as a standard action you reduce all hit point damage you would take except from mind-affecting effects by an amount equal to the number of Spell Pool Points spent; this functions similarly to energy resistance and Damage Reduction but applies even against untyped magical damage and gain half this bonus to Fortitude saves as a competence bonus. This ability lasts 1 minute per use, although you may pay a number of points equal to the amount used for this ability to extend it to 10 minutes, or equal to twice the amount use for this ability to extend it to 1 hour. While this ability is active your speed is reduced to one-half, you have an armor check penalty equal to half the amount of damage negation you paid for, and a maximum Dexterity bonus to AC equal to 6 minus the amount of damage negation you paid for.
    Specialized Aspect: Whitefire (Su): By spending a point from your Spell Pool as a swift action you may cloak yourself in an aura of Whitefire. This whitefire persists as long as you pay 1 point from your Spell Pool each round to maintain it. Any creature striking you in melee, except with a reach weapon, takes 1d6 fire damage per die of damage your breath weapon deals; like your breath weapon this effect benefits from your Pierce Resistance class feature if you have it.

    Obsidian Dragon:
    Alignments allowed: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
    Tutelary Skills: Appraise, Knowledge (Psionics), Swim
    Breath Weapon: A cone of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Fiery Kineticist: You can use Kineticist powers with your Spell Pool as if they were Wilder powers (or Sorcerer spells, although you must still pay for Augmentation, if you are non-psionic). In addition when using a Power from the Psychokinesis discipline to deal fire damage you may pay a 1 Spell Pool Point surcharge to fully augment it instead of paying the full 4 points if this surcharge would result in a lower total cost.
    Greater Aspect: World-Wright (Sp): You gain the ability to use the Genesis power 1/week (with its normal casting time) as a Psi-like ability.
    Specialized Aspect: Raging Intellect (Ex): You gain a permanent +2 to your Intelligence, unlike normal Intelligence increases this increases your skill points retroactively.


    Deities and Vestiges
    Spoiler
    Show
    Draconic gods, and even the vestige Ashardalon, might be considered accepted Tutelary Dragons depending upon the DM. In the case of gods this makes the character more directly a dragon priest, as they serve in that position to their Tutelary Dragon, and requires that the deity also be their Patron God. You are also expected to abide by any rules of conduct that they hold their clerics to, and they can cut off your ability to draw power from them as Tutelary Dragon as easily as a god can cut off their cleric.

    At a DM's discretion Kurtulmak, the god of kobolds, can also be included as he is according to in universe mythology either the son of Tiamat or raised to godhood by Io.

    Aasterinian
    Allowable alignments: Any Chaotic.
    Tutelary Skills: Bluff, Diplomacy, Sleight of Hand
    Breath Weapon: A line of fire.
    Energy Resistance: Fire.
    Lesser Aspect: You may use spells from the Luck, Travel, and Trickery domains with your Spell Pool, and spell from them cost 1 less Spell Pool point (to a minimum of 1) to use.
    Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect..
    Specialized Aspect: Spiral of Degeneration (Su): You gain an additional breath weapon, a cone of chaotic magical energy which disrupts magic in the area. Any creature capable of casting spells loses 1 spell of each spell level they have up to spells with a level equal to your breath weapon dice (if you have 5d10 breath weapon they lose 1 spell of each level 5 or lower). Any magic items within the area have to make a Will save; on a failure single use items are destroyed, items with charges lose 1 charge per die of damage your breath weapon normally deals, and other items cease functioning for 1d6+1 rounds.

    Astilabor
    Allowable alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Appraise, Knowledge (Nobility and Royalty), Spot
    Breath Weapon: Line of electricty.
    Energy Resistance: Electricity.
    Lesser Aspect: Expanded Hoard: You can benefit from a hoard of up to double the normal size.
    Greater Aspect: Blessing of Wealth (Su): Items which you have that grant you enhancement bonuses to ability scores grant you +2 to that score. Enhancement bonuses you receive from magic armor, weapons, and shields are considered 1 higher (this does not apply to enhancement bonuses that the items have due to spells). Deflection bonuses, enhancement bonuses to natural armor, shield bonuses and armor bonuses you gain from magic items which grant them directly (as opposed to through being armor or shields) are increased by 1. Bonuses to your skill checks and saving throws from magic items are also increased by 1. Finally when using an item with daily charges you gain 1 bonus daily charge on that item each day.
    Specialized Aspect: True Oligarch (Su): You know at a glance someone's relative wealth to you (greater, less, or equal). If you are wealthier than a creature you gain a +6 competence bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature.

    Ashardalon: The red dragon who nearly won in a bid for godhood and became a powerful vestige (see Dragon Magic).
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Appraise, Knowledge (the Planes), Search.
    Breath Weapon: Cone of Fire
    Energy Resistance: Fire.
    Spell Pool: An Ashardalon Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and they may expel a bound vestige as a standard action at no cost and with no penalty for doing so. They must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. Dragonsoul Acolyte has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time. An Ashardalon Dragonsoul Acolyte treats Ashardalon as a 7th level vestige to determine whether he can be bound.

    An Ashardalon Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

    If you have the ability to bind vestiges from another source (binder levels, vestige priest levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.

    Spoiler: Binding Table
    Show
    Dragonsoul Acolyte Level Effective Binder Level Maximum Vestige Level Improved Binding
    4 3 2nd 3rd
    5 3 2nd 3rd
    6 4 2nd 3rd
    7 5 3rd 4th
    8 6 3rd 4th
    9 6 3rd 4th
    10 7 4th 4th
    11 8 4th 5th
    12 9 4th 5th
    13 9 4th 5th
    14 10 5th 6th
    15 11 5th 6th
    16 12 6th 6th
    17 12 6th 6th
    18 13 6th 7th
    19 14 6th 7th
    20 15 7th 8th

    Lesser Aspect: Tanar'ric Resistances (Ex): You gain Acid, Cold, and Electricity resistance 10 and a +4 bonus to save versus Poison.
    Greater Aspect: Soul Dominion: You automatically succeed at all binding checks, and may have an additional vestige bound at a time (if you have multiple sets of maximum vestiges bound select one pool to apply this too). If you use your Spell Pool to expel or bind a vestige you may expel or bind 2 vestiges (up to your maximum number you may bind with your Spell Pool at once) instead of 1; you must pay Spell Pool Points for the durations of these vestiges separately but not to expel them or to bind them more quickly (for example expelling 2 vestiges as a free action would cost 1 spell pool point, while binding 2 max level vestiges for 10 minutes each would cost 6 Spell Pool Points as a standard action and 7 as a swift). Finally you may use vestige abilities that have a recharge time measured in rounds 1 round more quickly than normal (4 rounds instead of 5, 3 rounds with Rapid Recovery).
    Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

    Bahamut
    Allowable alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Diplomacy, Knowledge (Religion), Sense Motive
    Breath Weapon: A cone of cold.
    Energy Resistance: Cold.
    Lesser Aspect: Tempest Breath: You gain the Tempest Breath meta-breath feat (see Draconomicon) as a bonus feat and may apply it without increasing your breath weapon's recharge time.
    Greater Aspect: Discorporating Breath (Su): You gain another breath weapon a line of blue-white energy. To use this breath weapon requires you to pay 3 Spell Pool Points and it deals double the normal dice of damage in d10s. Creatures and magic items struck by it are allowed both a Fortitude save and a Reflex save to half the damage, and any creature or object reduced to 0 hit points by this effect is disintegrated leaving only dust.
    Specialized Aspect: Divine Grace (Su): You gain the Divine Grace ability as the paladin ability of the same name (you add Charisma to saving throws).

    Chronepsis
    Allowable alignments: True Neutral.
    Tutelary Skills: Listen, Search, Sense Motive.
    Breath Weapon: A cone which disintegrates living matter. Living creatures within the area take damage (in d8s) with a Fortitude save (instead of Reflex) for half, being turned to nothing more than a small pile of dust if they are reduced to 0 hit points.
    Energy Resistance: Instead of the normal energy resistance at 3rd level you gain Acid, Cold, Electricity, Fire, and Sonic Resistance 5. This increases to 10 at 7th level, 20 at 11th level, and 30 at 15th level.
    Spell Pool: You gain access to Divination spells all base class spell lists, and may treat such spells as 2 levels lower for the purposes of the Spell Pool. You may ignore the material component required for True Seeing to determine whether you can use it with your spell pool or not.
    Lesser Aspect: Uninterfering Watcher (Su): As long as you are not interfering in events concerning a creature* you are protected by it as if by a Sanctuary spell. The Will save DC for this effect is 10 + 1/2 your dragonsoul acolyte level + your Charisma modifier. This protection resumes against a creature 1 hour after you have stopped interfering in events concerning them.
    Spoiler: *
    Show
    Fighting a creature or its allies is interfering with it. Trying to rob a creature is interfering with it. Traveling a road that the creature has decided to enforce a toll on is not, nor is simply moving through a creature's territory, but poaching a creature's food supply or animals would be as would be damaging its belongings. Aiding creatures attacking a creature is also interfering. Trying to stop a creature's plans is interfering with events concerning it, as is saving the creature's life.

    Greater Aspect: Final Judgment (Su): You deal +3d6 damage with your natural weapons to creatures at below half health and they suffer a -4 penalty on all saving throws against your breath weapon. In addition when you kill a creature, or destroy an undead or deathless creature, you may determine the final destination of its soul, selecting which plane it ends upon; creatures you slay cannot return as a ghost, and ghosts you destroy cannot revive with their rejuvenation ability.
    Specialized Aspect: Unseen Watcher: You gain the ability to use Invisibility as a spell-like ability at-will except it has a 1 round duration, or with its normal duration by spending 1 Spell Pool Point. By spending 1 spell pool point as a free action you may become invisible even to See Invisibility for that round (you must still be under an invisibility effect), by spending an additional 1 (total 2) you are invisible to special senses (blindsight, mindsight, life sense), and by spending another one (total 3) you cannot be seen even by a True Seeing effect.

    Faluzure
    Allowable alignments: Any Evil.
    Tutelary Skills: Knowledge (Religion),
    Breath Weapon: Cone of billowy shadows which inflicts negative levels. This ability inflicts 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Fortitude save halving the negative levels inflicted (rounded down)..
    Energy Resistance: Cold.
    Lesser Aspect: Paralyzing Touch (Su): As part of any natural weapon attack you make which successfully hits a target you may pay 4 Spell Pool Points to cause it to paralyze the target. The target is allowed a Fortitude save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier), and if they fail they are paralyzed for 1d4 rounds, increasing to 1d6 at 7th level, 1d8 at 11th, 1d10 at 14th, and 2d6 at 17th.
    Greater Aspect: Body of the Night Dragon (Ex): Your flesh falls off in sloughs as life ceases throughout your body and the negative energy of Faluzure the Night Dragon fills you. Your type becomes Undead with the Augmented Dragon subtype (in addition to whatever other subtypes you may possess). You no longer have a Constitution score; Constitution based save DCs (such as your Breath Weapon's) are now Charisma based for you, and you gain bonus hit points equal to your Charisma modifier on each hit die. You also gain DR 5/bludgeoning.
    Specialized Aspect: Electricity Resistance (Ex): You gain electricity resistance and immunity equal to that granted by your energy resistance and immunity class features.

    Garyx
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Intimidate, Jump, Spot.
    Breath Weapon: Cone of Fire
    Energy Resistance: Fire.
    Lesser Aspect: Flaming claws (Su): Your natural weapons (whether claws or not) gain the Flaming weapon quality.
    Greater Aspect: Aspect of the Destroyer (Ex): Your melee attacks deal +5 damage per attack, this damage increases to +10 before multiplier on a critical hit. You gain a +5 bonus to Strength checks made to break objects and deal double damage to objects.
    Specialized Aspect: Garyx's Strength (Ex): You gain a +2 untyped bonus to your Strength score.

    Hlal
    Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Bluff, Diplomacy, Sleight of Hand.
    Breath Weapon: Line of Acid
    Energy Resistance: Acid.
    Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    Greater Aspect: Master of Trickery: You may use Illusion spells as if they were 1 level lower for the purposes of your Spell Pool and select any Illusion spell considered Lv 0 for your spell pool as a Cantrip. You immediately gain a bonus Cantrip.
    Specialized Aspect: Free of Restraints (Su): You may constantly act as if under the effects of a Freedom of Movement spell.

    Kurtulmak
    Allowable alignments: Lawful Evil, Lawful Neutral, and Neutral Evil
    Tutelary Skills: Craft (Trapmaking), Knowledge (Architecture and Engineering), Search.
    Breath Weapon: Cone of acid.
    Energy Resistance: Acid.
    Lesser Aspect: Trap Seeker (Ex): You gain the Trapfinding ability (as the rogue ability of the same name), and Trap Sense as a rogue of your level.
    Greater Aspect: Builder of Works (Su): You can use any spell on the Cavern, Earth, and Kobold domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use Make Whole as if it were a sorcerer spell, Fabricate as if it were a 4th level spell on your list, and Move Earth and Greater Stone Shape as 5th level spells.
    Specialized Aspect: Slight Build (Ex): Your body shrinks slightly. You are treated as one size category smaller than your actual size whenever it is beneficial.

    Lendys
    Allowed alignments: Any Lawful.
    Tutelary Skills: Concentration, Sense Motive, Spot.
    Breath Weapon: Cone of cold
    Energy Resistance: Cold.
    Draconic Wings: Like Lendys's manifestation you lack wings. Instead you gain a supernatural ability to fly at your base land speed with good maneuverability.
    Lesser Aspect: Unswerving Justice (Su): You gain a +4 bonus on Will saves against mind-affecting effects. If a creature attempts to use a mind-affecting effect on you, you gain a +2 morale bonus to attack and AC against that creature for a number of rounds equal to your Charisma modifier (minimum 1).
    Greater Aspect: Pay like unto like (Su): As a standard action you may pay 4 Spell Pool Points to deal damage to 1 creature within 30-ft equal to the damage it dealt another single creature since the beginning of the target's last turn. There is no save to resist this effect and the damage is pure divine force which ignores energy resistance, damage reduction, and energy immunity.
    Specialized Aspect: Eyes that See All (Su): You gain a +6 competence bonus to Spot and Search checks. By paying 2 Spell Pool Points you may use True Seeing as a spell-like ability on yourself only, while this ability is active your eyes glow brightly, producing bright light in a 60-ft cone ahead of you (this interacts with magical darkness as normal for magical light, and is considered a 6th level spell effect).

    Sardior
    Allowable alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Appraise, Knowledge (Nobility and Royalty), Spot
    Breath Weapon: Line of force (d8s).
    Energy Resistance: Cold.
    Spell Pool: Sardior is a psionic dragon (and a gem dragon) and grants Wilder powers instead of Sorcerer spells.
    Lesser Aspect: Deep Pool (Su): You gain 4 bonus Spell Pool Points.
    Greater Aspect: Ruby of the Mind: Any power you use through your Spell Pool is always fully augmented (you do not have to pay 4 Spell Pool Points minimum)
    Specialized Aspect: Unclosed Mind: You gain access to all Discipline power lists and gain 3 Spell Pool Points.

    Tamara
    Allowable alignments: Any Good.
    Tutelary Skills: Diplomacy, Gather Information, Heal.
    Breath Weapon: Cone of cold.
    Energy Resistance: Cold.
    Lesser Aspect: Touch of Tamara (Su): You gain the ability to heal creatures with a touch. This functions as a the Lay on Hands ability of a paladin of your level but you may spend points from your spell pool to refill it, 1 point refilling it by 25%, or 4 points fully; refilling this pool this way is a standard action.
    Greater Aspect: Healing Grace: You may use your spell pool to cast Conjuration (Healing) spells from the cleric spell list as if they were Sorcerer spells 1 level lower; you may also cast Revivify with your spell pool despite its material component. In addition when using a Conjuration (Healing) spell you can use it as a swift action (if it is normally a standard action or less) or with a range of close if it is normally touch, or pay 1 Spell Pool Point to gain both benefits.
    Specialized Aspect: Mercy of Tamara (Su): All attacks made by or against creatures within 30-ft of you deal nonlethal damage to living creatures unless the attacker takes a -4 penalty to hit, spells and spell-like abilities deal nonlethal damage in this area as well unless the caster succeeds on a DC 20 + Spell level Spellcraft check. You may suppress or reactivate this aura as a Standard action.

    Tiamat
    Allowable alignments: Lawful Evil, Lawful Neutral, and Neutral Evil
    Tutelary Skills: Bluff, Intimidate, Spot.
    Breath Weapon: When you gain this ability choose one of: Cone of Fire, cone of cold, cone of acid, line of acid, or line of electricity.
    Energy Resistance: You gain immunity to the damage dealt by your chosen breath weapon.
    Lesser Aspect: Prophet of the Dragonmother (Su): You gain a +4 bonus to Charisma based checks made to deal with Evil dragons and dragonblooded creatures and they instinctively recognize you as one of Tiamat's servants. In addition you are protected as from Evil dragons and dragonblooded creatures if by a Sanctuary spell (Will save DC 10 + 1/2 Dragonsoul Acolyte level + Charisma modifier), this effect is not broken if you attack a creature, but if you attack an Evil dragon or dragonblooded creature it is broken for all creatures present who are aware it was you. It begins working against them once more after 1 hour.
    Greater Aspect: Visage of Tiamat (Su): By spending 3 Spell Pool Points as a swift action you can conjure forth four additional heads, each with the appearance of the head of one of the five chromatic dragons, your own head taking on the appearance of the fifth. You can make bite attacks with these heads (these attacks are identical to your pre-existing bite attacks), you head gains one of the flaming, frost, acidic, or shock weapon properties and each of these four heads get one of them until 1 has each and a second has acidic. If you use your Tutelary Dragon's breath weapon while this effect is active you fire a cone of cold, a cone of fire, a cone of acid, a line of electricity, and a line of acid; the areas of these breath weapons may overlap but if they do they do not deal any extra damage instead dealing to each target whichever energy type dealt by the overlapping areas that is most effective against that creature and forcing the creature to make a Reflex save for each area of effect they are in and are considered to have failed the save against the breath weapon unless they succeed at all of them. You must pay 1 Spell Pool Point at the beginning of each of your turns to maintain the heads for an additional round.
    Specialized Aspect: Five Breaths of the Goddess (Su): By performing a 10 minute ritual you can change your breath weapon to one of the other options available at 1st level; your energy resistance/immunity abilities changing to match. By spending 1 Spell Pool Point you may do this as a standard action, by spending 4 Spell Pool Points you may do this as a Swift action, and by spending 6 Spell Pool Points you may do this as a free action.
    Last edited by Zaydos; 2014-09-08 at 07:21 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragon List: 2nd Party (Dragon Magazine)


    Dragon Magazine Compendium
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    Orange Dragon
    Allowed alignments: Any Evil or True Neutral.
    Tutelary Skills: Hide, Survival, Swim.
    Breath Weapon: Line of explosive ooze. Breathed out as a line dealing no damage (Reflex negates). 2 rounds later it explodes in a 15-ft radius burst centered on each creature that failed their save dealing d8s for damage. Creatures covered in the slime take full damage (no save), while other creatures within the area of the explosion are allowed a Reflex save for half damage. You are immune to this damage, and no creature takes damage from a single instance of this breath weapon more than once regardless of how many overlapping explosion areas they are in.
    Energy Resistance: An Orange Dragonsoul Acolyte does not gain energy resistance as normal. At 3rd level they gain +4 on saves vs Poison. At 7th they gain a Swim speed equal to their base land speed. At 11th level they gain the ability to breathe water as easily as air and use their breath weapon normally when underwater. At 15th level they gain immunity to poison.
    Lesser Aspect: Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
    Greater Aspect: Timed Detonation (Su): You can choose to have your breath weapon detonate immediately or up to 1 minute after use instead of 2 rounds later than initial use. This choice is made when you use your breath weapon, but you may spend a standard action to explode it prematurely.
    Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

    Purple Dragon
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Hide, Move Silently.
    Breath Weapon: Cone of Force (d8s).
    Energy Resistance: Force.
    Lesser Aspect: Brilliant Burst Breath (Su): You gain a 2nd breath weapon. Instead of dealing damage this breath weapon manifests as a burst of light centered on yourself. Creatures other than yourself within the area must make a Fortitude save or be permanently blinded. This is a 10-ft radius when your line is 30-ft, increasing to 30-ft at 60-ft line, and is 40-ft smaller in radius than your line's length once your line extends beyond 60-ft.
    Greater Aspect: Blade of Force (Su): By expending your breath weapon you can create a sword of glowing energy. You treat this as a held weapon, but do not apply your Strength bonus to damage with this weapon. Attacks made with this force sword ignore all physical barriers acting as an incorporeal touch attack and each hit deals half the damage of your breath weapon (no save). This blade lasts until the end of your turn.
    Specialized Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

    Yellow Dragon
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Balance, Swim, Tumble.
    Breath Weapon: Cone of Salt dealing Dessication Damage (see Sandstorm, otherwise treat as untyped with no damage to non-living creatures) in d8s.
    Energy Resistance: Dessication; this functions as normal but applies against dessication damage instead of one of the common energy types.
    Draconic Wings: Instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
    Specialized Aspect: Wind Racer (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 60-ft. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.


    Ferrous Dragons
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    Chromium Dragon (Dragon #356)
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Appraise, Bluff, Jump.
    Breath Weapon: Line of solid ice (cold damage).
    Energy Resistance: Cold.
    Lesser Aspect: Freezing Crystals (Su): You gain a 2nd breath weapon a cone of freezing crystals which cling to a creature. A creature within this cone takes 1d4 Dexterity damage + 1 per 2 dice of damage your breath weapon would normally deal. A successful Fortitude save halves this damage.
    Greater Aspect: Shatterfrost (Su): Your natural weapon attacks deal +2d6 cold damage, this cold damage benefits from your Pierce Resistances ability. In addition when you make an attack with a natural weapon you may spend 1 to 3 points from your spell pool as part of the attack dealing 2 points of Dexterity damage to any creature not immune to cold per point spent. A creature reduced to 0 Dexterity by this effect is rendered into a crystalline form, similar to if they had been the target of Flesh to Stone but becoming crystalline instead of stone (and thus vulnerable to shatter and similar effects).
    Specialized Aspect: Ice Armor (Su): When wearing metal armor you may, as a standard action, spend Spell Pool Points to reinforce it with magically crafted ice. Your armor's armor bonus to AC increases by +1 per Spell Pool Point you spent, your armor check penalty is reduced by an amount equal to the points spent, your maximum Dexterity bonus to AC is increased by +1 per 3 points spent and any creature striking you in melee takes 2 cold damage per point spent. You may spend no more than 1 Spell Pool Point per 3 levels this way and these benefits last for 1 hour.

    Cobalt Dragon (Dragon #356)
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Craft, Hide, Jump.
    Breath Weapon: Line of magnetic force dealing Force damage (d8s); you are immune to the breath weapons of Cobalt dragons and they are immune to yours.
    Energy Resistance: Electricity.
    Lesser Aspect: Repelling Breath: When you use your force breath weapon (or other breath weapon which deals force damage) you also bull rush creatures in the line. When you bull rush a creature this way you make the check with a bonus of +4 + your Constitution + the number of dice the breath weapon would normally have dealt instead of using your normal size and strength modifier for bull rush checks. You may push a creature more than 5-ft with this ability as if you were moving along with them.
    Greater Aspect: Thunder Snares (Su): By spending a standard action and a number of spell pool points you may create a series of electric runes which serve as traps for your enemies. These runes are subtle things requiring a Spot check DC 20 plus your class level to see (as a reaction or active spot check) or a Search check DC 10 plus your level to find (as an active action on the target's part). When a creature enters a square bearing one of these runes it triggers dealing 10d6 electricity damage in that square and all adjacent squares (Reflex halves). A creature does not trigger runes unless it enters a square with them it was not already in. You may only put 1 rune in any given square and no two runes may be closer than 10-ft from each other (there must be one square between each rune). These runes last 24 hours, but a successful Disable Device check (requiring 1 full round, DC is 15 + your class level) can be used to destroy them.
    Specialized Aspect: Island of Solitude (Ex): As long as no allied creature is within 15-ft of you, you gain a +2 bonus to attack rolls, a +2 Dodge bonus to AC, a +4 bonus to melee damage, and +1 damage/die with your breath weapon.

    Iron Dragon (Dragon #356)
    Allowed alignments: Any Lawful and True Neutral.
    Tutelary Skills: Disguise, Gather Information, Jump.
    Breath Weapon: Cone of superheated sparks dealing half fire and half electricity damage (d10s).
    Energy Resistance: Fire.
    Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
    Specialized Aspect: Gruaghlothor's Telepathy (Su): You gain telepathy out to 100-ft. In addition you may link with a number of willing creatures up to your Charisma modifier; this requires touching the creature and spending a standard action. You may read these creatures' minds as if using Detect Thoughts as a swift action at-will, this ability functions even when they are more than 100-ft away from you. As long as these creatures are within your telepathy range, you and them gain an additional +2 to hit when flanking a target with you or a creature you are linked to, and grant a +4 bonus instead of +2 when using aid another when dealing with each other as you act as a telepathic node to coordinate efforts.

    Nickle Dragon (Dragon #356)
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Hide, Swim.
    Breath Weapon: Cone of corrosive gas (acid damage, d10s).
    Energy Resistance: Acid
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Cloud of Irritation (Su): You are continuously surrounded by a cloud of mild corrosive which irritates the skin and flesh of creatures within 20-ft of you. This irritation causes creatures within the aura to suffer a -4 penalty to AC, a -2 penalty to attack rolls and Dexterity based checks for as long as they are within this aura and 1d4 rounds thereafter. A successful Fortitude save prevents these penalties and grants immunity to this effect for 24 hours. Creatures non-living creatures, creatures immune to acid or with acid resistance 20 or higher, oozes, elementals, and plants are immune to this effect.
    Specialized Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

    Tungsten Dragon (Dragon #356)
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Gather Information, Spellcraft, and Survival.
    Breath Weapon: Cone of blasting sand dealing half fire and half bludgeoning damage (d10s).
    Energy Resistance: Fire.
    Lesser Aspect: Immolation (Su): As a standard action you may cause 1 or more creatures within 60-ft of you to burst into flames. This costs 2 points from your Spell Pool per target and deals 1d6 fire damage per Dragonsoul Acolyte level to each target, who then catches on fire taking 1d6 fire damage + 1d6 per 4 Dragonsoul Acolyte levels you possess for a number of rounds equal to your Charisma modifier or 1/4th your Dragonsoul Acolyte level (whichever is smaller); this fire resists most attempts to extinguish it but total submersion in sand, water, or another similar substance will extinguish it. Targets are allowed a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte + your Charisma modifier) to half the initial damage and prevent them from catching on fire.
    Greater Aspect: Concealing Sands (Su): By spending a point from your Spell Pool as a swift action you may surround yourself with a cloud of sand which extends from you 20-ft. This sand grants any creature within it concealment, and total concealment against creatures if they have at least 5-ft of sand between them and the creatures. This sand even obscures blindsight, granting creatures within it concealment even against creatures with blindsight. You can see through the sand with some skill, creatures outside of it gain concealment against you, but creatures within it gain no concealment against you.
    Specialized Aspect: Hound Evil (Su): You can sense evil creatures within 30-ft as if you had blindsense. You know that such creatures are evil, and the strength of their aura of evil.


    Planar Dragon
    Spoiler
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    Adamantine Dragon (Dragon #321)
    Allowed alignments: Lawful Good and Neutral Good.
    Tutelary Skills: Heal, Intimidate, Tumble
    Breath Weapon: Line of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Adamantine Form (Ex): Your natural weapons overcome damage reduction as if they were adamantine. In addition you gain DR 2/adamantine.
    Greater Aspect: Holding Breath (Su): You gain a 2nd breath weapon a cone of hold monster gas. Any creature within the area must make a Will save or be held for 1d4+1 rounds. This is a mind-affecting compulsion enchantment effect.
    Specialized Aspect: Powerful Armaments (Ex): Your natural weapons deal damage as if you were 1 size category larger.

    Arboreal Dragon (Dragon #321)
    Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Climb, Spellcraft, Survival
    Breath Weapon: Cone of thorns (d8s).
    Energy Resistance: Acid.
    Lesser Aspect: Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
    Greater Aspect: Fey Curse: You may use Bestow Curse, Baleful Polymorph, Tasha's Hideous Laughter, Blindness/Deafness, and Geas/Quest from your spell pool as if they were each 1 level lower. By paying a 4 Spell Pool Point surcharge you may use Greater Bestow Curse and Otto's Irresistible Dance as if they were 5th level Sorcerer spells for the purpose of your Spell Pool, and by paying a 2 point surcharge you may use Insanity as if it were a 5th level spell for the purpose of your Spell Pool.
    Specialized Aspect: Fey Warding (Ex): You gain sonic resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features and once you reach 15th level immunity to enchantment spells and effects.

    Astral Dragon (Dragon #344)
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Knowledge (Religion).
    Breath Weapon: Cone of scouring planar dust dealing untyped damage (d6s).
    Energy Resistance: Instead of gaining energy resistance/immunity as normal you gain the following abilities. At 3rd level you gain the ability to detect extraplanar creatures as a 1st level spell-like ability usable at-will; this functions as detect evil except it reveals extraplanar creatures instead of evil ones and functions in a 30-ft radius around yourself instead of a 60-ft cone; on the 1st round you learn whether there are extraplanar creatures or objects within range, on the 2nd you learn the number of such auras within range, and on the 3rd round you can learn the location of each aura and the native plane of one creature or object with such an aura. At 7th level you gain DR equal to one-half your class level overcome with good or evil weapons (this is a supernatural ability). At 11th level you gain Astral Familiarity granting you a +8 to your Wisdom for the purpose of traveling through the Astral Plane. You do not gain an additional ability at 15th level (although your damage reduction continues to improve).
    Lesser Aspect: Dismissing Breath (Su): You gain a 2nd breath weapon a line of planar energy which dismisses extraplanar creatures. Extraplanar creatures within this line must make a Will save or be returned to their home plane as the spell dismissal.
    Greater Aspect: Null Gravity Aura (Su): You radiate an aura of null gravity. Within 60-ft of you the plane is treated as having no gravity as its gravity trait. Creatures cannot walk normally and flying creatures other than you must make a DC 15 Wisdom check to fly successfully. You may suppress or reactivate this ability as a swift action.
    Specialized Aspect: Call Astral Curtain (Su): By spending 10 minutes, and 4 points from your Spell Pool you may create a portal to the Astral Plane. This portal remains open for 3 rounds. You are not considered extraplanar on the Astral Plane.

    Axial Dragon (Dragon #321)
    Allowed alignments: Any Lawful.
    Tutelary Skills: Intimidate, Sense Motive, Spellcraft.
    Breath Weapon: Cone of Force (d8s).
    Energy Resistance: Acid.
    Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
    Greater Aspect: Implacable Form (Su): By spending 3 points from your Spell Pool as a Standard action you can gain immunity to one of the following for 1 hour: Mind-affecting effects; death effects; disease and poison; nonlethal damage; polymorph effects; cold damage; or sneak attacks and critical hits.
    Specialized Aspect: Fire Retardant (Ex): You gain Fire resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features.

    Beast Dragon (Dragon #321)
    Allowed alignments: Neutral Good or Chaotic Good.
    Tutelary Skills: Hide, Move Silently, Survival
    Breath Weapon: Cone of cold and electricity. Half the damage dealt is cold and half is electricity (d10s).
    Energy Resistance: Electricity.
    Lesser Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
    Greater Aspect: Mighty Horn (Ex): You gain a gore attack dealing 1d8 damage if medium sized usable as a primary natural weapon if you have no other primary natural weapons or choose to use them as secondary ones, or as a secondary natural weapon. This horn deals double damage on a charge and, if used as a primary natural weapon on a charge, damage as if it were your only natural weapon. In addition you gain a +2 to hit with your Gore attack on a charge.
    Specialized Aspect: Cold Adapted (Ex): You gain Cold resistance/immunity equal to the amount granted by your Energy Resistance/Immunity class features.

    Chole Dragon (Dragon #344)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Intimidate, Sense Motive.
    Breath Weapon: A cone of poisonous, insanity inducing gas. This gas deals 1d3 Wisdom and Charisma damage plus 1 per 2 dice your breath weapon would normally deal. A Fortitude save negates this damage, instead of a Reflex save, and like most poison a 2nd save is required 1 minute later.
    Energy Resistance: Instead of gaining energy resistance and immunity as normal a Chole Dragonsoul Acolyte gains damage reduction equal to half their level overcome with Lawful weapons and damage. At 15th level this becomes DR X/-.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Fast Healing (Ex): You gain Fast Healing 2.
    Specialized Aspect: Tentalces (Ex): You grow 4, 7, 9, or 13 tentacles and an equal number of runes across your body. You do not have full control of these tentacles. 2 of them can attack each round when you take a full attack action. The target of these attacks is chosen at random from the creatures within your tentacle range which you have not spent a 1 full round action to prevent your tentacles from attacking them within the last 24 hours. Your tentacles have 5-ft longer reach than is normal for a creature of your size and are secondary natural weapons which deal 1d3 damage if you are medium sized.

    Concordant Dragon (Dragon #321)
    Allowed alignments: True Neutral.
    Tutelary Skills: Intimidate, Knowledge (the Planes), Sense Motive
    Breath Weapon: Line of antithetical energy. This breath weapon deals damage in d6s, but deals double damage against creatures which are not Neutral in either alignment and no damage to True Neutral creatures.
    Energy Resistance: Instead of gaining energy resistance/immunity as normal you gain various other abilities. At 3rd level you gain a +4 bonus on saves versus poison. At 7th you gain the ability to use Detect Chaos, Detect Evil], Detect Good, and Detect Law as spell-like abilities at-will. At 11th level you gain immunity to poison. Beginning at 15th level you are warded as if by a permanent non-detection effect (this is a supernatural ability).
    Lesser Aspect: Thick Scales (Ex): Your natural armor improves by an additional +2.
    Greater Aspect: Warden of Balance (Su): Your natural weapons deal +1d6 damage for each step removed from True Neutral the target's alignment is, and ignore any Damage Reduction overcome by aligned damage. In addition you may spend 4 Spell Pool Points to Smite any non-True Neutral creature as a paladin smites evil.
    Specialized Aspect: Stand in the Center (Su): You are continuously surrounded by a Magic Circle against Alignment. You may select which alignment (Chaos, Evil, Good, or Law) this circle protects against, or change it at any time, by spending a Standard action and a Spell Pool Point.

    Elysian Dragon (Dragon #344)
    Allowed alignments: Any Good.
    Tutelary Skills: Gather Information, Diplomacy, Perform.
    Breath Weapon: A line of sonic force (d10s, sonic).
    Energy Resistance: Sonic.
    Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
    Greater Aspect: Elysian Resistance (Su): You gain damage reduction equal to one half your class level overcome only by weapons/attacks which are evil and either slashing or piercing.
    Specialized Aspect: Shrink (Su): By spending 1 or more Spell Pool Points as a standard action you shrink down a number of size categories equal to the points spent to a maximum of 3. Your ability scores do not change due to this transformation, although weapon damage dice, size modifiers to AC/Attack rolls, ability and skill checks, and your space/reach all change to reflect this size change. You remain shrunken this way for 1 minutes.

    Gloom Dragon (Dragon #344)
    Allowed alignments: Any Evil.
    Tutelary Skills: Knowledge (the Planes), Sense Motive.
    Breath Weapon: A cone of apathy inducing gas. All creatures within this cone must make a Will save (instead of a Reflex save) or be rendered apathetic and uncaring for 1d4+1 rounds. Treat creatures affected this way as dazed. Damaged dealt to an apathetic creature allows it a second Will save to end the effect prematurely. This is a mind-affecting effect.
    Energy Resistance: Instead of gaining energy resistance or immunity your apathetic breath improves. At 3rd level the duration increases to 1d6+1 rounds. At 7th level creatures which fail their saves are considered helpless for the 1st round of the effect instead of merely dazed. At 11th level it is no longer considered a mind-affecting effect. At 15th level creatures which fail their saves are considered helpless for 2 rounds instead of 1.
    Lesser Aspect: Wasting Wounds (Su): In addition to dealing their normal damage creatures struck by your claw attacks must make a Fort save (DC 10 +1/2 your dragonsoul acolyte level + your Charisma modifier) or contract Gray Wasting. Gray Wasting is a disease which has an incubation period of instant when inflicted this way and deals 1d4 Charisma drain. You gain immunity to Gray Wasting.
    Greater Aspect: Consume Souls (Su): By spending 1 minute over the body of a creature slain within the last 30 minutes and spending 2 Spell Pool Points you may consume the soul of the deceased. This causes a tiny tomb-stone like growth to form from your body, bearing their name in small writing. As long as you live their soul is stored within you, and even once you die it requires a carefully worded Wish or Miracle coupled with a Resurrection or True Resurrection effect to revive the creature whose soul you consumed.
    Specialized Aspect: Mists of Gloom (Su): You are surrounded by thin mists which feel those within with supernatural unease. These mists stretch 10-ft from you and any creature beginning their turn within these mists must make a Will save (DC 10 +1/2 your dragonsoul acolyte level + your Charisma modifier) or be shaken for as long as they are within these mists plus 1 round afterwards. Successfully saving against these mists does not confer immunity to their effects, but these mists may not drive a creature to higher than Shaken (i.e. they do not stack with themselves or other sources of fear).


    Miscellaneous Dragon Magazine Dragons
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    Brainstealer Dragon (Dragon 337)
    Special: Brainstealer dragons are psionic dragons and as such a brainstealer dragonsoul acolyte is a psionic dragonsoul acolyte.
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Gather Information, Survival.
    Breath Weapon: Instead of a breath weapon a Brainstealer Dragonsoul Acolyte gains the ability to release a devastating mind-blast. This functions as a breath weapon for the purposes of recharge times and area. This is a mind-affecting enchantment (compulsion) effect with a caster level of your dragonsoul acolyte level and spell resistance applies against it and counts as a spell 1/2 your Dragonsoul Acolyte level. Any creature caught within the area must make a Will save (instead of a Reflex save) or be stunned for 1d4 rounds; unlike normal for a Breath Weapon the save DC for this effect is Charisma based.
    Energy Resistance: Acid. In addition at 3rd level you gain immunity to Mind-Blast (including those of dragonsoul acolytes, brainstealer dragons, and illithids).
    Fangs: Instead of fangs and a bite attack you gain a mass of mouth tentacles and a single Tentacles attack dealing the same damage as the bite attack granted by this ability would.
    Lesser Aspect: Telepathy (Su): You gain telepathy out to 10-ft per dragonsoul acolyte level.
    Greater Aspect: Extraction (Ex): You gain improved grab with your Tentacles attack. This ability functions on creatures up to 1 size category larger than you as long as you can reach their head. In addition if you manage to hold a creature in a pin for 1 round you may extract its brain. This normally kills the creature instantly, although it has no effect on creatures without brains (constructs, undead, elementals, plants, and oozes being the normal suspects).
    Specialized Aspect: Mind of Control: You can use Telepath discipline powers as if they were Wilder spells. In addition you may use Psionic Charm, Psionic Suggestion, and Psionic Dominate for 1 less Spell Pool Point than normal (to a minimum of 1) and fully augment them for a 1 Spell Pool Point surcharge if that would be less than 4 (or 4 otherwise).

    Dzalmus Dragon (Dragon 349)
    Allowed alignments: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
    Tutelary Skills: Hide, Intimidate, Spot.
    Breath Weapon: A cone of vampiric gas which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
    Energy Resistance: Instead of gaining normal energy resistance and immunity you gain a +4 bonus on saves versus enchantment and telepathy spells and effects. At 7th level whenever you would have to make a saving throw against an enchantment spell or effect you may roll twice and take the better result. At 11th level you gain immunity to enchantment and telepathy spells and effects. At 15th level this immunity applies to all mind-affecting effects.
    Lesser Aspect: Plains Strider (Ex): You gain a +10-ft increase to your base land speed and trackless step as a druid.
    Greater Aspect: Three Heads of the Dzalmus (Ex): You grow a pair of stunted draconic heads, little more than eyes, ears, and jaws. You gain all-around vision (Ex) granting you a +4 bonus to Search and Spot checks and immunity to flanking, in addition you gain 2 extra bite attacks (these are identical to your preexisting bite attack). If you normal head is removed you do not die for 1 round per Dragonsoul Acolyte level.
    Specialized Aspect: Warrior in Solitude (Su): As long as their is no ally within 15-ft of you, you gain a +2 bonus to attack and weapon damage rolls, as well as AC and saving throws.

    Hex Dragon (Dragon 343)
    Allowed alignments: Any Evil or True Neutral.
    Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft.
    Breath Weapon: A cone of contact poison which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
    Energy Resistance: Instead of gaining normal energy resistance and immunity you gain a +4 bonus on saves versus Poison and Disease, and a +2 on saves versus Death effects, Enchantment spells, and spells and effects which deal negative energy damage. At 7th level you gain immunity to disease. At 11th level you gain immunity to poison. At 15th level the bonus to saves from this ability doubles (to +8 and +4 respectively, although you are immune to poison and disease).
    Lesser Aspect: Necromancer's Hex: You may treat Necromancy spells as if they were 1 level lower than normal for the purposes of your Spell Pool.
    Greater Aspect: Extended Spell Pool: You can use Sorcerer spells 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 spell of the level granted by this ability and 1 spell of the highest level you would normally have. Spells of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
    Specialized Aspect: Retributive Curse (Su): As a swift action you may spend a number of Spell Pool Points to curse a creature which injured you (dealt hit point or ability damage/drain) within the last round. This curse forces them to make a Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) or suffer an effect based on how many spell pool points you spent. For 1 point they are sickened for 1d4+1 rounds, for 3 they are blinded for 1d4 rounds, and for 4 they are nauseated for 1d3 rounds. Each Spell Pool Point you spend beyond the minimum to obtain the effect extends the duration by 2 rounds.

    Time Dragon (Dragon #359)
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Knowledge (Arcana), Knowledge (History), Knowledge (the Planes).
    Breath Weapon: Line of Ravaging Time. Creatures and objects within this line are temporarily aged 1 year per die of damage your breath weapon would normally deal and 1d4 Constitution damage + 1 per 2 dice of damage your breath weapon would normally deal and any object within the area's hardness is reduced by the same amount. These effects (except for the Constitution damage) last for 1 hour. A successful Fortitude save (instead of a Reflex save) negates this effect.
    Energy Resistance: You do not gain the normal energy resistance and immunity of a Dragonsoul Acolyte. Instead at Lv 3 you become immune to Slow spells and effects. At Lv 7 you may haste yourself as a free action for up to 1 round per Dragonsoul Acolyte level each day. At Lv 11 you gain immunity to time based effects, such as a time dragon's breath weapons, Cast through Time, Deceleration, Déjà vu, Haste, Slow, Time Hop, Word of Momentary Disruption, unless you choose to let the effect affect you. Beginning at 15th level whenever any creature within 60-ft uses Time Stop you may choose to be transported with them into their apparent time, able to affect them and be affected by them as if not under the effects of Time Stop but otherwise under its effects as normal.
    Lesser Aspect: Time Expulsion Breath (Su): You gain a 2nd breath weapon, a cone of time expulsion. Any creature within this cone must make a Will save or be expelled from time for 1d4+1 rounds. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
    Greater Aspect: Mastery of Time (Su): You are continuously affected as if by a Haste spell. In addition you may use Deceleration, Déjà vu, and Time Hop with your Spell Pool as if they were Sorcerer spells. By spending a 4 Spell Pool Point surcharge and providing the material component you may use Temporal Stasis with your Spell Pool as if it was a 4th level spell, or by spending a 4 Spell Pool Point surcharge you may use Time Stop with your Spell Pool as if it was a 5th level spell.
    Specialized Aspect: Draconic Surge (Su): You may expend magical power to temporarily quicken yourself, acting in a sudden burst of speed. By expending 2 Spell Pool Points as a swift action you gain a bonus move action, or you may spend 3 Spell Pool Points to gain a Standard action.

    Tome Dragon (Dragon #343)
    Allowed alignments: Any Lawful or True Neutral.
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
    Breath Weapon: A burst of explosive elemental force. This burst is situated anywhere within the range that you would have for a line breath weapon and is 5-ft in radius with a 30-ft line, 15-ft radius with a 60-ft line and its radius increases by 5-ft for every 20-ft your line increases after that point. When you use this ability select an element (air, earth, fire, or water) it deals sonic damage for air, piercing for earth, fire for fire, and nonlethal bludgeoning damage for water. This ability deals damage in d8s.
    Energy Resistance: Instead of gaining Energy Resistance/Immunity a Tome Dragonsoul Acolyte gains the following abilities. At 3rd level they gain Detect Magic as a spell-like ability at-will. At 7th level they gain the ability to spend 1 Spell Pool Point to Empower a spell they activate through their Spell Pool. At 11th level they can spend 2 Spell Pool Points to Maximize a spell they activate through their Spell Pool. At 15th level they gain the ability to spend 3 Spell Pool Points to Quicken a spell they activate through their Spell Pool.
    Lesser Aspect: Power of the Spell Pool: You gain a +2 to your Caster Level for all abilities cast through your Spell Pool and gain an additional 2 points in your Spell Pool.
    Greater Aspect: Extended Spell Pool: You can use Sorcerer spells 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 spell of the level granted by this ability and 1 spell of the highest level you would normally have. Spells of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
    Specialized Aspect: Power Overflowing: You gain an additional point in your Spell Pool for every 2 Dragonsoul Acolyte levels you possess.


    Dungeon Magazine Dragon
    Spoiler
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    Spinewyrm
    Allowed alignments: Any Evil and True Neutral.
    Tutelary Skills: Concentration, Escape Artist, Spot.
    Breath Weapon: Instead of a true breath weapon you gain the ability to fire spines from your body. This functions as a breath weapon (same recharge timer, etc), except for each die of damage your breath weapon would deal you may fire 1 spine at a target within the range of your (potential) line breath weapon dealing 2d6 piercing damage as a ranged attack. You may divide your targets with these spines as you wish but must decide the number of spines per target before making any rolls, and if you hit a single target multiple times you may add together the damage from all successful spine attacks before applying Damage Reduction. For each die of damage your breath weapon would deal you may have these spines overcome DR as a material, damage type (slashing or bludgeoning), or alignment which you possess of your choice, and when you gain Pierce Resistance they also ignore the first 10 points of DR.

    Any creature struck by a spine must make a Reflex save (your breath weapon DC) or have the spine become lodged in their flesh giving them a -1 penalty to attacks, saves, and checks; this save must be repeated for each spine which strikes them and the penalty is cumulative.
    Energy Resistance: Instead of gaining Energy Resistance you gain DR ½ class level/magic beginning at Lv 3. At Lv 11 it becomes DR X/adamantine and magic and at Lv 15 it becomes DR X/-.
    Claws: Instead of true claws you develop bony spines which extend from the back of your hands and your forearms; these function as claw attacks.
    Spell Pool: Spinewyrms are psionic dragons.
    Draconic Wings: Instead of gaining wings when you gain the Draconic Wings ability you gain the ability to fly with good maneuverability and a speed equal to your base land speed.
    Lesser Aspect: Spines (Ex): Any natural weapon you possess grows bony spines causing it to deal slashing and piercing damage in addition to any damage types it may have already dealt. In addition all of your natural weapons inflict spines as a spinewyrm dragonsoul acolyte’s breath weapon, 1 spine per successful hit with a natural weapon.
    Greater Aspect: Blades of the Spinewyrm (Ex): Your natural weapons each inflict 2 spines per hit with a Reflex save halving the number of spines received to 1 instead of negating them completely. In addition your Bite attack inflicts damage as if you were 2 size categories larger and gains +1.5 Strength damage instead of +0.5 as normal for a secondary natural weapon.
    Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.


    Dragonlance Setting Dragons

    The other weirdly positioned 2nd/3rd party works for 3.5 Dragonlance also has its fair share of dragons.

    Spoiler
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    Amphi Dragon: (Bestiary of Krynn)
    Allowed alignments: Any Evil and True Neutral.
    Tutelary Skills: Hide, Jump, Swim
    Breath Weapon: Line of acid.
    Energy Resistance: Acid.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Striking Tongue (Ex): You gain a long, striking tongue. Once per round, as a free action, you may make an attack with this tongue as a primary natural weapon, even if you use another primary natural weapon that round. This tongue has a reach of twice your normal melee reach and deals 1d8 + 1-1/2 your Strength modifier (as if it were your only natural weapon). You may use this tongue to make attacks of opportunity and may use it to disarm or trip opponents gaining a +2 to opposed checks made as part of these attempts.
    Specialized Aspect: Acidic Skin (Ex): Your skin produces acid causing it to harm those that touch you. A creature grappling you, or striking you with a natural weapon, unarmed strike, or touching you takes 1d6+1/2 your Dragonsoul Acolyte acid damage.

    Aquatic Dragon: (Bestiary of Krynn)
    Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Disguise, Hide, Move Silently
    Breath Weapon: Your breath weapon manifests in two different forms. If used out of the water it manifests as a cone of cold. If used underwater it manifests as a cone of inky darkness which slows creatures that touch it for 1d6+1 rounds (Fort negates) and which lingers in place for 1 minute.
    Energy Resistance: Cold.
    Draconic Wings: You do not gain the Draconic Wings ability. Instead at Lv 3 you gain a swim speed equal to your base land speed. At Lv 6 you gain the ability to breath water as easily as air. At Lv 10 you gain immunity to damage dealt by pressure.
    Lesser Aspect: Animal Forms (Su): You gain the alternate form ability (see the Monster Manual). You may use this ability to assume the form of any Small Animal. You may use this ability at-will.
    Greater Aspect: Clear as Water (Sp): You can use Invisibility as a spell-like ability on yourself only at-will, and may use Greater Invisibility as a spell-like ability by spending 1 Spell Pool Point. By paying a surcharge of 4 Spell Pool Points you may even use Superior Invisibility from your Spell Pool as if it was a 5th level spell.
    Specialized Aspect: Acid Resistant (Ex): You gain resistance/immunity to acid equal to your Energy Resistance/Immunity granted by class features.

    Fire Dragon: (Bestiary of Krynn)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Climb, Jump, Survival
    Breath Weapon: Cone of Fire.
    Energy Resistance: Fire.
    Lesser Aspect: Chaotic Breath (Su): The damage from your breath weapon comes half from the pure essence of chaos. This renders half of the damage from your breath weapon effectively untyped, unaffected by energy immunity or resistance.
    Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
    Specialized Aspect: Igniting Breath (Su): Creatures damaged by your fire breath weapon must make a second Reflex save (same DC) or catch on fire for 1d4 rounds taking 1d6 fire damage per 2 dice of damage your breath weapon deals each round. Your Pierce Resistance ability applies to this damage. They may spend a standard action to attempt this save again to end this effect prematurely.

    Frost Dragon: (Bestiary of Krynn)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Climb, Hide, Spellcraft
    Breath Weapon: Cone of Cold.
    Energy Resistance: Cold.
    Lesser Aspect: Cold Body (Su): Your natural weapons deal +1d6 Cold damage. This damage benefits from your Pierce Resistance ability.
    Greater Aspect: Charged with Death (Su): Your breath weapon becomes charged with deathly energy dealing 1d6 Charisma damage +1 per 2 dice of damage your breath weapon deals. The target may make a Fortitude save (they must make this save in addition to the normal Reflex save) to halve this Charisma damage.
    Specialized Aspect: Oblivion Breath (Su): A creature killed by your breath weapon vanishes, leaving only clothing and possessions. All memories of the victim vanish from the minds of those who knew them unless they have more hit dice than your Dragonsoul Acolyte level and succeed at a Will save against your Breath Weapon DC. The target cannot be revived short of a Wish or Miracle spell followed by a True Resurrection spell.

    Sea Dragon: (Age of Mortals)
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Hide, Survival, Swim
    Breath Weapon: Cone of superheated steam (fire).
    Energy Resistance: Fire.
    Draconic Wings: You do not gain the Draconic Wings ability. Instead at Lv 3 you gain a swim speed equal to your base land speed. At Lv 6 you gain the ability to breath water as easily as air. At Lv 10 you gain immunity to damage dealt by pressure.
    Lesser Aspect: Rebuke Scaled (Su): This ability functions as Rebuke/Command undead but affects scaled Animals (reptiles and fish) instead of undead creatures. In addition you may communicate with any creature commanded by this ability as if under the effects of a Speak with Animals spell.
    Greater Aspect: Lateral Lines (Ex): You gain Blindsight out to the range of 30-ft or out to any Blindsense range you possess whichever is greater.
    Specialized Aspect: Seasense (Ex): When underwater you gain Blindsense out to 120-ft.
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    Tutelary Dragon List: Homebrew


    Sublime Dragons:
    Certain dragons will be marked as sublime dragons. These dragons put the powers of the sublime way over arcane mastery. Like psionic dragons the Spell Pools of Dragonsoul Acolytes which dedicate themselves to these tutelary dragons function differently. Instead of being able to use various spells as Spell-like Abilities through the Spell Pool a Dragonsoul Acolyte can spend a single spell pool point to initiate a martial maneuver or enter a martial stance level 3 or lower, 2 Spell Pool Points to initiate a martial maneuver or stance level 4 to 6, or 3 Spell Pool Points to initiate a martial maneuver or stance level 7 or higher. A Dragonsoul Acolyte does not need to meet any prerequisites for the maneuver or stance other than the initiator level requirement to initiate a maneuver of that level, and uses their full Dragonsoul Acolyte level for their initiator level with maneuvers and stances initiated this way (but not for other purposes). A Dragonsoul Acolyte cannot initiate the same maneuver 2 rounds in a row with this ability but is otherwise not limited to readied/unexpended/known maneuvers when using this ability and in fact does not know, ready, or expend any maneuvers with this ability. Each Sublime Dragon grants access to a certain limited pool of disciplines.

    Miscellaneous Dragons
    Spoiler
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    Amber Dragon:
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Handle Animal, Hide, Survival
    Breath Weapon: A cone of entangling sap. Creatures within the area must make a Reflex save or be entangled for 1d6 rounds + 1 round per die of damage your breath weapon would deal. Once you have 2 or more dice this effect immobilizes targets for 1 round per 2 dice of damage you would have dealt making them unable to move for that duration, and even on a successful save they are entangled for the duration they would have been immobilized. Once you have 5 or more dice a creature which fails its save is almost completely immobilized for 1 round per 5 dice of damage you would have dealt, leaving them unable to apply their Dexterity bonus to AC or take any actions which require bodily movement including speaking, and even on a successful save is immobilized for this duration.
    Energy Resistance: Instead of gaining energy resistance an Amber Dragonsoul Acolyte gains the ability to Wild Shape as a druid. At 3rd level they can Wild Shape into a Small Animal 1/day. At 7th level they can use this ability 2/day and assume Medium sized forms. At 11th level they can use this ability 3/day and assume Large and Tiny sized forms. At 15th level they can use this ability 4/day and assume Huge and Plant forms.
    Spell Pool: An Amber Dragonsoul Acolyte gains access to Druid spells instead of Sorcerer spells via their Spell Pool.
    Lesser Aspect: Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
    Greater Aspect: Magnetize (Su): By spending 3 points from your Spell Pool as a Standard action you may magnetize a target within 60-ft. If they are wearing metal armor or a metal shield their armor check penalty increases by 2 (to a minimum of -2), or to double their existing armor check penalty (whichever is worse) and suffer a -10-ft speed reduction if wearing medium armor and a -20-ft speed reduction if wearing heavy (this cannot reduce their speed below 5-ft), their arcane spell failure also increases by 20% or doubles (whichever is worse). They suffer a -2 to attack rolls with metal weapons, and cannot use ranged weapons with metal ammunition, and attacks against them using metal weapons (including metal ammunition) gain a +4 bonus to hit. In addition if they are near a metal wall or floor they are Slowed as per the spell unless they succeed on a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier).
    Specialized Aspect: Magnetic Shield (Su): A magnetic force field surrounds you granting you a +3 Deflection bonus to your AC equal to, this bonus increases by +1 for every 6 Dragonsoul Acolyte levels you have beyond 6th. This bonus is doubled against attacks from metal weapons (including metal ammunition).

    Argentum Dragon:
    Alignments allowed: Any Lawful or True Neutral.
    Tutelary Skills: Appraise, Bluff, Gather Information.
    Breath Weapon: Line of energy that coalesces into a series of blades. Damage reduction applies against these blades but they deal slashing and piercing damage and overcomes damage reduction and regeneration as Magic, Lawful, Cold Iron, Silver, and Adamantine. This breath weapon deals damage in d8s, but once you gain the Pierce Resistance ability it ignores the first 5 points of a creature's Damage Reduction.
    Energy Resistance: Cold.
    Lesser Aspect: Rime Breath (Su): You gain a 2nd breath weapon a cone of cold dealing d8s for damage. Any creature within the area is must make a Fortitude save for half damage (instead of a Reflex save) and if they fail they are entangled for 1d4 rounds.
    Greater Aspect: Channeling Fangs (Su): When you make a successful bite attack (even as part of a full attack action or attack of opportunity) you may expend spell pool points to cast a touch range spell and channel it through your bite affecting the struck creature.
    Specialized Aspect: Warrior Spellburst (Su): 1/round as a free action you may spend up to 5 spell pool points to gain an insight bonus to attacks equal to the expended points and a bonus to damage equal to twice the number of points expended.

    Ashwood Dragon:
    Alignments allowed: Any non-Evil.
    Tutelary Skills: Hide, Move Silently, Survival.
    Breath Weapon: Line of fire.
    Energy Resistance: Fire.
    Spell Pool: You may cast spells from the Druid spell list and the Fire portion of the Wu Jen spell list instead of the Sorcerer spell list.
    Lesser Aspect: Extinguishing Breath (Su): You gain a 2nd breath weapon a cone of thick white gas which extinguishes fires and slows creatures reflexes. This gas automatically extinguishes all non-magical fires within its area of effect, and acts as a targeted greater dispel magic (Caster level equals your Dragonsoul Acolyte level) on each magical fire within the area. Creatures within the area take 1d6 Dexterity damage + 1 per 2 dice of damage your breath weapon would deal, and Elementals with the Fire subtype take untyped damage in d10s from this breath weapon; a successful Fortitude save negates the Dexterity damage and halves the damage that would be dealt.
    Greater Aspect: Warden of the Wild: You treat Druid spells and Fire aspected Wu Jen spells as if they were 1 level lower for the purposes of your Spell Pool.
    Specialized Aspect: Face of Beasts (Su): You gain the Alternate Form ability and can use it to take the shape of any Large or smaller animal with hit dice equal to your Dragonsoul Acolyte level or lower. Any ability score bonuses from this class, your Scales ability, and your draconic wings abilities apply to this new form and you may use your breath weapon normally; you gain any natural weapons from this class that your new form does not already possess but do not increase the damage dice of those that they already have. While in this form you may speak normally despite your animal form.

    Avenger Dragon:
    Alignments allowed: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Diplomacy, Intimidate, Sense Motive.
    Breath Weapon: Cone of holy fire; half of this breath weapon's damage is pure holy power and not affected by energy resistance or immunity. It still deals damage as d10s.
    Energy Resistance: Fire.
    Lesser Aspect: Awaken Inner Power (Su): As a swift action you may invoke the inner spiritual power of yourself and or one or more willing good aligned creatures within 30-ft. This costs 1 Spell Pool Point per creature (including yourself) which must be paid again at the beginning of each round to keep the effect active. Creatures under this effect gain a +4 sacred bonus to all ability scores, and a +2 sacred bonus to attack rolls, saving throws, and Caster Level but when it ends such creatures are exhausted until the end of the encounter and fatigued until they have rested for 1 hour thereafter.
    Greater Aspect: Sleep Breath (Su): Instead of dealing damage with your breath weapon you may release a cone of sleep gas which puts any creature which fails their Will save to sleep (as the spell sleep with no HD limit) for 1d6+1 rounds, this is a mind-affecting sleep effect.
    Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

    Barrow Dragon:
    Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
    Tutelary Skills: Appraise, Bluff, Jump
    Breath Weapon: Cone of fire.
    Energy Resistance: Fire.
    Spell Pool: A Barrow Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Barrow Dragonsoul Acolyte may initiate maneuvers from Feral Hunter, Stone Dragon and Tiger Claw disciplines.
    Least Aspect: Treasure Sense (Su): By spending a standard action you can sense the direction and distance of all coins and gems within 100-ft.
    Greater Aspect: Tyrant’s Fear (Su): By expending a spell pool point you may force a creature struck by your natural weapon or damaged by your breath weapon to make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d4 rounds; by expending 3 points (before they roll their save) you can increase this effect to frightened. In addition by expending 4 Spell Pool Points as a free action you can cause your Frightful Presence ability to function in your natural form in addition to when you are using Dragon Form for 1 minute.
    Specialized Aspect: Draconic Charm: You gain the ability to use Charm Person and Suggestion as spell-like abilities by paying 2 and 3 Spell Pool Points respectively. Beginning at 13th level this expands to include Charm Monster for 4 Spell Pool Points, at 17th Dominate Person for 4 Spell Pool Points, and at 20th level Mass Suggestion for 8 Spell Pool Points.

    Basillo Dragon:
    Alignments allowed: Any Chaotic or True Neutral.
    Tutelary Skills: Intimidate, Survival, Swim
    Breath Weapon: You gain the ability to perform a song of destruction which functions like a breath weapon. This ability deals sonic damage as a breath weapon in a burst centered on yourself (a successful Fortitude save halves this damage, not reflex). This burst has an area of 5-ft away from you, increasing by 5-ft each time the area of your breath weapons increase and double that range when used underwater. You are immune to this breath weapon as are basillo dragons (but not other basillo dragonsoul acolytes).
    Energy Resistance: Cold.
    Draconic Wings: A basillo dragonsoul acolyte does not gain wings and cannot fly. Instead they gain a +30-ft increase to their swim speed, the Jet ability allowing them to run at 6 times their normal speed when swimming (8 times with the run feat), and immunity to the negative effects of pressure.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Lingering Song (Su): Any creature damaged by your song of destruction takes damage again on the next round dealing 3 less dice of damage, and the next until the damage reaches 0. Any metabreath feats do not apply after the initial attack, and the target is allowed a new Fortitude save for half.
    Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant).

    Bellum Dragon:
    Alignments allowed: Chaotic Evil, Chaotic Neutral, Neutral Evil.
    Tutelary Skills: Balance, Jump, Tumble
    Breath Weapon: Cone of fire.
    Energy Resistance: Fire.
    Spell Pool: A Bellum Dragon is a Sublime Dragon for the purposes of their Spell Pool. A Bellum Dragonsoul Acolyte may initiate maneuvers from Iron Heart, Stone Dragon and Tiger Claw disciplines.
    Least Aspect: Draconic Reserves (Su): You may spend 2 Spell Pool Points as a move action to gain a +2 morale bonus to saving throws for 1 + your Charisma modifier rounds (minimum 1). In addition you may make a 2nd saving throw against any ongoing effect affecting you (it must have allowed a save to avoid the effect in.
    Greater Aspect: Extra Arms (Ex): You grow 2 additional arms. These are fully functional arms, and each end with a claw granting you 2 additional claw attacks beyond those already granted by this class with the same damage.
    Specialized Aspect: Pounce (Ex): You gain the pounce ability (you may make a full attack on the end of a charge).

    Black Lotus Dragon:
    Alignments allowed: Any Evil or True Neutral.
    Tutelary Skills: Hide, Move Silently, Swim
    Breath Weapon: Cone of contact poison dealing 1d4 Strength damage + 1/2 dice your breath weapon would normally deal.
    Energy Resistance: Instead of gaining energy resistance as normal you gain the following abilities. At Lv 3 you gain Poison Immunity. At Lv 7 you gain Acid Resistance 10, which increases to 20 at 11th level, and 30 at 15th.
    Lesser Aspect: Black Lotus's Fragrance: Your Strength poison breath also deals 1d4 Constitution damage +1 per 2 dice your breath weapon would normally deal.
    Greater Aspect: Deathly Miasma (Su): You are surrounded by a blackish gas out to 10-ft. This gas is a dangerous poison, and any creature entering or starting its turn in the miasma must make a Fort save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or take 2d4 Con damage; this poison has no secondary damage. This gas does little to obscure vision, but other creatures looking through it suffer a -2 penalty to Spot and Search checks if their line of sight to the object passes through the gas.
    Specialized Aspect: Envenom Claws (Su): A magically potent poison coats your claws. Your claw attacks gain a poison with an initial and secondary damage of 1d6 Dexterity (Fort save DC is 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier). This poison is supernaturally fortified and ignores any save bonuses or immunity to poison the target has from spell effects or magic items.

    Blood Dragon:
    Alignments allowed: Chaotic Evil, Neutral Evil.
    Tutelary Skills: Hide, Jump, Move Silently
    Breath Weapon: Cone of searing hot, acidic blood dealing half acid and half fire damage (d10s).
    Energy Resistance: Acid.
    Lesser Aspect: Blades of Blood (Su): You can inflict 2 points of Constitution damage to yourself to grow a pair of claw-like tendrils of blood which strike at your foes. These function as secondary natural weapons and deal 1d4 damage (if you are medium sized) dealing an additional point of fire and acid damage per die of damage your breath weapon deals; damage from these claws is considered magic. You must take an additional point of Constitution damage per round or these claws fade once more. The Constitution damage you inflict yourself to create these claws cannot be reduced in anyway and cannot be healed as long as you maintain these claws; if for some reason you cannot take Constitution damage (you have none for example) you cannot use this ability.
    Greater Aspect: Blood Drain (Su): Your natural weapons gain the Wounding magic weapon quality.
    Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

    Chitin-Skin Dragon:
    Alignments allowed: Any Evil, and True Neutral.
    Tutelary Skills: Hide, Jump, Move Silently
    Breath Weapon: Line of Acid.
    Energy Resistance: Acid.
    Lesser Aspect: Sonic Burst (Su): You gain a 2nd breath weapon a burst of sound centered on yourself dealing Sonic damage (Reflex still halves). This burst has an area of 5-ft away from you, increasing by 5-ft each time the area of your breath weapons increase. You are immune to this breath weapon, and the sonic breath weapon of Chitin-Skin dragons and Sound Burst of other Dragonsoul Acolytes; Chitin-Skin dragons are immune to this ability.
    Greater Aspect: Hunting Leap (Ex/Su): All jumps you make are considered running jumps (this is Ex). By spending 2 Spell Pool Points you may make a Jump check to move as a Swift action, or by spending 3 Spell Pool Points you can make a Jump check to move as part of a full-attack action; if you do so all your natural weapon attacks deal +2d6 damage until end of turn.
    Specialized Aspect: Rebuke Vermin (Su): You gain the ability to Rebuke and Command Vermin as an Evil Cleric of your Dragonsoul Acolyte level Rebukes Undead. You are treated as a Cleric 1 level higher for every 4 Dragonsoul Acolyte levels you possess.

    Coral Dragon:
    Alignments allowed: Any Evil, and True Neutral.
    Tutelary Skills: Hide, Jump, Move Silently
    Breath Weapon: Instead of a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d4 rounds, this increases to 1d4+1 when you'd normally have 3 dice of damage and to 1d6+1 at 7.
    Energy Resistance: Cold.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Sea Tyrant (Su): You gain a continuous Freedom of Movement effect, and as long as you are underwater you gain a +4 bonus to attack rolls, +4 dodge bonus to AC, and +2d6 damage with all natural weapons.
    Specialized Aspect: Breath of the Sea (Su): You gain a second breath weapon, a cone of invigorating energy filled with the essence of the sea. Any creature with the aquatic or water subtype, or dragonblooded creature with draconic heritage of a dragon with either subtype (whether half-dragon, draconic template, or draconic heritage feat), caught within it (other than yourself) gains 1d6 temporary hit points per die of damage your breath weapon would normally do and is hasted; both the haste effect and temporary hit points last only 1d6+1 rounds.

    Cyclopean Dragon:
    Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Appraise, Craft, Decipher Script
    Breath Weapon: Line of Electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Smite (Su): You may pay 3 points from your Spell Pool to smite a creature; this functions as a paladin of your Dragonsoul Acolyte level's Smite Evil but adds a +4 to hit instead of your Charisma modifier and functions on a target regardless of alignment.
    Greater Aspect: Channeling Fangs (Su): When you make a successful bite attack (even as part of a full attack action or attack of opportunity) you may expend spell pool points to cast a touch range spell and channel it through your bite affecting the struck creature.
    Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant).

    Dance Dragon:
    Allowed Alignments: Chaotic Good, Neutral Good, and Chaotic Neutral.
    Tutelary Skills: Balance, Perform, Tumble.
    Breath Weapon: Line of concentrated music, intensified, sped up, and with its frequency heavily increased; deals sonic damage (d10s) and Fort (not Reflex) halves.
    Energy Resistance: A Dance Dragonsoul Acolyte does not gain the normal Energy Resistance abilities. Instead at 3rd level their base Reflex save from Dragonsoul Acolyte levels becomes good (+2 +1/2 class level instead of +1/3 class levels; same base save as Fort or Will). At 7th level they gain Evasion. At 15th level they gain Improved Evasion.
    Spell Pool: A Dance Dragon is considered a sublime dragon for a Dragonsoul Acolyte's Spell Pool. They grant access to the Desert Wind, Setting Sun, and White Raven disciplines.
    Lesser Aspect: Battle Dance (Ex): When you are unarmored and not wearing a shield and carrying a light load you gain a bonus to your AC equal to your Charisma modifier + 1 per 3 Dragonsoul Acolyte levels; this functions like a monk's AC bonus. In addition you may make Perform (Dance) checks in place of Concentration checks.
    Greater Aspect: Strafing Dance (Ex): As a full round action you may move up to double your speed and make a single attack with a natural weapon against any number of creatures you threaten during this dance (but only 1 attack against each creature). Whatever natural weapon you use during this ability is treated as a primary natural weapon and adds 1-1/2 times your Strength bonus (if positive) instead of just your Strength modifier.
    Specialized Aspect: Spell Guard's Dance (Su): In any round you move at least 10-ft you gain Spell Resistance 8 + your Dragonsoul Acolyte level. As long as you move at least 20-ft this increases by 2 and you gain a +1 bonus to saving throws against Spells and Spell-like abilities. If you move at least 30-ft this Spell Resistance increases to 12 + your Dragonsoul Acolyte level.

    Dark Cloud Dragon:
    Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Bluff, Move Silently, Spot
    Breath Weapon: Cone of Electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Storm Summoner (Sp): You may pay 3 Spell Pool Points to summon a storm elemental as a standard action; this storm elemental remains for 2 rounds per Dragonsoul Acolyte level you possess and this is considered a spell 1 level higher than the highest level you can access with your Spell Pool (1st if you do not have access to spells). If you have access to 1st level spells this effect summons a small storm elemental, when you gain 2nd level spells this increases to medium storm elementals, when you gain 3rd level spells this becomes a large storm elemental, at 4th level spells this becomes a huge storm elemental, and at 5th level spells this becomes an elder storm elemental. By choosing to summon a storm elemental one grade weaker (greater instead of elder, large instead of huge, etc) you may summon 1d3 instead, and by choosing to summon a storm elemental 2 grades weaker you can summon 1d4+1 instead.
    Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
    Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

    Dawn Dragon:
    Allowed Alignments: Any Good.
    Tutelary Skills: Appraise, Craft, Profession.
    Breath Weapon: Cone of searing light; deals fire damage (d10s).
    Energy Resistance: Fire.
    Spell Pool: A Dawn Dragon is considered a sublime dragon for a Dragonsoul Acolyte's Spell Pool. They grant access to the Desert Wind, Devoted Spirit, and White Raven disciplines.
    Lesser Aspect: Resist Blows (Su): You gain DR 1/magic per 3 Dragonsoul Acolyte levels you possess.
    Greater Aspect: Radiant Aura (Su): You are surrounded by an aura of radiant light which produces bright light out to 30-ft per 2 Dragonsoul Acolyte levels (this is considered a light spell of 1/2 your Dragonsoul Acolyte level). Evil Outsiders and undead within the bright light of this aura take 4d6 damage per round and any undead creature within the bright light of this aura is considered to be turned as if by a cleric of your Dragonsoul Acolyte level, if they have too many hit dice to be turned by a cleric of that level they are unaffected. As a standard action you may spend 1 or more Spell Pool Points to intensify this aura, dealing 1d10 damage per Spell Pool Point spent to all Evil Outsiders and Undead within the aura (Will halves) and increasing your effective Cleric level for the aura's turn undead function by 1 per 2 Spell Pool Points spent.
    Specialized Aspect: Smite Evil (Su): As a paladin of your level 1/day + 1/day per 5 class levels.

    Death Dragon:
    Allowed Alignments: Any Evil.
    Tutelary Skills: Concentration, Intimidate, Knowledge (Religion).
    Breath Weapon: Cone of of brownish gray gas with the gritty feel of crypt dust. Creatures within the cone gain 1 negative level per 2 dice of damage it would normally have dealt (rounded up) with a successful Reflex save halving the negative levels inflicted (rounded down).
    Energy Resistance: Beginning at 3rd level you gain a +4 bonus to saves against death effects, effects which inflict negative levels or energy drain and on saves to remove negative levels. Beginning at 7th level when you gain negative levels you may immediately make a Fortitude save to remove them; you do not suffer the penalty inflicted by the negative levels you are attempting to remove on this save and they still do not become permanent level loss if you fail this save unless you fail the save 24 hours later. Beginning at 11th level you are completely immune to negative levels and energy drain. Beginning at 15th level you are immune to death effects.
    Spell Pool: You gain access to the Dread Necromancer spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
    Lesser Aspect: Aura of Desecration (Su): By spending 2 Spell Pool Points you may use Desecrate as a spell-like ability except that it is always centered on yourself and you are considered to be an altar of a dark god for its effects.
    Greater Aspect: Reanimating Breath: Any creature killed by your energy draining breath immediately revives as a wight (if possible) or a zombie (if not). Any resulting wight has an initial attitude of friendly. You do not automatically control the revived creature but you may choose to immediately gain control of it as if you had use Rebuke Undead; you must have available hit dice in your pool to command it.
    Specialized Aspect: Rebuke Undead (Su): You gain the ability to Rebuke and Command Undead as an Evil Cleric of your Dragonsoul Acolyte level.

    Deep Trench Dragon:
    Allowed alignments: Any Evil or True Neutral.
    Tutelary Skills: Appraise, Jump, Swim
    Breath Weapon: Line of super-heated water; deals fire damage.
    Energy Resistance: Fire.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Priest of Depths (Ex): You are immune to damage from pressure, and may see twice as far through water. In addition you may use any spell on the BlackwaterStormwrack, OceanStormwrack, or StormSpC domains as if it was a Sorcerer spell 1 level lower for the purposes of your Spell Pool, and gain their first level spells as cantrips. In addition you may use WaterspoutStormwrack as if it were a 5th level spell with your spell pool but suffer a 3 point surcharge when doing so.
    Specialized Aspect: Mighty Claws: Your claw attacks deal damage as if you were 2 size categories larger.

    Devastation Dragon:
    Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Hide, Move Silently, Truespeak
    Breath Weapon: A cone of force (d8s) which ignores hardness of objects and deals full damage against them.
    Energy Resistance: Force; once you have obtained immunity you may pass through barriers made of force freely as if they were not there, in fact you must consciously choose to be affected by any Force effect in any way (this is a free action which can be performed outside of your turn).
    Spell Pool: A Devastation Dragonsoul Acolyte does not gain access to the Sorcerer spell list with their Spell Pool. Instead they may use Doomsayer invocations. They treat least invocations as 1st level sorcerer spells, lesser invocations as 3rd level sorcerer spells, and greater invocations as 5th level sorcerer spells, all regardless of the invocations' actual levels. When you gain your Talented Spells you instead select 2 Least Invocations you may use at-will, and when you gain your Signature Spell you instead choose a single Lesser Invocation you may use at this reduced cost.
    Lesser Aspect: Accursed Words: You may use Doomsayer malisons as if they were sorcerer spells of the same level (if you could not already use them). In addition when you use a malison it costs only 1 Spell Pool Point regardless of its level.
    Greater Aspect: Soul of Apocalypse: You gain a +2 to your caster level for the purpose of Malisons and may use Least and Lesser Malisons as swift actions by paying an additional 2 Spell Pool Points. You may also spend 10 Spell Pool Points to call down an apocalyptic force. This counts as a 9th level spell-like ability and causes destructive energy to rain down dealing 10d6 fire, acid, or sonic damage (your choice) within a radius of 1 mile + 1 mile per additional Spell Pool Point beyond 10 which you spend. You are not damaged by this effect.
    Specialized Aspect: Select 1 Path of the Apocalypse (see Doomsayer) you gain the first 2 Signs of that path.

    Dry Dragon:
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Hide, Move Silently, Survival
    Breath Weapon: A cone of desiccating sand. This deals half slashing and half desiccation damage (see Sandstorm for details on desiccation damage) in d8s.
    Energy Resistance: Desiccation.
    Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
    Greater Aspect: Desert Skirmisher (Ex): You gain +1d6 damage per 4 Dragonsoul Acolyte levels with melee attacks in any round in which you move at least 10-ft. This damage is considered precision damage.
    Specialized Aspect: Fire Resistance (Ex): You gain fire resistance and immunity equal to that granted by your Energy Resistance and Immunity abilities.

    Ebony Dragon:
    Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
    Tutelary Skills: Appraise, Bluff, Spellcraft.
    Breath Weapon: Line of eldritch energy (untyped, like eldritch blast, d8s).
    Energy Resistance: Instead of gaining energy resistance or immunity you gain the following abilities. At Lv 3 you gain Spell Resistance 8 + your Dragonsoul Acolyte level. At Lv 7 this SR improves by 2 (to 10 + your DSA level), and again at Lv 11 (to 12 + DSA level). Beginning at 15th level you absorb spells which fail to penetrate your Spell Resistance gaining 4 temporary hit points per spell level, these temporary hit points last 10 minutes.
    Spell Pool: An Ebony Dragonis considered a Sublime Dragon for the purposes of their Spell Pool. An Ebony Dragonsoul Acolyte may initiate maneuvers from Diamond Mind, Iron Heart, and Lunar Spirit disciplines.
    Lesser Aspect: Dispelling Breath (Su): You gain a 2nd breath weapon a cone of dispelling energy. This breath weapon acts as an area dispel magic in its area with a caster level equal to your Dragonsoul Acolyte level and no cap to its dispel check bonus from Caster Level.
    Greater Aspect: Spell Immunity (Su): Select up to 2 spells of each spell level 0 to 9 which allow spell resistance. Your spell resistance against these spells is considered infinite. By spending a standard action and 3 Spell Pool Points you may reselect one of these spells.
    Specialized Aspect: Antimagic Scales (Su): You gain a +5 bonus to your AC against spells, including touch spells or attacks channeling spells. In addition any magical weapon striking you must make a Will save (DC 10 +1/2 your Dragonsoul Acolyte level + your Charisma modifier) or have its magical properties suppressed for 1 minute. Any creature striking you with a natural weapon or unarmed strike is affected as if by an area Greater Dispel Magic effect with a caster level equal to your Dragonsoul Acolyte level.

    Eclipse Dragon:
    Allowed alignments: Lawful Evil, and Neutral Evil.
    Tutelary Skills: Bluff, Disguise, Heal.
    Breath Weapon: Instead of a breath weapon you gain a profane touch. This ability uses the same recharge time as your breath weapon would/does and is used as a standard action requiring a melee touch attack. This touch deals 2d6 damage per die that your breath weapon would normally deal (it still gains Charisma based damage bonuses); this damage is pure profane energy and is not reduced by energy resistance or damage reduction and interacts with regeneration as damage from an evil spell.
    Energy Resistance: Fire.
    Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer spell list.
    Lesser Aspect: Vile Darkness (Ex/Su): You gain a bonus Vile feat you fulfill the prerequisites for (this is Ex unless the feat itself is otherwise). In addition any attempt to detect or determine your alignment via means other than observing your actions reveals you to be Good aligned with an aura of good as a Good cleric.
    Greater Aspect: Dark Pact (Su): You can make a dark pact with a creature. This grants the creature 1 bonus Vile feat it meets the prerequisites for and a +2 profane bonus to Strength, Constitution, Intelligence, and Charisma. You may also make 1 Suggestion to a creature in such a pact with you against which its spell resistance does not apply and which it does not gain a saving throw. The effects of this pact end after 1 week, or if the dragon is slain. Entering into this pact is a highly evil act that requires accepting all of one’s soul’s darkness and giving it free reign; any creature who accepts such a pact has their alignment immediately become evil. As the act of willfully accepting one’s own darkness is required for the pact to be completed a creature entering the pact will automatically know that it is an unquestionably evil act and must willingly accept that fact. Creating a dark pact requires 1 hour, 10 Spell Pool Points, and you may only have a number of dark pacts equal to your Charisma modifier (minimum 1) at a time. You may not create dark pacts with creatures with the Evil subtype, evil dragons, any creature with more hit dice than your Dragonsoul Acolyte level, or yourself.
    Specialized Aspect: Profane Spell Shield (Su): You gain Spell Resistance 15 + your Dragonsoul Acolyte level against Divine spells; this spell resistance has no effect against arcane spells, spell-like abilities (unless flagged as divine spells in some way), or psionics, only functioning against Divine spells. If you already have Spell Resistance from another innate source (class feature, race, feat, soulmeld, vestige; not item or spell) you use either this spell resistance or that spell resistance + 10, whichever is better, when dealing with divine spells.

    Electrum Dragon:
    Alignments allowed: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Knowledge (Arcana), Knowledge (Local), Knowledge (Nature)
    Breath Weapon: Line of sound.
    Energy Resistance: Sonic.
    Lesser Aspect: Immobilization Breath (Su): You gain a 2nd breath weapon a cone of immobilizing gas which roots creatures in place. Any creature within this breath weapon must make a Will save or be immobilized (unable to move from their current square) for 1d4+1 rounds; they may still teleport and flying creatures can still hover or if they cannot fall 20-ft per round.
    Greater Aspect: Aerial Warrior (Ex): May move up to your fly speed as part of a full attack action (before, after, or between attacks; one instance of movement).
    Specialized Aspect: Wind Rider (Ex): You gain the Draconic Wings ability; if you already have it or would gain it your fly speed improves by 30-ft and your flight maneuverability improves by 1 step. When you use your Dragon Form ability your fly speed improves by 50-ft and your flight maneuverability improves by 1 step.

    Enyo Dragon:
    Allowed alignments: Any Chaotic or Neutral Evil.
    Tutelary Skills: Choose 3 disciplines. You treat these disciplines' associated skills as Tutelary Skills.
    Breath Weapon: Cone of Force (d8s).
    Energy Resistance: Force.
    Spell Pool: An Enyo Dragon is a sublime dragon. You gain access to whichever three disciplines you chose to gain your Tutelary Skills from.
    Lesser Aspect: Warrior's Reflexes (Ex): When you are unarmored and not wearing a shield and carrying a light load you gain a bonus to your AC equal to your Wisdom modifier + 1 per 3 Dragonsoul Acolyte levels; this functions like a monk's AC bonus and does not stack with a monk's AC bonus, although you may add your Monk level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for this effect. In addition you add your Wisdom bonus as an Insight bonus to Reflex saves and Initiative checks.
    Greater Aspect: Twin Stance (Su): You may enter a 2nd martial stance through your Spell Pool while maintaining another you already have active. You may only maintain 2 stances at a time for a number of rounds equal to your Wisdom modifier after which point one of your stances end. Your 2nd stance activated must be one activated (and paid for) via your Spell Pool.
    Specialized Aspect: Deflect Rays (Su): You gain Deflect Arrows as a bonus feat (this is Ex). In addition you may use this feat to deflect rays and ranged touch attacks as if they were arrows.

    Feathered Dragon:
    Allowed alignments: Any Good or True Neutral.
    Tutelary Skills: Heal, Perform, Survival.
    Breath Weapon: Instead of a breath weapon you gain the ability to invoke the wrath of the spirits; this functions as a breath weapon using the same recharge timer as your breath weapons from this class but deals damage to up to 1 target creature per die of damage your breath weapon deals, all creatures must be within 30-ft of you. Undead and aberrations take d10s for damage, while fey, animals, and magical beasts take only d6s, everything else takes damage in d8s. Each target is allowed a Will save to half the damage (instead of Reflex).
    Energy Resistance: Instead of gaining Energy Resistance and Immunity as normal you gain a variety of abilities. Beginning at 3rd level you are immune to poisons. At 7th level you gain the Voice of Spirits ability (see below) and the Woodland Stride ability. At 11th level you gain Trackless Step (as a druid) and the ability to See Invisibility as the spell (this is an Su ability). At 15th level you gain the ability to use Invisibility as a spell-like ability by paying 1 Spell Pool Point.
    Spoiler: Voice of the Spirits (Su)
    Show
    Your connection with spirits has advanced to such a degree that you may speak normally in magical silence, the spirits acting as your voice allowing you to be heard as if there was no magical silence. This also allows it to cast spells with verbal components normally in such conditions.

    Spell Pool: You gain access to the druid spell list and the Air, Good, and Healing domains instead of the Sorcerer spell list.
    Lesser Aspect: Turning Breath (Su): You gain a breath weapon, a cone of positive energy which turns undead as a cleric of your Dragonsoul Acolyte level. While you still must make a Turning Check to determine the highest individual hit dice of undead which may be affected you do not roll turning damage instead having infinite turning damage.
    Greater Aspect: Shed Flesh (Su): As a full round action you may, by paying 5 Spell Pool Points, become Incorporeal for as long as you desire. While Incorporeal you may use your natural weapons as incorporeal touch attacks against corporeal foes, using Dexterity to hit and adding Charisma to damage as if it were Strength (your Strength score becomes - while incorporeal). You are considered a summoned extraplanar creature for interacting with Protection from Evil and similar effects while incorporeal this way; becoming corporeal once more is a standard action which does not cost Spell Pool Points. You may not use this ability while on the Ethereal Plane. Alternatively you may use this ability to enter the Ethereal Plane while on a plane connected to it. You may return to the Prime as a standard action (this does not cost spell pool points) but cannot in an area warded by Protection from Evil or similar effects unless the opposite alignment to that which it protects against. By paying 3 Spell Pool Points you may return to the Prime and be Incorporeal, or while Incorporeal you may pay 3 Spell Pool Points to enter the Ethereal Plane where you will be corporeal.
    Specialized Aspect: Poison Healing (Su): You may use Neutralize Poison at-will with a touch as a supernatural ability. In addition you may pay 1 Spell Pool Point and touch a creature to heal any effects from poison they are currently suffering (such as ability damage), this costs 3 Spell Pool Points to heal if they suffered ability drain. By paying 6 Spell Pool Points you may revive a creature that was killed directly due to poison as if with Raise Dead except they suffer no level loss.

    Fog Dragon:
    Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
    Tutelary Skills: Hide, Move Silently, Swim.
    Breath Weapon: Line of electricity. This breath weapon deals damage in d8s, but deals +2 damage per die against creatures made of metal or wearing metal armor.
    Energy Resistance: Electricity.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Blindsight (Ex): You gain Blindsight out to 60-ft, doubling to 120-ft in the water.
    Specialized Aspect: Fog Summoner: You can select Obscuring Mist as a cantrip and treat Obscuring Mist, Fog Cloud, Cloud of BewildermentSpC, Malevolent MiasmaSpC, Stinking Cloud, Contagious FogSpC, Solid Fog, Cloudkill, Mind Fog, Acid Fog, and Freezing FogSpC as if they were 1 spell level lower for the purposes of your Spell Pool.

    Fungal Dragon:
    Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
    Tutelary Skills: Climb, Jump, Survival.
    Breath Weapon: Line of Energized Spores which deal untyped damage (d6s). Any creature damaged by these spores must make a Fortitude save or be nauseated for 1 round/die of damage dealt.
    Energy Resistance: Instead of gaining energy resistance a fungal dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
    Lesser Aspect: Infectious Breath (Su): You gain a second breath weapon a cone of spores that infest an affected creature dealing 2 Con damage per round for 1 round per two dice of damage it would have dealt. A successful Fortitude save prevents this effect, and the damage can be halted by a Remove Disease spell.
    Greater Aspect: Fungal Regeneration (Ex): You gain Regeneration 5 overcome by cold and fire.
    Specialized Aspect: Plant Body (Ex): You gain certain plant-like traits, granting you immunity to stunning and poison and a 5% chance per Dragonsoul Acolyte level of negating critical hits and precision damage (becoming full immunity at 20th level).

    Gorgonid Dragon:
    Allowed alignments: Any Chaotic or True Neutral.
    Tutelary Skills: Jump, Tumble, Survival
    Breath Weapon: Cone of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
    Greater Aspect: Deadly Fangs (Ex): Your bite damage increases by 2 dice sizes as if you had grown 2 size categories, and your bite attack gains a critical rating of 18-20/x3. Finally whenever you bite a creature you may make a trip attempt as a free action without needing a touch attack to initiate it, you gain a +4 bonus to this trip attempt and if you fail your opponent cannot react to trip you back.
    Specialized Aspect: Hunter's Nose (Ex): You gain the Scent special quality and may track at full speed without penalty. Your scent is especially keen allowing you to detect things by scent at twice the normal range (60-ft, 120-ft if you are downwind of them, 30-ft if you are upwind of them, 10-ft to pin point their location).

    Glacier Dragon:
    Allowed alignments: Any Chaotic or True Neutral.
    Tutelary Skills: Balance, Climb, Survival
    Breath Weapon: Cone of Cold.
    Energy Resistance: Cold.
    Lesser Aspect: Keen Nose (Ex): You gain the Scent special quality.
    Greater Aspect: Frigid Bite (Su): Your bite attack deals 2d6 cold damage (this benefits from Pierce Resistance) and 1d4+2 Dexterity damage per hit.
    Specialized Aspect: Ice Walker (Su): You may move at full speed over ice and snow, suffering no penalty to skill checks due to snow or ice, and suffer no penalties to spot or listen due to snow storms. In addition you may climb across icy surfaces as if you were under the effects of a spider-climb spell.

    Grim Crag Dragon:
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Balance, Jump, Swim
    Breath Weapon: Line of fire.
    Energy Resistance: Fire.
    Lesser Aspect: Elemental Flesh (Ex): You are more elemental in nature, your flesh beneath your scales turning partially into elemental matter. When a critical hit or sneak attack is scored on you, there is a 5% chance per Dragonsoul Acolyte level (maximum 75% at 15th level) that the critical hit or sneak attack is negated and damage is instead rolled normally.
    Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
    Specialized Aspect: Pyromantic Spell Pool: You may treat spells with the fire descriptor as 2 spell levels lower (minimum 0) for the purposes of your Spell Pool. In addition you may ignore caster level caps on such spells, increasing your CL by 2 and the save DCs by 1 for all fire descriptor spells used through your Spell Pool.
    Last edited by Zaydos; 2014-09-02 at 07:44 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragon List: Homebrew Part 2

    Miscellaneous Dragons continued
    Spoiler
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    Hooded Dragon:
    Allowed alignments: Chaotic Evil, Neutral Evil, or Chaotic Neutral.
    Tutelary Skills: Autohypnosis, Bluff, Intimidate.
    Breath Weapon: A cone of mystical gas. Any creature caught in this gas has it seep into them igniting them from the inside out. This deals half the normal damage of your breath weapon ability (in d10s) as fire damage and the creature must make a Fortitude save or take the same fire damage each round during your turn for 2 rounds. Multiple uses of your breath weapon do not stack for damage, but reset the duration each time.
    Energy Resistance: Fire.
    Spell Pool: A hooded dragon is a psionic dragon gaining access to the Wilder power list instead of the sorcerer spell list.
    Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
    Greater Aspect: Paralyzing Gaze (Su): You grow a cobra-like hood. You may infuse yourself with draconic power by spending 4 Spell Pool Points as a free action if you do you gain a Gaze attack with a range of 60-ft until the start of your next turn. Any creature affected by your gaze is Dazed for 1 round, a successful Will save (DC 10 +1/2 your Dragonsoul Acolyte Level + your Charisma modifier). If you focus your gaze on a creature (as a standard action) and they fail their save they are Paralyzed for 1 round instead of Dazed. This is a mind-affecting ability.
    Specialized Aspect: Mind of Control: You can use Telepath discipline powers as if they were Wilder spells. In addition you may use Psionic Charm, Psionic Suggestion, and Psionic Dominate for 1 less Spell Pool Point than normal (to a minimum of 1) and fully augment them for a 1 Spell Pool Point surcharge if that would be less than 4 (or 4 otherwise).

    Hymn Dragon:
    Allowed alignments: Any Good.
    Tutelary Skills: Disguise, Heal, Perform.
    Breath Weapon: A cone of sound (sonic).
    Energy Resistance: Sonic.
    Spell Pool: Instead of gaining access to the Sorcerer spell list through your Spell Pool you gain access to the Cleric spell list. Likewise your Talented Spells and Signature Spell are chosen from the Cleric spell list instead of the Sorcerer list.
    Lesser Aspect: Draconic Bard: You may use Bard spells as if they were Sorcerer spells (or Wilder powers, or whatever list you have access to) of their Bard spell levels (using whichever spell level you prefer); they retain their Bard level for save DCs and Globe of Invulnerability and the like even if they have a different level for a Sorcerer.
    Greater Aspect: Healing Breath (Su): You gain a 2nd breath weapon a cone of healing energy. This energy heals all creatures within the area 1d8 hit points per die of damage your breath weapon would normally deal. This is a positive energy effect and damages creatures harmed by positive energy and no effect on creatures neither harmed nor healed by such. A successful Will save halves the healing or damage from this effect.
    Specialized Aspect: Draconic Hymnist (Su): Select 1 draconic hymns you may sing this hymn by paying 1 Spell Pool Point per round you sing. You may choose to sing the same verse of a dragonic hymn for multiple consecutive rounds, without needing to wait 3 rounds between singing the same hymn. Initiating this song is still a standard action, and maintaining it is a free action. In addition you gain a number of ranks in Perform (Vocal) equal to your Dragonsoul Acolyte level +3 (if this would push you over your maximum ranks in Perform Vocal you may immediately retrain excess skill points).

    Kraken Dragon:
    Allowed alignments: Any Evil and True Neutral.
    Tutelary Skills: Disguise, Perform, Swim.
    Breath Weapon: A cone of mind-rending energy which deals damage in d8s. This is a mind-affecting effect which requires a Will save instead of Reflex to half, and the DC is based off of your Charisma modifier instead of your Constitution modifier.
    Energy Resistance: Instead of gaining energy resistance a kraken dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
    Lesser Aspect: Charming Drake: Treat the spells Charm Person, Charm Monster, Mass Charm Person, and Dominate Person as one level lower for your Spell Pool. In addition Enchantment and Telepathy spells, powers, and spell-like abilities you use get a +1 to their Save DCs.
    Greater Aspect: Tentacles (Ex): You grow several long, constrictive tentacles. These four tentacles allow you to make tentacle attacks each acting as a secondary natural weapon dealing 1d4 damage (if you are medium sized). These tentacles have a reach 5-ft longer than is normal for you.
    Specialized Aspect: Depths Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to twice your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based). In addition you are immune to damage from pressure.

    Lepidodendron Dragon:
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Lawful Good, and Neutral Evil.
    Tutelary Skills: Autohypnosis, Hide, Survival.
    Breath Weapon: A ball of lightning which you fire at a single target as a ranged touch dealing electricity (d10s) damage (no saving thow).
    Energy Resistance: Electricity.
    Spell Pool: You gain access to the Druid spell list instead of the Sorcerer spell list.
    Lesser Aspect: Wood Walker (Ex): You gain Woodland Stride and Trackless Step as the druid abilities of the same names.
    Greater Aspect: Chain Breath (Su): When you use your ranged touch attack breath you may have it leap to another target within 30-ft of the original. This requires another ranged touch attack and deals the same damage. You may have it perform this leap again on this attack, but it may not leap to the same target twice. This may continue until one of the following happens: You miss, you strike an object, or there are no legal targets you wish to strike within range.
    Specialized Aspect: Breath Barrage (Su): When using a touch attack breath weapon you may use it as a full round action to make multiple attacks with it. If your Base Attack Bonus is at least +6 you can make 2 attacks, if it is at least +11 you can make 3, and if it is at least +16 you can make 4, and if you are hasted you can make an additional attack. When you use your breath weapon this way you cannot apply metabreath feats to it, and it deals damage 1 die size smaller than usual, or 2 die sizes smaller than usual if you are making 4 or more attacks. Each use after the first, with the exception of the bonus for being hasted, suffers a -5 to hit, increasing to -10 and -15 on the 3rd and 4th non-hasted attack respectively. In addition when you make a full attack that includes a bite attack you may replace the bite attack with a breath weapon (even if not a ranged touch one), if you do so its damage is reduced by 1 die size.

    Maleficence Dragon:
    Allowed alignments: Any Evil.
    Tutelary Skills: Concentration, Intimidate, Knowledge (Religion).
    Breath Weapon: A line of soul disrupting energy which harms living creatures and the undead (constructs are immune). This deals damage in d8s and a Will save is used to half this damage instead of a Reflex save.
    Energy Resistance: Instead of gaining energy resistance and immunity you gain the following abilities. At 3rd level you gain +4 to saves versus death effects, negative energy effects, and saves to remove negative levels. At 7th level you reduce damage you take from negative energy by 10. At 11th level this negative energy resistance increases to 20 and you may roll twice on any save this ability gives you a benefit to. At 15th level you gain total immunity to death effects, energy drain, and any negative energy effect.
    Taint Suppression: If you select Maleficence Dragon as your Tutelary Dragon you gain the Taint Suppression ability (see Heroes of Horror page 89) at 1st level. At 4th level you no longer show symptoms when in tainted areas. At 9th level you become a creature of Taint; you no longer suffer effects from taint and your depravity and corruption scores are set to equal one-half your Charisma score +2 and cannot be increased or lowered.
    Lesser Aspect: Tainted Blows (Su): You are wrapped in an evil and soul-rending force, a force which twists body and spirit. Your claws become tainted and any time you strike a creature with a claw attack they must make a Fortitude save (DC 10 +1/2 your dragonsoul acolyte level + your Constitution modifier) or gain 1 point of corruption and take 1d6 additional damage. Your bite attack, if any, inflicts this effect as well.
    Greater Aspect: Tainted Breath: Your breath weapon now inflicts 1 point of depravity per 2 dice of damage it deals (or would deal if you are using a non-damaging breath) if the target fails their save against the breath. Note the effects of gaining more depravity than your current Wisdom modifier (Heroes of Horror page 62). In addition the soul of any creature killed or destroyed by your breath weapon is pulled into your tainted being where it is tortured to fuel your powers. Such a creature cannot be revived as long as you live and even once you are dead it requires a carefully worded Wish or Miracle followed by a spell to revive the dead and the creature is revived with 1 less than Severe Taint in both Corruption and Depravity if it did not already have higher taint totals.
    Specialized Aspect: Aura of Fear (Su): You radiate an aura of fear. Any creature in the area must succeed on a Will save (DC 10 + 1/2 your dragonsoul acolyte level + your Cha modifier) or become shaken for as long as they are in the aura and for 1d4 rounds thereafter and take 1 point of Depravity (this never causes the creature to be stunned regardless of their Wisdom modifier). A creature who successfully saves cannot be affected by your aura of fear for 10 minutes, and must save each round until they succeed; each failure adds 1d4 rounds to the shaken effect but does not progress it further (although if they are shaken by another effect this effect will increase it to frightened). You may suppress or reactivate this ability as a free action at-will.

    Moon Dragon
    Allowed alignments: Chaotic Good, Neutral Good, and Chaotic Neutral.
    Tutelary Skills: Disguise, Perform, Swim.
    Breath Weapon: Cone of freezing gas (cold)
    Energy Resistance: Handle Animal, Knowledge (Nature), Survival
    Spell Pool: You gain access to the Druid spell list instead of the Sorcerer one.
    Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Will save or be slowed (as spell slow) for 1d6+1 rounds.
    Greater Aspect: Shifting Prowess (Su): You gain a +4 untyped bonus to Strength, Dexterity, or Constitution. As a swift action you may pay 1 Spell Pool Point to change which score this bonus it applied to. When using any ability to change your form which changes your ability scores this bonus doubles to +8.
    Specialized Aspect: Goring Horns (Ex): You gain a pair of curved, bull-like horns, which you can use to make a gore attack as a secondary natural weapon dealing 1d6 damage (if you are medium) on a hit.

    Necrocarnum Dragon:
    Allowed alignments: Any Evil.
    Tutelary Skills: Appraise, Bluff, and Spellcraft.
    Breath Weapon: A cone of soul-shattering energy which deals 1d6 Constitution damage + 1 per 3 dice of damage your breath weapon would normally deal and reduces the target's essentia by an amount equal to the number of dice your breath weapon would normally deal (this essentia reduction lasts for 1 hour). A successful Fortitude save halves the damage and the essentia reduction.
    Energy Resistance and Soul Pool: Like an Incarnum Dragonsoul Acolyte a Necrocarnum Dragonsoul Acolyte does not gain Energy Resistance or the normal spell pool ability. While they do still gain a small number of Spell Pool Points, their max spell level for the purposes of the spell pool is always 0. Instead they gain the ability to shape and bind soulmelds from the Incarnate list, gaining Soulmelds, Essentia, and Chakra binds based on their level as shown below. An Incarnum Dragonsoul Acolyte may use Essentia granted by this class to fuel abilities which normally require points from the Spell Pool at a rate of 1 essentia = 2 Spell Pool points (if an ability requires an odd number of spell pool points the excess point is wasted), essentia used this way is refreshed when spell pool points would be. In addition to the essentia you gain directly from leveling up, you gain the ability to harvest essentia from the death of creatures. You gain 1 point of essentia whenever a creature with at least 1 hit die within 30-ft of you dies, +1 per 6 hit dice they possess. You may only have an amount of essentia gained this way based upon your dragonsoul acolyte level and may not use this essentia to power abilities which cost spell pool points. Temporary essentia gained this way lasts for 1 hour and is then lost.
    Spoiler: Essentia and melds
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    Level Soulmelds Essentia Chakra’s Unlocked Chakra Binds Spell Pool Points Necrocarnum Cap
    3 1 0 - 0 - 2
    4 2 0 - 0 3 2
    5 2 1 Crown 1 3 3
    6 2 1 - 1 4 3
    7 3 1 - 1 5 5
    8 3 1 Feet, Hands 1 5 6
    9 3 2 - 1 5 6
    10 3 2 - 2 5 6
    11 4 2 Brow 2 6 7
    12 4 2 - 2 6 8
    13 4 3 Arms, Shoulders 2 6 8
    14 5 3 - 2 7 9
    15 5 3 Throat 3 8 10
    16 5 3 - 3 9 10
    17 5 4 - 3 9 11
    18 6 4 Waist 3 10 12
    19 6 5 - 3 10 12
    20 6 6 Heart 4 12 14

    You still gain Cantrips, Talented Spells, and Signature Spell as normal for a Dragonsoul Acolyte gaining the ability to use the selected 1st and 2nd level spells from Talented and Signature Spell abilities in defiance of their max Spell Pool level.
    Lesser Aspect: Expanded Necrocarnum Capacity: The essentia capacity of any soulmeld you shape with the Necrocarnum descriptor is increased by 1, increasing by another 1 at 15th level.
    Greater Aspect: Consume Essence (Su): Whenever you bite a creature that creature has one soulmeld it currently has shaped (at random) unshaped and any essentia the creature has in that soulmeld is lost and the creature recovers that essentia after 1 hour. If it does not have any soulmelds they instead take 2 points of Constitution damage. You gain essentia equal to any essentia a target loses or Constitution damage they receive due to this ability, but may only have 1 point of essentia gained this way per 4 Dragonsoul Acolyte levels; this temporary essentia lasts 10 minutes.
    Specialized Aspect: Shield of the Heart (Ex): You are immune to ability damage and drain.

    Occulus Dragon:
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
    Breath Weapon: A Cone of Acid.
    Energy Resistance: Acid.
    Spell Pool: An Occulus Dragonsoul Acolyte does not gain access to the Sorcerer spell list with their Spell Pool. Instead they may use a series of eye rays as spell-like abilities. They may use one of these eye rays as a swift action, and all such rays require ranged touch attacks with a range of 60-ft. Available eye rays, the level they are gained, and the cost to use them are shown on the table below. Beginning at 8th level you may pay a 2 Spell Pool Point surcharge when using your eye rays to fire 2 rays as a single (swift) action, or beginning at 16th level 4 Spell Pool Point one to make 3 as a single action; this cost is in addition to the cost of each spell used in this volley and no ray can be used more than once as part of this volley.
    Spoiler
    Show
    Ray Level Effect Spell Level Cost
    Inflict Wounds 4 1 or more d8s +CL level (max +5/d8) negative energy damage, Will save halves # of dice or 1/2 Dragonsoul Acolyte level whichever is lower. 1 per die of damage dealt
    Charm Person 4 Charm Person 1st 2
    Exhaustion 7 Target is exhausted for 1 minute/caster level, Fort save reduces to Fatigue 3rd 2
    Slow 7 Slows target for 1 round/caster level (Will negates) 3rd 2
    Dispel Magic 11 Targeted dispel magic on target, pay 2 extra spell pool points for Greater Dispel Magic 3rd 3
    Fear 11 Target is frightened for 1 round/caster level (Will negates) 3rd 3
    Telekinesis 11 Move object up to 25 lbs as if with Telekinesis, creatures are allowed a Will save to resist. 4th 3
    Charm Monster 14 Charm target as spell Charm Monster 4th 4
    Daze 14 Dazes target for 1 round (this is a mind-affecting enchantment compulsion effect) 4th 2
    Enervation 14 As spell Enervation (inflicts 1d4 negative levels for 1 hour) 4th 4
    Dominate Person 18 As spell Dominate Person 5th 4
    Flesh to Stone 18 As spell Flesh to Stone 5th 4
    Sleep 18 Puts target to sleep for 1 minute/caster level (they may be awoken as normal for sleep spell); Will negates 5th 4
    Death 20 As Finger of Death 7th 5
    Disintegrate 20 As Disintegrate 6th 4

    You still gain Talented Spells and a Signature Spell from the Sorcerer spell list as normal. You may pay an additional spell pool point to cast any of these spells, or other spell-like abilities fueled by your spell pool, through your eye stalks as long as they have a single target and a range other than personal. If you do so they are used as a swift action, and require a ranged touch attack with a range of 60-ft.
    Lesser Aspect: Eye Stalks (Ex): You grow 4 eye stalks (from which you use your eye rays). These eye stalks grant you All-Around Vision (Ex), which gives you a +4 bonus to Search and Spot checks and renders you immune to being flanked.
    Greater Aspect: Magic Suppressing Breath (Su): You gain a 2nd breath weapon, a cone of anti-magic which suppresses existing magical energy. This breath suppresses all pre-existing magical effects in the area for 1d6+1 rounds. The suppressing effect does not dispel effects, nor does it prevent new effects from being activated, but effects in existence before the dragon’s breath are treated as if they were in anti-magic for the duration. Creatures struck may cast spells, use spell-like abilities, and activate supernatural abilities, but magic items become inert for the duration, summoned creatures vanish only to reappear after the duration of this effect has passed. Supernatural abilities that cannot be voluntarily activated are also suppressed. Vestige pacts and soulmelds are suppressed for the duration as if affected by an antimagic field and still count against maximum number of pacts/soul melds.
    Specialized Aspect: Gaze of Power (Su): Your normal (non-stalk) eyes merge together to form one large, cyclopean eye. You gain a gaze attack with this eye with a range of 30-ft. Any creature affected by this gaze attack must make a Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) or be shaken for 1d6+1 rounds (this gaze cannot stack with itself). By spending 3 Spell Pool Points you may change this gaze into a Dazing Gaze for 1 round which dazes creatures which fail their save for 1 round; this is a mind-affecting effect. Beginning at 13th level you may make it Stun instead of Daze when using this ability. Beginning at 17th level you may pay 3 Spell Pool Points to instead make it an anti-magic gaze which creates an anti-magic zone within a 30-ft cone in front of you for 1 round. You must choose which gaze you are using as a free actin at the beginning of your turn and its effects last for 1 round.

    Palladium Dragon:
    Allowed alignments: Lawful Good, Neutral Good, and Lawful Neutral.
    Tutelary Skills: Bluff, Disguise, Heal
    Breath Weapon: A cone of magical gas which stuns those within it. Any creature within the cone must make a Will save or be stunned for 1d3 rounds, this increases to 1d4 when your breath weapon would deal 4 dice of damage, and 1d4+1 when it would deal 8 dice of damage.
    Energy Resistance: Fire.
    Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer spell list.
    Lesser Aspect: Divine Blessing (Su): You can use your Charisma modifier instead of the normal ability score modifier for any and all saving throws.
    Greater Aspect: Holy Dread (Su): Evil creatures within 30-ft suffer a -2 penalty to attack rolls, weapon damage, saving throws, skill and ability checks, and to their Caster Level.
    Specialized Aspect: Frost Proof (Ex): You gain Cold resistance and immunity equal to that granted by your Energy Resistance and Energy Immunity class features.

    Plasma Dragon:
    Allowed alignments: Any Chaotic and True Neutral.
    Tutelary Skills: Craft, Gather Information, Spellcraft
    Breath Weapon: A line of plasma dealing half fire and half electricity damage (d10s).
    Energy Resistance: Fire.
    Lesser Aspect: Flames' Rebuke (Su): You gain the ability to Rebuke creatures with the Fire subtype as an evil cleric of your dragonsoul acolyte level Rebukes Undead (or as a cleric with the fire domain rebukes fire creatures).
    Greater Aspect: Powerful Breath: Your breath weapon(s) damage dice increase by one size (d4 -> d6 -> d8 -> d10 -> 2d6 -> 2d8 -> 3d6 -> 4d6 -> 5d6... etc). You gain Maximize Breath as a bonus feat, if you already have it you gain another meta breath feat instead.
    Specialized Aspect: Electricity Immunity (Ex): You gain Electricity Resistance and Immunity equal to that granted by your Dragonsoul Acolyte level.

    Peanut Dragon:
    Allowed alignments: Any Evil.
    Tutelary Skills: Bluff, Spellcraft, Survival
    Breath Weapon: A cone of sticky acidic peanut butter. This breath weapon deals d8s for damage, but any creature which fails their saving throw is entangled for 1d3 rounds.
    Energy Resistance: Acid.
    Spell Pool: A Peanut Dragonsoul Acolyte gains access to Druid spells instead of Sorcerer spells via their Spell Pool, and uses Intelligence instead of Charisma for the saving throw DCs of Spell-like Abilities used via their Spell Pool.
    Lesser Aspect: Rebuke Plants (Su): You can rebuke and command plant creatures as an evil cleric rebukes and commands undead. You may use this ability 3 + Charisma modifier times per day (minimum 3).
    Greater Aspect: Legume Dragonsoul (Ex): You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning.
    Specialized Aspect: Sorcerous Mastery: You gain access to the Sorcerer spell list in addition to the Druid spell list.

    Plague Dragon:
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Heal, Survival
    Breath Weapon: A cone of disgusting, bacteria-ridden acidic sludge. This cone deals acid damage (in d10s), Reflex halves, and any creature which takes damage from this breath weapon must make a Fortitude save or become infected with Black Spit.
    Spoiler: Black Spit
    Show
    The disease’s name come from one of the more interesting symptoms, it colors the patient’s saliva and phlegm an ashy black. As a warning to caretakers the disease seems to spread through bodily fluids. This is a supernatural disease.
    Incubation Period: 1d4+1 days. Fort save DC: 14; when infected directly through your breath weapon the DC is 10 + 1/2 your dragonsoul acolyte level + your Constitution modifier and set when you infect the target. Damage: 1d3 Constitution, and 1 Wisdom.

    Energy Resistance: Acid. In addition you gain Disease Immunity at Lv 3.
    Lesser Aspect: Sea Dweller (Ex): Gain the ability to breathe water as easily as air and a swim speed equal to your base land speed. You may use your breath weapon(s) underwater without penalty (even if they are fire based).
    Greater Aspect: Festering Wounds (Su): Your natural weapons inflict dangerous wounds that continually bleed. Any living creature damaged by your claws or bite attack is left with a wound that bleeds badly taking another 2 damage each round for a number of rounds equal to your Constitution modifier (minimum 1 round) or they are healed at least 2 points of hit points through magical healing per wound. Each attack inflicts a wound this way and the duration of each wound is tracked separately. Elementals, Oozes, and unliving creatures are immune to this effect.
    Specialized Aspect: Power of Plague: You may use doomsayer invocations from the Apocalyptic Path of Plague with your Spell Pool. You treat Least Invocations as 1st level spells, Lesser Invocations as 3rd level spells, and Greater Invocations as 5th level spells. In addition you gain the ability to carry diseases without suffering their effects (this replaces your immunity).

    Plains Dragon:
    Allowed alignments: Any Chaotic or True Neutral.
    Tutelary Skills: Gather Information, Survival, Swim.
    Breath Weapon: A ray of searing light. This is a light-based ranged touch attack that deals d8s for damage with a range of your line breath weapon; this touch attack does not allow a saving throw.
    Energy Resistance: You gain resistance to damage from light based effects (such as searing light, but not energy damage from them such as the red curtain of a prismatic spray) and eventually total immunity. In addition at level 3 you gain immunity to blindness. At 7th you gain a +4 on saves versus death effects, increasing to immunity at 15th level.
    Lesser Aspect: Blinding Breath (Su): When using your breath weapon you may release a cone of blinding light instead of dealing damage. Any creature within the area must make a Fortitude save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
    Greater Aspect: Spell Proof Hide (Su): You take 10 less damage from spells, spell-like abilities, and supernatural effects which deal damage. In addition you gain Spell Resistance 16 + your Dragonsoul Acolyte level (if you also have the Spell Resistance Lesser Aspect this increases to 18 + your Dragonsoul Acolyte level).
    Specialized Aspect: Enchantment Proof Hide (Su): Your scales act to reverse the flow of magical energies within weapons that strike at you, turning their edge by their own magical might. You gain 2 points of damage reduction per 3 Dragonsoul Acolyte levels you possess. This damage reduction is penetrated only by non-magical weapons and attacks. For example at lv 12 you'd have DR 8/non-magic.

    Racer Dragon:
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Balance, Jump, Tumble.
    Breath Weapon: A Line of Electricity.
    Energy Resistance: Electricity.
    Draconic Wings: A Racer Dragonsoul Acolyte does not gain draconic wings as normal. Instead they gain a +10-ft enhancement bonus to land speed for every 3 Dragonsoul Acolyte levels they possess; this bonus functions when wearing light or no armor and carrying no more than a light load.
    Lesser Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
    Greater Aspect: Combat Strafe (Ex): You may move up to your speed as part of a full attack. This movement does not have to be all at once but can instead be spread out between multiple attacks. Alternatively as a full round action you may move up to twice your speed and make a bite attack as a primary natural weapon attack against any number of targets that are within reach at any point during this movement.
    Specialized Aspect: Pounce (Ex): You gain the pounce special quality.

    Renewal Dragon:
    Allowed alignments: Lawful Good and Neutral Good.
    Tutelary Skills: Heal, Hide, Swim.
    Breath Weapon: A Cone or Line of Pacifying Gas (chosen when used). This breath weapon deals no damage instead making a creature unable to take any combative action (including defensive buffing or summoning) for 1d4+1 rounds if they fail a Will save. This is a mind-affecting effect, and any attack made against an affected creature immediately ends it for that creature.
    Energy Resistance: Instead of normal energy resistance you gain the following abilities. At 3rd level you gain a +4 bonus on saves versus death effects. At 7th level if you would have to make a saving throw against a death effect you roll twice taking the better result. At 11th level you gain immunity to death effects. At 15th level you gain the ability to Forbid Death (Su); 1/day as an immediate action, you can prevent a single attack or effect from killing any creature within 60-ft. This only works on a spell, effect, or attack which would have killed one or more creatures within the range and completely negates all effects and damage of it within the range. For example if a fireball would kill a creature within range it could be used to prevent all damage from the fireball within the area, but any portion of the fireball’s area outside the range of this effect would not be prevented. You may, and often must, use this ability after damage has been rolled. If you would be killed by an effect or attack and the dragon has uses of this ability remaining this ability automatically activates even if the renewal dragon is unaware of the effect or attack and without it being required to use an immediate action to activate it.
    Spell Pool: Instead of gaining access to the Sorcerer spell list through your Spell Pool you gain access to the Cleric spell list. Likewise your Talented Spells and Signature Spell are chosen from the Cleric spell list instead of the Sorcerer list.
    Lesser Aspect: Healer's Soul: You treat Conjuration (Healing) spells as if they were 1 level lower for the purposes of the Spell Pool and may select Cure Minor Wounds as a cantrip but you may only use it as a cantrip to heal creatures up to 1/2 health. Beginning at 8th level you may select Cure Light Wounds, Faith HealingSpC, and Lesser VigorSpC as cantrips with the same restrictions on use. You may use RevivifySpC through your spell pool despite its normally too expensive material component.
    Greater Aspect: Rejuvenation: You gain Fast Healing 4.
    Specialized Aspect: Life Inviolate (Su): You are surrounded by an aura which preserves life of all creatures within it other than yourself. Creatures within 10-ft of you other than yourself cannot die, this does nothing to prevent them from being reduced to -10 or lower hit points or 0 Constitution. A creature with 0 Constitution is knocked unconscious. A creature which has less than -10 hit points, or 0 Constitution, or another condition which would normally kill them (not an instantaneous death effect) immediately dies if you move further than 10-ft from them or teleport or otherwise cease to be within 10-ft of them.

    Saurian Dragon:
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Hide, Move Silently, Survival.
    Breath Weapon: Line of acid.
    Energy Resistance: Acid
    Spell Pool: A Saurian Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Saurian Dragonsoul Acolyte may initiate maneuvers from Feral Hunter, Stone Dragon and Tiger Claw disciplines.
    Lesser Aspect: Petrifying Breath (Su): You gain a second breath weapon a cone of petrifying gas. Any creature within the area takes 1d4 Dexterity damage + 1 per 2 dice of damage your breath weapon would normally deal, if this Dexterity damage reduces their Dexterity to 0 they are instantly petrified. A successful Fortitude save halves this Dexterity damage.
    Greater Aspect: Body of Stone (Ex/Su): Your natural armor improves by an additional +3 and you gain immunity to petrification; this is Extraordinary. In addition you gain damage reduction equal to half your class level overcome only by weapons which have their striking surfaces made of stone (including flint and obsidian); this is supernatural.
    Specialized Aspect: Natural Arsenal (Ex): Your natural weapons deal damage as if you were 1 size category larger.

    Sliver Dragon:
    Allowed alignments: Lawful Evil, and Lawful Neutral.
    Tutelary Skills: Bluff, Knowledge (Dungeoneering).
    Breath Weapon: Line of electricity.
    Energy Resistance: Electricity.
    Hivemate: Beginning at 4th level a Sliver Dragonsoul Acolyte gains the Sliver subtype. Slivers are automatically considered your "Companions" (see Companions' Breath) without counting against your limit of companions.
    Lesser Aspect: Companions' Breath (Su): You may designate a creature as a "Companion"; to do so you must touch them (as a standard action) and spend a spell pool point. That creature remains your Companion until they die (your own death does not sever such bonds) or you dissolve the bond (requiring a standard action and a spell pool point, but no range limit). You may have a number of Companions equal to your Charisma modifier (a reduction in Charisma does not dissolve bonds). Any companion within 100-ft of you gains the ability to use a breath weapon with the same area as any damaging breath weapon you possess which deals damage with dice 2 sizes smaller than your breath weapon but the same number (d12 -> d8, d10 -> d6, d8 -> d4, d6 -> d3, d4 -> d2, d3 -> 1/die); the save DCs for these breath weapons is 10 + 1/2 their hit dice + their Constitution modifier, and these breath weapons require 1d4 rounds between uses. Companions' breath weapons do not gain any non-damaging effects of your breath weapon.
    Greater Aspect: Hivemind (Su): Your Companions' Breath ability now functions on companions within 1000-ft, or 1 mile if you also have Companions' Immunity. In addition you and your companions within that range share a hivemind, none of you are surprised unless all are surprised, and none are flat-footed unless all are, and none are flanked unless all are. In addition you all are considered to have the highest Int, Wis, and Cha from amongst your Companions and yourself for Will saving throws, skill checks, and ability checks. You and your companions may communicate telepathically within this range, and you may control any sliver other than a Queen, Overlord, Legion, Hivelord, Sliver Dragon, or Sliver Dragonsoul Acolyte with this ability within this range unless it is already controlled by one of the aforementioned.
    Specialized Aspect: Companions' Immunity (Ex): Your Companions' Breath ability now functions on companions within 1000-ft. In addition your Companions within this range also gain your Electricity Resistance or Immunity granted by the Dragonsoul Acolyte class.

    Soulshell Dragon:
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Spellcraft, and Use Magic Device.
    Breath Weapon: Line of spiritual energy which deals untyped (d8s) damage to creatures within its area. A successful Fortitude save (instead of Reflex) halves this damage.
    Energy Resistance: Instead of normal energy resistance you gain the following abilities. At 3rd level you gain immunity to fear. At 7th level you gain Slippery Mind (as the monk ability). At 11th level as long as you have a vestige bound you gain a +4 on Will saves against mind-affecting effects. At 15th level you gain immunity to mind-affecting effects as long as you have a vestige bound.
    Spell Pool: A Soulshell Dragonsoul Acolyte does not gain normal access to the spell pool. Instead they may use the Spell Pool to pull a vestige into them. It requires a standard action to bind a vestige this way, and a Soulshell Dragonsoul Acolyte may expel a bound vestige as a standard action at no cost and with no penalty for doing so. A Soulshell Dragonsoul Acolyte must still make a Binding Check as normal, but do not need to draw a seal or abide by any special requirements as to how the seal is drawn, and the vestige does not physically manifest. A vestige bound with this ability remains bound for an amount of time determined by how many Spell Pool Points the Dragonsoul Acolyte spends to bind it, 1 minute if they spend 2 points, 10 minutes if they spend 3 points, 1 hour if they spend 4 point. A Dragonsoul Acolyte needs to spend 1 less Spell Pool Point to bind 1st level vestiges or vestiges at least 3 levels below their maximum, and may spend 1 extra point to bind a Vestige as a swift action. They may also spend 1 Spell Pool Point to expel a vestige as a free action. A Soulshell Dragon has an effective binder level for soulbinding as a binder of 3/4ths their level for the purpose of determining their maximum vestige level bound (see table below for equivalency, Max Vestige level bound, and Max Vestige level bound with the Improved Binding feat), but use their full Dragonsoul Acolyte level for the purposes of vestiges' granted powers. They do not intrinsically gain the ability to bind multiple vestiges at a time.

    A Soulshell Dragonsoul Acolyte retains full spell pool points but does not intrinsically gain the ability to cast spells with it; their maximum spell level is - and only spell-like abilities granted ignoring this cap completely can be used (as opposed to ones which are as a Xth level spell for the purposes of your spell pool). They still gain Cantrips, Talented and Signature Spells and are able to use the spells chosen for Talented and Signature Spells normally as per those abilities. In addition you may select Detect Vestige as a cantrip beginning when you gain this ability (at 4th level).

    If you have the ability to bind vestiges from another source (binder levels, vestige priest levels, or the bind vestige feat) your vestiges bound are tracked separately for the two sources, and you may take the Bind Vestige feat despite having this ability and retain its function. If your ability to bind vestiges is not from the Bind Vestige feat, however, you may add your Effective Binder level from Dragonsoul Acolyte to that of your other class to determine the maximum level of vestige bound by both classes. Your ability to expel and rapidly bind vestiges with your Spell Pool Points only apply to vestiges bound with your spell pool ability.

    Spoiler: Binding Table
    Show
    Dragonsoul Acolyte Level Effective Binder Level Maximum Vestige Level Improved Binding
    4 3 2nd 3rd
    5 3 2nd 3rd
    6 4 2nd 3rd
    7 5 3rd 4th
    8 6 3rd 4th
    9 6 3rd 4th
    10 7 4th 4th
    11 8 4th 5th
    12 9 4th 5th
    13 9 4th 5th
    14 10 5th 6th
    15 11 5th 6th
    16 12 6th 6th
    17 12 6th 6th
    18 13 6th 7th
    19 14 6th 7th
    20 15 7th 8th

    Lesser Aspect: Soul Hollowing Breath (Su): You gain a second breath weapon a cone of soul shrivelling gas which deals 1d6 Wisdom damage + 1/2 dice your breath weapon would normally deal. A successful Will save negates this damage.
    Greater Aspect: Soul Dominion: You automatically succeed at all binding checks, and may have an additional vestige bound at a time (if you have multiple sets of maximum vestiges bound select one pool to apply this too). If you use your Spell Pool to expel or bind a vestige you may expel or bind 2 vestiges (up to your maximum number you may bind with your Spell Pool at once) instead of 1; you must pay Spell Pool Points for the durations of these vestiges separately but not to expel them or to bind them more quickly (for example expelling 2 vestiges as a free action would cost 1 spell pool point, while binding 2 max level vestiges for 10 minutes each would cost 6 Spell Pool Points as a standard action and 7 as a swift). Finally you may use vestige abilities that have a recharge time measured in rounds 1 round more quickly than normal (4 rounds instead of 5, 3 rounds with Rapid Recovery).
    Specialized Aspect: Soul Protection (Ex): As long as you have a vestige bound you gain immunity to energy drain and negative levels.

    Spellweave Dragon:
    Allowed alignments: Any.
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
    Breath Weapon: Your breath weapon takes the form of numerous missiles of concussive force similar to magic missiles. This deals force damage within the area with no save, striking unerringly like magic missile; as such it deals 1d4+1 per die of damage it would normally deal (it still gains 1/2 Charisma bonus damage increasing to full, but only 1/target). A Shield spell, Brooch of Shielding, or similar effect which protects against magic missiles protects against this breath weapon but each die of damage the breath weapon deals counts as one missile blocked.
    Energy Resistance: Force.
    Lesser Aspect: Chain Breath (Su): When you use your breath weapon additional missiles of energy shoot off. You gain 1 missile this way per die of damage your breath weapon deals, and each missile deals 1d4+1 damage, and can be blocked by any effect which blocks magic missiles. These missiles deal the same type of damage as your breath weapon and each strike a target within 30-ft of your breath weapon which was not within the area of the original effect; you may direct multiple missiles against the same target. If your breath weapon does not deal damage it does not gain the benefit of this ability. No secondary effects of your breath weapon are carried by these missiles.
    Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Sorcerer spells and gain 2 additional Spell Pool Points.
    Specialized Aspect: Metamagic Spell Pool: When activating a spell from your spell pool you may spend 2 Spell Pool Points to Empower it, 3 to Maximize it, or 4 to Quicken it. In addition you gain 2 bonus Spell Pool Points.
    Last edited by Zaydos; 2014-09-02 at 07:45 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragons: Homebrew - Part 3


    Miscellaneous Dragons continued
    Spoiler
    Show
    Spellwaste Dragon:
    Allowed alignments: Chaotic Neutral, Chaotic Evil, and Neutral Evil.
    Tutelary Skills: Hide, Move Silently, Spellcraft.
    Breath Weapon: Your breath weapon is a cone of energy which distorts the magic within all creatures and the world itself. This deals d6s to creatures within the area, gaining +1 damage/die against dragons, aberrations, fey, undead, constructs, outsiders, and elementals, as well as any creature that can cast spells and any creature that is capable of using one or more spell-like ability, and an additional +1 damage per die (total of +2 damage per die) against creatures that cast spells as a sorcerer or have at-will spell-like abilities. This breath weapon does not damage normal objects, but damages magic items as if they were creatures capable of casting sorcerer spells. Instead of requiring a Reflex save to half this effect requires a Will save to resist.
    Energy Resistance: Instead of gaining Energy Resistance/Immunity you gain Spell Resistance 8 + your Dragonsoul Ascendant level at 3rd level. At 7th level this increases by +5 against any spell which has a level you are capable of accessing through your spell pool. At Lv 11 this increases to Spell Resistance 11 + your Dragonsoul Ascendant level. At 15th level your bonus to your Spell Resistance against spells of levels you can access through your Spell Pool increases by +5 (to +10 for SR 21 + class level).
    Lesser Aspect: Wild Power (Ex): Whenever you use a spell from your Spell Pool you gain a +1d4 bonus to your Caster Level. In addition you gain 2 additional points in your Spell Pool.
    Greater Aspect: Create Spell (Su): By spending an additional Spell Pool Point when using a spell-like ability through your spell pool you may instead create a living spell of that spell which lasts for 1 round per caster level and has a caster level of your caster level and appears within range of the spell; you must be using a spell that is a legal target for the living spell template to use this ability. By spending another 3 additional Spell Pool Points (for 4 total) you get the effects of the spell and create a living spell as well. You can control the living spells and are able to give it telepathic commands from up to 100-ft away.
    Specialized Aspect: Wild Magic Aura (Su): You may radiate an aura of wild magic. Whenever a creature attempts to cast a spell (including psionic powers or mysteries), or use a spell-like ability, within 60-ft of you must succeed on a Spellcraft check. The DC of this spellcraft check is 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier and the check suffers certain special bonuses and penalties. If they are casting a prepared spell, or using a spell completion or spell trigger item, they suffer a -5 to the check; if they are casting a divine spell, using a spell-like ability (unless it is at-will), invocation, or a mystery they gain a +5 to the check; if they are using an at-will spell-like ability (other than an invocation) or a warlock’s eldritch blast/doomsayer's malison/jinnblood's elemental blast (or equivalent as determined by the DM) they gain a +10 on the check. Should they succeed the check the spell acts normally, should they fail roll 1d20 and consult the table below; a wild mage’s (Complete Arcane) Student of Chaos allows them to roll on this table twice and pick the better result. This aura does not affect spell-like abilities cast through your Spell Pool; should multiple renditions of this aura stack only the strongest (highest DC) aura is rolled for.
    Spoiler
    Show
    # Effect
    1 Spell is wasted with no effect
    2 Spell fails, and roll again on the Rod of Wonder random effects table
    3 Spell targets a random creature(s) within area (if targeted, or ranged touch spell) or roll on grenade-like weapons deviation and roll 1d20 for how many squares away from target for Area of Effect spells or spells that create effects
    4 Spell fails, but is not expended.
    5 Spell works normally
    6 Spell works as normal but then caster and target switch places; if the spell creates a free-standing effect (such as Solid Fog) caster and spell switch places (caster is moved to origin of the spell and the spell is treated as being centered on a corner of the caster’s square)
    7 Spell is empowered
    8 Spell is cast at caster level 1.
    9 Spell is cast with a -1d8 to its caster level.
    10 Spell is cast with a +1d4 to its caster level.
    11 Spell fails but the caster creates a bolt of magical energy dealing 2d6 damage per spell level to any creature or object within 30-ft with a ranged touch attack.
    12 Spell fails and all creatures within the wild magic aura heal 3 damage times spell level squared.
    13 Spell is cast with a +6 to its caster level
    14 Spell has any saving throw DCs increased by 2
    15 Spell works as normal but the caster suffers 1d4+1 Con burn
    16 Spell works as normal but the caster suffers 1d4+1 ability drain to whatever stat determines their casting
    17 Spell works as normal but the caster gains a +4 enhancement bonus to all ability scores for 1 minute per spell level
    18 Spell fails but caster gains flight 60-ft with good maneuverability for 1 minute per spell level.
    19 Spell has any saving throw DCs associated with it reduced by 5
    20 Spell functions normally but is not expended


    Thermite Dragon:
    Allowed alignments: Lawful Evil, Neutral Evil, or Lawful Neutral.
    Tutelary Skills: Hide, Move Silently, Spot.
    Breath Weapon: A line of superheated flames (fire).
    Energy Resistance: Fire.
    Lesser Aspect: Intensified Breath (Su): You may focus your breath weapon on one creature within its range. If you do so you make a ranged touch attack against that target and they do not get a saving throw to reduce damage dealt (they still get a saving throw against any rider effects or other effects including ability damage). In addition the breath weapon deals damage one die size larger (d6 -> d8 -> d10 -> 2d6 -> 2d8 -> 2d10 for these purposes).
    Greater Aspect: Fueled by Infernos (Su): You are more than merely immune to fire damage. Whenever an effect, other than your breath weapon, would deal fire damage to you if you were not immune to fire you instead regain 1 hit point per 2 points of damage that effect would have dealt. In addition when using a breath weapon that deals fire damage you deal +1 damage per die + your Charisma modifier.
    Specialized Aspect: Searing Breath (Su): Your fire breath ignores all fire resistance and deals half damage to creatures with fire immunity (but not those healed by fire).

    True Linnorm:
    Allowed alignments: Any Evil or True Neutral.
    Tutelary Skills: Bluff, Hide, and Move Silently.
    Breath Weapon: A cone of contact poison which deals 1d4 Constitution damage +1 per 2 dice your breath weapon would have dealt, and then 1 minute later. A Fortitude save prevents this Constitution damage, instead of a Reflex save to avoid; even on a success the save must be made again 1 minute later.
    Energy Resistance: Instead of gaining Energy Resistance and Immunity you gain the following abilities. At 3rd level you gain Immunity to Disease. At 7th level you gain Poison Immunity. At 11th level you gain the ability to see in darkness, even magical darkness, as easily as full daylight. Beginning at 15th level whenever your spell resistance prevents a spell you heal 4 hit points per spell level of the spell prevented that way.
    Draconic Wings: A Linnorm is a land wyrm, as such a True Linnorm Dragonsoul Acolyte does not gain wings. Instead they gain Spell Resistance 10 + their Dragonsoul Acolyte level. If they have the Spell Resistance Lesser Draconic Aspect they gain an additional +2 Spell Resistance.
    Lesser Aspect: Shadow Caller: You can use spells with the Darkness descriptor as if they were 1 level lower for the purpose of your spell pool. In addition your caster level for Darkness effects is increased by 2.
    Greater Aspect: Poison Bite (Ex): Your bite attack gains a potent poison. This poison inflicts 1d8 Intelligence, Wisdom, and Charisma damage as its initial and secondary damage. The Fortitude save to resist this poison is 10 + 1/2 your class level + your Constitution modifier.
    Specialized Aspect: Aura of Contagion (Su): You are surrounded by an aura of disease out to 10-ft. Any living creature entering this aura must make a Fort save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or be inflicted with filth fever with no incubation period taking 1d3 Dexterity and Constitution damage. A creature that successfully saves is immune to your aura of contagion for 24 hours; a creature that currently has filth fever suffers no effect from this aura.

    Star Dragon:
    Allowed alignments: Any Good and True Neutral.
    Tutelary Skills: Diplomacy, Knowledge (Local), Sense Motive.
    Breath Weapon: Cone of cosmic energy (untyped). It deals d6s for damage but any creature damaged by it gains fire vulnerability for 1d6+1 rounds, in addition during this period they must make a Spellcraft check (DC equals the saving throw DC + 5) each time they would cast a spell with the fire descriptor or the spell backfires dealing any damage it would normally have dealt to the caster themselves (no save allowed against this damage).
    Energy Resistance: Fire.
    Lesser Aspect: Sustenance of the Void (Ex): You do not need to breathe and may use your breath weapon underwater (unless it is fire based). In addition you treat each week without food or water as a single day for the purposes of starvation and dehydration and only need 2 hours of sleep a night.
    Greater Aspect: Maze of Stars (Su): You cannot be the target of Divination spells or Clairsentience powers except by yourself, a Star Dragon, or from a caster with a caster level and character level at least 5 higher than your Dragonsoul Acolyte level, and do not appear under these Scrying effects if cast by someone who could not target you on an area you are within. In addition you may spend 6 Spell Pool Points to use Maze as a spell-like ability; you may pay an additional 2 Spell Pool Points to make it so the target can only make 1 Intelligence check to escape the maze every 2 rounds, or to increase the DC of the Intelligence check by 5 or 4 points to do both.
    Specialized Aspect: Frost Proof (Ex): You gain Cold resistance and immunity equal to that granted by your Energy Resistance and Energy Immunity class features.

    Sun Dragon:
    Allowed alignments: Lawful Good, Neutral Good, and Lawful Neutral.
    Tutelary Skills: Diplomacy, Sense Motive, Spot.
    Breath Weapon: Cone of Fire.
    Energy Resistance: Fire.
    Lesser Aspect: Mind Shielding (Su): You gain a +2 on saving throws against mind-affecting effects and Spell Resistance 12 + your Dragonsoul Acolyte level against them.
    Greater Aspect: Inner Heat (Su): Your body glows with an inner fire. You produce heat and glow faintly orange with heat. Any creature striking you with a natural weapon, unarmed strike, or grappling you or touching you takes 2d6 fire damage (this damage receives the benefits of your Pierce Resistance ability). In addition your natural weapon attacks also inflict this fire damage on each hit.
    Specialized Aspect: Death Throes (Su): When you die your body explodes in a burst of fire dealing 2d8 fire damage per die of damage your breath weapon would normally deal within a 10-ft radius; a successful Reflex save (DC 10 + 1/2 your Dragonsoul Acolyte + your Constitution modifier) halves this damage. If you have 13 dragonsoul acolyte levels this increases to a 20-ft, and again to 30-ft once you have 17 dragonsoul acolyte levels.

    Twilight Dragon:
    Allowed alignments: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, and Lawful Neutral.
    Tutelary Skills: Knowledge (Arcana), Spellcraft, Use Magic Device.
    Breath Weapon: Cone of Force.
    Energy Resistance: Instead of gaining energy resistance a twilight dragonsoul acolyte gains resistance to mind-affecting effects. At 3rd level they gain a +3 on all saves against Mind-Affecting spells and effects. At 7th level whenever they must make a save against a mind-affecting effect they may roll twice taking the better result. At 11th level their bonus against Mind-Affecting spells and effect increases to +6. At 15th level it becomes full immunity.
    Lesser Aspect: Dispelling Breath (Su): You gain a 2nd breath weapon a burst of dispelling energy centered on yourself. You are unaffected by your own dispelling breath and it acts as an area dispel magic with a caster level equal to your Dragonsoul Acolyte level and no cap to its dispel check bonus from Caster Level. It begins as a 10-ft radius burst, increasing to 30-ft radius when your line breath weapon becomes 60-ft, and continuing to increase becoming 40-ft radius when your line breath weapon increases to 80-ft and by 20-ft whenever your breath weapon area increases thereafter.
    Greater Aspect: Reactive Counterspell (Su): You are instantly aware whenever a spell or spell-like ability is cast within 120-ft of you, the location of the caster, and may make a Spellcraft check (DC 15 + Spell level) to identify the spell. As an immediate action you may spend 2 points from your Spell Pool to use Greater Dispel Magic to Counterspell the spell or spell-like ability (this is an exception to spell-like abilities being unable to be counterspelled). This is a supernatural ability.
    Specialized Aspect: Twilight Grace (Su): You add 1 plus half of your Charisma modifier (minimum +1) as a bonus to all saving throws and a deflection bonus to AC.

    Victory Dragon:
    Allowed alignments: Chaotic Good, Chaotic Neutral, or Neutral Good.
    Tutelary Skills: Gather Information, Heal, Perform
    Breath Weapon: Line of sonic energy which deals d8s for damage, but gets +2 damage/die against aberrations. The saving throw to resist is Fortitude instead of Reflex.
    Energy Resistance: Sonic.
    Lesser Aspect: Reinvigorating Breath (Su): Gain a second breath weapon which is a cone of invigorating gas. Instead of dealing damage this gas grants second save (with a bonus equal to number of dice it would normally deal) against any effect that causes: Fear, Daze, Nausea, Stunning, or Paralysis.
    Greater Aspect: Inspire Courage (Su): You may use the bardic music ability Inspire Courage a number of times per day equal to your Dragonsoul Acolyte level, as a bard 2 levels lower.
    Specialized Aspect: Draconic Hymnist (Su): Select 1 draconic hymns you may sing this hymn by paying 1 Spell Pool Point per round you sing. You may choose to sing the same verse of a dragonic hymn for multiple consecutive rounds, without needing to wait 3 rounds between singing the same hymn. Initiating this song is still a standard action, and maintaining it is a free action. In addition you gain a number of ranks in Perform (Vocal) equal to your Dragonsoul Acolyte level +3 (if this would push you over your maximum ranks in Perform Vocal you may immediately retrain excess skill points).

    Weaver Dragon:
    Allowed alignments: Chaotic Good, Chaotic Neutral, or Neutral Good.
    Tutelary Skills: Bluff, Gather Information, Knowledge (Local)
    Breath Weapon: Cone of Acid.
    Energy Resistance: Acid.
    Spell Pool: You gain access to the Beguiler spell list instead of the Sorcerer spell list, and spells that are natively on this list are considered 1 spell level lower for the purposes of your spell pool.
    Lesser Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
    Greater Aspect: Without a Ripple (Ex): Your impact on the future is obscured. You cannot receive Insight bonuses. Your opponent's cannot receive Insight bonuses on attacks against you, saves against your effects, checks opposing yours, to their AC against your attacks, or any other way against you (for example if targeting you with a spell they would lose any Insight bonus to their caster level for that spell). Magic, short of direct divine intervention, cannot be used to predict your future or your actions, instead foreseeing a future in which you do nothing. Even the gods cannot casually predict your actions through magic or give answers as to what you will do.
    Specialized Aspect: Words of Honeyed Shadows (Su): You gain a +6 profane bonus to Bluff, Diplomacy, and Gather Information checks.

    Word Dragon:
    Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
    Tutelary Skills: Bluff, Spellcraft, Truespeak
    Breath Weapon: Cone of Cold.
    Energy Resistance: Cold.
    Spell Pool: You gain access to utterances from the Truenamer lexicons instead of sorcerer spells. Treat Utterances from Lexicon of the Evolving Mind as one level lower than normal, those from the crafted tool as their actual level, and those from the perfected map as 2 levels higher. You must be able to speak to use this ability but do not actually make True Speak checks to perform these Utterances, instead automatically passing the basic check as the energies of dragonkind guide your tongue, but may choose to make a check to ignore Spell Resistance, use Quicken Utterance, or include a personal true name. In this case if the check fails the utterance still functions just without these benefits, except in the case of a Quickened Utterance where the Spell Pool Points are not expended but the action is wasted.
    Lesser Aspect: Breath of Speechlessness (Su): You gain a 2nd breath weapon a cone of energy which robs those within it of their ability to use words. Any creature within the area of this breath weapon must make a Will save. On a failure they are unable to speak, make any communicative vocalizations, or perform any action which requires a verbal component or command word for 1 minute. A creature affected by this ability may attempt a Truename check (DC 15 + twice your Dragonsoul Acolyte level) as a standard action to end this effect prematurely. Your Signature Spell and Talented Spells are selected from amongst utterances instead of spells.
    Greater Aspect: Word Born Flesh: When you use an utterance you may affect up to 1 + your Charisma modifier creatures (minimum 1) which share the same creature type and are all within 30-ft of each other; by spending 1 additional Spell Pool Point you can ignore the requirement that they share a creature type, or you may affect an additional number of creatures up to your Charisma modifier, or add 30-ft to the maximum distance between creatures; you may spend multiple Spell Pool Points to select the same option multiple times or different options. In addition you are unaffected by the Law of Sequence and may have 2 instances of the same utterance active at the same time. Finally all Utterances cost 1 less Spell Pool Point (minimum 1) for you to use.
    Specialized Aspect: Words of Magic: When you gain this ability select one spell from any base class's spell list of each level you have access to via the spell pool. You can use those spells with your spell pool (and may select them as Talented and Specialized Spells). Whenever you gain access to a new level of spells/utterances from the Spell Pool you may select a spell of that level to be added to your list. In addition you gain 2 Spell Pool Points.


    Gem Dragons
    Spoiler
    Show
    These are all non-epic gem dragons, as such they are psionic and can select the specialized aspect common to all gem dragons.

    Jade Dragon
    Allowed alignments: Any Lawful or True Neutral.
    Tutelary Skills: Concentration, Knowledge (the Planes), Knowledge (Psionics).
    Breath Weapon: A line of electricity.
    Energy Resistance: Electricity.
    Spell Pool: Instead of gaining access to the Wilder power list with your spell pool you gain access to Elements and Knowledge MantlesCPsi gaining their granted abilities. Whenever you gain access to a new level of powers from the spell pool you may select another Mantle and gain access to it. When you gain access to 3rd level powers, and again when you gain access to 5th level powers, you may select one mantle you have access to and gain its granted power. Powers that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool, and can be fully augmented for 3 Spell Pool Points instead of 4 if the base cost to use them is 2 or lower.
    Lesser Aspect: Shield of Warding (Su): Ranged touch attacks directed at you have a 20% chance of being reflected towards their origin; this applies to all ranged touch attacks not just spells and is not a miss chance. An effect reflected by this ability has no effect on you.
    Greater Aspect: Drain Power (Su): By paying 3 Spell Pool Points you can lace your breath weapon (any breath weapon you use) with an invisible swirling psychic force which strips energy from those that it hits. Any creature within the area of your Spell Pool loses 1 of (in descending order of priority): a prepared spell/spell slot of their highest level; power points equal to your dragonsoul acolyte level; a mystery of their highest level; an infusion of their highest level; their highest level readied martial maneuver; 4 Spell Pool Points; a daily use of a spell-like ability with limited daily uses; a daily use of another ability with limited daily uses; if they have none of these to lose they are instantly fatigued (no save).
    Specialized Aspect: Divination Resistance (Su): You gain a +4 bonus to saving throws against Divination and Clairsentience effects and are constantly protected as if by a Non-Detection spell with a Caster Level of your Dragonsoul Acolyte level +2.

    Quartz Dragon
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device.
    Breath Weapon: Cone of acidic slime (acid).
    Energy Resistance: Acid.
    Lesser Aspect: Entangling Breath: Your acid breath weapon(s) entangle enemies that fail their saves for 1d4 rounds.
    Greater Aspect: Master of Prescience: You may use all Clairsentience powers from any base class's power list with your spell pool and treat them as if they were 1 level lower. You need only pay 3 Spell Pool Points to fully augment a Clairsentience discipline power (but must still pay 4 if its level requires that for use).
    Specialized Aspect: Clairsentient: You may use Seer powers and powers from the Communication, Knowledge, and Mental Power mantle lists with your Spell Pool. If you have the Master of Prescience Greater Aspect you gain 2 Spell Pool Points and 1/day may pay 6 Spell Pool Points to use a Clairsentience power on one of these lists that is 1 level higher than you can use with your Spell Pool as a psi-like ability or pay 10 points to use one 2 levels higher.

    Ruby Dragon
    Allowed alignments: Any Lawful or True Neutral.
    Tutelary Skills: Autohypnosis, Intimidate, Sense Motive.
    Breath Weapon: A cone of fire.
    Energy Resistance: Fire.
    Spell Pool: Instead of gaining access to the Wilder power list with your spell pool you gain access to Elements and Energy MantlesCPsi gaining their granted abilities. Whenever you gain access to a new level of powers from the spell pool you may select another Mantle and gain access to it. When you gain access to 3rd level powers, and again when you gain access to 5th level powers, you may select one mantle you have access to and gain its granted power. Powers that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool, and can be fully augmented for 3 Spell Pool Points instead of 4 if the base cost to use them is 2 or lower.
    Lesser Aspect: Sense Heat (Su): You can sense the usage, and approximate level, of any spell, power, or ability with the fire descriptor or dealing fire damage, and the presence and size of any mundane fire, within 300-ft of you (if the ability does not have a spell level or equivalent, such as a supernatural ability, use one-half the HD or relevant level of the user). In addition this ability functions as blind-sight when dealing with creatures with the fire subtype. This ability is not blocked by lack of line of sight or line of effect.
    Greater Aspect: Burning Focus (Su): By expending your Psionic focus as a swift action and spending 2 Spell Pool points you can deal 1d6 fire damage per 2 Dragonsoul Acolyte levels you possess (Pierce Resistance applies) to one target within 30-ft. This target is fatigued for 1d4+1 rounds afterwards. A successful Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) halves the damage and reduces the fatigue to 1 round. A creature immune to fire is also immune to the fatigue from this effect.
    Specialized Aspect: Aura of Heat (Su): You radiate an aura of heat which deals 2d6 fire damage to any creature that begins its turn within 10-ft of you. Such creatures are also fatigued for as long as they remain within your aura and 1 round afterwards unless they succeed on a Fortitude save (DC 10 +1/2 your Dragonsoul Acolyte level + your Constitution modifier) each round.
    Last edited by Zaydos; 2014-09-03 at 01:32 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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