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

    NOUMENON DRAKE

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    The souls of dragons, ancient and powerful, permeate the land. Characters who learn to tap into this wellspring of energy find themselves aspiring to the Draconic Ideal.

    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.

    MAKING A NOUMENON DRAKE
    A noumenon drake is a draconic meldshaper.
    Abilities: Constitution (for hit points and meldshaping) and Charisma (for Ideals and other class features) are a noumenon drake's most important attributes.
    Races: Azurin humans and the descendants of the Mishtai are the most common noumenon drakes.
    Alignment: Any, though a noumenon drake may choose to express some Ideals over others based on her alignment.
    Starting Gold: As bard.
    Starting Age: As bard.

    HD: d6

    Class Skills
    A Noumenon Drake has all skills as class skills.
    Skill Points at 1st Level: (6 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Table: The Noumenon Drake
    Level BAB Fort Ref Will Special Melds Essentia Binds
    1 +0 +0 +2 +2 Dragontouched, dragonmelds 2 1 0
    2 +1 +0 +3 +3 Ideal chakra bind (+1 capacity) 3 2 1
    3 +2 +1 +3 +3 Scales 3 2 1
    4 +3 +1 +4 +4 Chakra bind (crown, feet, hands) 4 3 1
    5 +3 +1 +4 +4 Ideal infusion 4 3 1
    6 +4 +2 +5 +5 Breath 4 4 2
    7 +5 +2 +5 +5 Ideal impetus 5 5 2
    8 +6/+1 +2 +6 +6 Axiom of spirit 5 5 2
    9 +6/+1 +3 +6 +6 Dual ideal, chakra bind (arms, brow, shoulders) 5 6 2
    10 +7/+2 +3 +7 +7 Essential doctrine 6 7 3
    11 +8/+3 +3 +7 +7 Rapid re-expression 6 8 3
    12 +9/+4 +4 +8 +8 Ideal chakra bind (2 melds) 6 9 3
    13 +9/+4 +4 +8 +8 Improved Ideal infusion 7 10 3
    14 +10/+5 +4 +9 +9 Axiom of being, chakra bind (throat, waist) 7 11 3
    15 +11/+6/+1 +5 +9 +9 Ideal chakra bind (+2 capacity) 7 12 4
    16 +12/+7/+2 +5 +10 +10 Quick re-expression 8 13 4
    17 +12/+7/+2 +5 +10 +10 Chakra bind (heart) 8 14 4
    18 +13/+8/+3 +6 +11 +11 Ideal triad 8 16 5
    19 +14/+9/+4 +6 +11 +11 Speedy re-expression 9 18 5
    20 +15/+10/+5 +6 +12 +12 Axiom of will, chakra bind (soul) 9 20 5

    Weapon and Armor Proficiencies: Noumenon drakes are proficient with all simple weapons, as well as any natural weapons they gain through soulmelds or class features. They are also proficient with light armor and shields (but not tower shields).

    Ideals: A noumenon drake idolizes the ancient, powerful souls of dragons, and seeks to emulate this most fundamental aspect of being in her own life. She focuses on a few different types of dragons which most closely represent her personal philosophies, and trains herself to mimic the abilities of her chosen few. These sets of abilities are known as Ideals. Each day, a noumenon drake chooses to express an Ideal that she knows, gaining one or more special abilities from the Ideal depending on her skill at expressing it (represented by her Idealist level). The number of Ideals a noumenon drake knows depends on her Idealist level, which is the sum of her levels in all classes which grant the ability to express Ideals; the noumenon drake's ability to use Ideal powers and her number of Ideal power daily uses are also determined by her Idealist level. See Ideals for rules, as well as full descriptions of all the Ideals.

    Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which the noumenon drake can access the abilities of her chosen Ideal. A noumenon drake can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below). The Ideal a noumenon drake expresses determines the energy type of her Scales and Breath class features, as well as which soulmelds can be bound to the Ideal chakra (see Dragonmelds and Ideal chakra bind , below). The caster level for any spell-like or supernatural abilities granted by a noumenon drake's Ideals is equal to her Idealist Level. (All Ideal powers which require spending one of these uses say so in the power description.)

    Dragontouched (Ex): A noumenon drake gains Dragontouched as a bonus feat, even if she does not meet the prerequisites. In addition, any draconic feats she selects function as if her draconic ancestors were of the same type as any Ideal she expresses. For example, a noumenon drake with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if she switched the next day to the Gold Dragon Ideal, she would gain the benefit of Draconic Heritage (Gold) instead.

    Dragonmelds (Su): A noumenon drake works with the primeval soul energy of dragons (and other species, as dragons have spread their progeny across almost every bloodline), shaping soulmelds of pure draconic animus. The Draconic Ideals that she knows and expresses guide her choices, as they guide every other aspect of her daily lives.

    A noumenon drake can shape incarnum soulmelds, which are drawn from the combined list of soulmelds granted by the Ideals she knows (as described on the table below) and the list of draconic soulmelds, which are available to every noumenon drake. She knows and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a noumenon drake soulmeld is 10 + number of points of essentia invested in the soulmeld + the noumenon drake's Charisma modifier. Her meldshaper level is equal to her noumenon drake level.

    A noumenon drake can shape only a certain number of soulmelds per day. Her base daily allotment is given on the table above; the maximum number of soulmelds that a noumenon drake can have shaped simultaneously is equal to her Constitution score minus 10, or the number of soulmelds allowed for her level, whichever is lower. At 1st level, she can shape one soulmeld at a time (assuming she has a Constitution score of at least 11). As she advances in level, she can shape an increasing number of soulmelds.

    At 1st level, a noumenon drake also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. A noumenon drake's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1. Each round as a swift action, a noumenon drake can reallocate her essentia investments in her soulmelds if she wishes. A noumenon drake does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day.

    Chakra binds: Beginning at 2nd level, a noumenon drake can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum; however, the Ideal chakra, described below, does not close a body slot), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra.

    The number of chakra binds that a noumenon drake can have active at any one time depends on her level (see the Binds column on the table above). At 2nd level, she can bind a soulmeld to her Ideal chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet, or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and she gains access to her soul chakra at 20th level.

    Ideal chakra bind: At 2nd level, a noumenon drake gains access to a unique chakra: the Ideal chakra bind. This chakra is not associated with any location on the body, but rather represents her connection to the ancient, arcane soul energy of dragons and the Draconic Ideal. Only draconic soulmelds and the soulmelds associated with the noumenon drake's expressed Ideal may be bound to the Ideal chakra. Since the Ideal chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

    Any soulmeld bound to a noumenon drake's Ideal chakra has an essentia capacity 1 higher than the normal capacity for her other soulmelds, which increases to +2 capacity at 15th level. At 12th level, the noumenon drake can bind two soulmelds to her Ideal chakra simultaneously, both of which gain the expanded capacity.

    Scales (Su): Beginning at 3rd level, a noumenon drake's skin thickens, forming scales similar to those of a dragon. She gains a natural armor bonus equal to her Constitution modifier, and energy resistance equal to her Charisma modifier against the energy type associated with her expressed Ideal. If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she gains resistance against every energy type associate with each of her expressed Ideals.

    Ideal infusion (Su): Starting at 5th level, a noumenon drake learns to infuse the incarnum she wields directly with the power of her draconic Ideal. If the noumenon drake has a soulmeld bound to her Ideal chakra, she may spend a use of her Ideal powers as a swift action and choose a soulmeld bound to her Ideal chakra. If the chosen soulmeld is associated with one of the noumenon drake's expressed Ideals, she treats that soulmeld as if it were filled to its maximum essentia capacity (including the increase due to the effects of the Ideal chakra bind); if it is a draconic soulmeld, she instead gains the ability associated with that soulmeld, described below. In either case, this lasts for 1 round; however, once per day the noumenon drake may invest essentia in this class feature to increase the duration by 1 round per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    Draconic Soulmeld abilities:
    Spoiler
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    • Claws of the Wyrm: With your claw attack, you deal +2d6 energy damage with of the type associated with your expressed Ideal (split evenly among all energy types if you are expressing more than one Ideal) per invested essentia.
    • Dragon Mantle: The natural armor bonus granted by your Scales class feature becomes a deflection bonus instead.
    • Dragon Tail: Whenever you successfully confirm a critical hit with your tail attack, the affected creature must make a Fortitude save (using the soulmeld's DC) or be stunned for 1 round.
    • Dragonfire Mask: You can see invisible and ethereal creatures, as per the see invisibility spell.
    • Elder Spirit: You can spend a use of your Ideal powers as a standard action to rebuke or command a dragon or dragonblood creature as a cleric rebukes or commands undead, using your meldshaper level as your effective cleric level.


    Breath (Su): Upon reaching 6th level, a noumenon drake unlocks a new reflection of the Draconic Ideal, gaining the ability to breathe a blast of energy at her foes. As a standard action, the noumenon drake deals 1d4 energy damage per three Idealist levels (rounded down) to all foes in a line of length equal to 5 feet per class level. Opponents gain a Reflex save (DC 10 + 1/2 Idealist level + Charisma modifier) for half damage; the type of energy is given by the noumenon drake's expressed Ideal. If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she chooses one type of energy associated with one of her Ideals when she activates the ability. Once she uses this ability, a noumenon drake may not use it again for 1d4 rounds.

    In addition, a noumenon drake may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she increases the damage die size of her breath weapon by one step for each invested essentia.

    Ideal impetus (Su): When a noumenon drake achieves 7th level, she learns how to enhance her draconic Ideals with her reservoir of soul power. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she gains an enhancement bonus to her Idealist level with her expressed Ideal equal to the amount of invested essentia. If the noumenon drake is expressing more than one Ideal, she must choose one, and may choose a different Ideal each time she reallocates her essentia. This ability does not allow the noumenon drake to access a new tier of abilities from her expressed Ideal, only increases her effective Idealist level for determining the effects of her Ideal powers.

    Axiom of spirit (Su): Starting at 8th level, a noumenon drake learns to sense the fabric of soul energy which permeates living things. By spending a use of her Ideal powers, she gains the ability to see any creature with a soul, as per the Lifesense feat (except that it works on souled creatures instead of living creatures), for 1 round. In addition, once per day the noumenon drake may invest essentia in this ability to increase the duration of the effect by 2 rounds per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    Dual ideal: A noumenon drake of 9th level or higher learns the ability to express two Ideals simultaneously, gaining the benefit of both Ideals. She can still only change one at a time with the Rapid Re-expression class feature (see below) or other means of changing her expressed Ideal.

    Essential doctrine (Su): At 10th level, a noumenon drake learns the solemn truth that sometimes it is necessary to sacrifice a part for the good of the whole. As a move action, the noumenon drake can sacrifice her ability to use her Ideal powers (and her ability to spend uses of her Ideal powers for other effects) for any number of rounds. If she does so, she gains 1 temporary essentia per tier of Ideal powers that she has unlocked (i.e., 1 for Wyrmling powers, 2 for Juvenile, 3 for Adult powers, etc.), which lasts for an equal number of rounds. She may invest her temporary essentia as part of the same action.

    Rapid re-expression (Su): Beginning at 11th level, a noumenon drake learns to change her focus more quickly than normal. Once per day, she can change her expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity. In addition, once per day the noumenon drake may invest essentia in this ability to gain an additional daily use of this ability per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    Improved Ideal infusion (Su): Whenever a noumenon drake of 13th level or higher uses her Ideal Infusion ability, the effect lasts for twice as long (2 rounds + 2 rounds per invested essentia).

    Axiom of will (Su): Starting at 14th level, a noumenon drake is so steeped in residual soul energy that it becomes quite difficult for other creatures to control her actions or thoughts. By spending a use of her Ideal powers as an immediate action, the noumenon drake gains an insight bonus to saves vs a single mind-affecting effect equal to three times the amount of essentia invested in this class feature. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time.

    Quick re-expression: Upon reaching 15th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

    Ideal triad: At 18th level, a noumenon drake learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals. She can still only change one at a time with the Rapid Re-expression class feature and similar effects.

    Speedy re-expression: Beginning at 19th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a move action instead of a standard action.

    Axiom of being (Su): Upon reaching 20th level, a noumenon drake takes control of her own life, becoming a force in the world on par with the dragons she idolizes. By spending a use of her Ideal powers as a full-round action, she may reshape and/or rebind any soulmelds she has shaped, allowing her to shape different melds, change occupied and bound chakras, and reallocate her essentia.
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  2. - Top - End - #32
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    NOUMENON DRAKE SOULMELD LIST

    Ideal Soulmelds
    Adamantine Adamant Pauldrons, Athach Gauntlets, Illusion Veil
    Amethyst Naga Hood, Plain Masque, Psychic Focus
    Arboreal Girallon Arms, Great Raptor Mask, Unicorn Horn
    Astral Blink Shirt, Gravorg Sash, Oblivion Cowl
    Axial Pauldrons of Health, Reverie Pauldrons, Strongheart Vest
    Battle Crown of White Ravens, Mauling Gauntlets, Sighting Gloves
    Beast Dread Carapace, Sphinx Claws, Trance Bracers
    Black Ankheg Breastplate, Blackspawn Battlements, Kraken Mantle
    Blue Behir Gorget, Bluespawn Greaves, Silvertongue Mask
    Brainstealer Illithid Mask, Madspawn Mantle, Necrocarnum Boots
    Brass Brass Mane, Desert Wind Cloak, Sandmantle
    Bronze Greenvise Mask, Shambling Vest, Tiger Claw Bracers
    Brown Gorgon Mask, Ironmaw Gauntlets, Sundew Gloves
    Chaos Disenchanter Mask, Dark Collar, Umber Sash
    Chiang Lung Kelp Clogs, Sailor's Bracers, Stargazer Veil
    Child of Eberron Replace any one with Beast Tamer's Circlet
    Chole Gloves of the Poisoned Soul, Mantle of Blossoms, Pseudonatural Belt
    Chromium Crimson Primate Paws, Necrocarnum Vestments, Wormtail Belt
    Cobalt Bluesteel Bracers, Filch Gloves, Steelwing Mantle
    Concordant Planar Chasuble, Planar Ward, Scrutiny Shroud
    Copper Impulse Boots, Kruthik Claws, Phasm Shirt
    Crystal Aboleth Gills, Charming Veil, Crystal Helm
    Deep Neothelid Gorget, Landshark Boots, Sporebat Pendant
    Dzalmaus Choker Vest, Hydra Heads, Shadow Hands
    Ectoplasmic Astral Vambraces, Beholder Shroud, Ettercap Claws
    Elysian Asperi Shoe, Daydream Gloves, Phoenix Belt
    Emerald Considering Cap, Inconsequential Cloak, Psion's Eyes
    Ethereal Dreamer's Totem, Lucid Crown, Somnambulant Cincture
    Fang Flesh-Weaver Piercing, Manticore Belt, Necrocarnum Spear
    Fivefold Necrocarnum Gaze, Threefold Mask of the Chimera
    Flame of the Forge Replace any one with Mage's Spectacles
    Force Bigby's Cloak {link to follow}
    Fortune's Fang Replace any one with Lucky Dice
    Gloom Fearsome Mask, Twist of Night, Yellow Musk Bracers
    Gold Armguards of Disruption, Devoted Spirit Amulet, Lamia Belt
    Green Chuul Bracers, Greenspawn Mantle, Topiary Garment
    Guide of the Weak Replace any one with Lifebond Vestments
    Hex Brooch of Stars, Light of the Grieving Lord, Necrocarnum Circlet
    Howling Bloodwar Gauntlets, Gibbering Mask, Krenshar Mask
    Incarnum Incarnate Avatar, Incarnate Weapon, Soulspark Familiar
    Iron Soporific Vambraces, Tirbana Dermatoskeleton, Warforged Soularmor
    Li Lung Blackrock Girdle, Carrion Boots,Fungusash
    Lightbringer Replace any one with Diadem of Purelight
    Loredrake Replace any one with Insidious Pendant
    Lung Wang Cerulean Sandals, Myconic Growth, Tendriculos Cincture
    Master of the Hoard Replace any one with Theft Gloves
    Mercury Delusion Ribbon , Displacer Mantle, Mask of Faces
    Mist Apparition Ribbon, Grell Robe, Mirage Moccasins
    Nameless Replace any one with Word of Demesne
    Nickel Gaseous Galoshes, Mauler Greaves, Octopus Belt
    Obsidian Psion-Killer Mask, Stone Dragon Belt, Wasp Stinger
    Oceanus Fellmist Robe, Therapeutic Mantle, Waterveil Mask
    Orange Cape of Needles, Flame Cincture, Necrocarnum Mantle
    Pan Lung Duplicitous Gage, Holocaust Bracers, Voice Woven Into Power
    Passion's Flame Replace any one with Rageclaws
    Platinum Exalted Mantle of the Paladin, Oaken Gloves
    Prismatic Sevenfold Shroud {link to follow}
    Purple Mantle of the Fated, Necrocarnum Aura, Orcwort Tunic
    Pyroclastic Mantle of Flame, Necrocarnum Weapon, Yrthak Mask
    Radiant Green Crown, Green Heart, Truthseeker Goggles
    Rattelyr Lamia Belt, Primo Uomo Rhythm, Thunderstep Boots
    Ravening Replace any one with Necrocarnum Shroud
    Red Briarvex Boots, Finder's Vest, Redspawn Talisman
    Riddled Replace any one with Ring of the Diamond Mind
    Ruby Bracers of Projection, Prophet's Gaze
    Rust Dissolving Spittle, Rusted Cap, Vitriolic Footsteps
    Sand Ashworm Scarf, Delver Greaves, Dry Headdress
    Sapphire Battlebriar Cloak, Slippers of the Setting Sun, Wind Cloak
    Shadow Discontinuous Sash, Shadow Mantle, Skiurid Shadow
    Shen Lung Drift Boots, Elsewhale Collar, Phase Cloak
    Silver Bow of Silver Flames, Pegasus Cloak, Skirt of Silver Moonlight
    Song Soulspeaker Circlet, Synchronous Symphony, Treant Shroud
    Spellhoarding Replace any one with Spellshard Talisman
    Stalking Wyrm Replace any one with Hunter's Circlet
    Steel Doorway-spanning Vambraces, Iron Heart Vest, Spellward Shirt
    Styx Assassin Cowl, Blackcloak, Otyugh Mantle
    T'ien Lung Airstep Sandals, Basilisk Mask, Silvertongue Mask
    Tarterian Necrocarnum Gloves, Necrocarnum Wake, Nightmare Weapon
    Time Phane Pocketwatch {link to follow}
    Tome Arcane Focus, Keeneye Lenses, Gem Shell
    Topaz Dream Sigil, Enigma Helm, Woad Cap
    Tun Mi Lung Lightning Gauntlets, Phantom Veil, Vine Visage
    Tungsten Bloodtalons, Tumblebrush Cloak, Vitality Belt
    Wanderer Replace any one with Wandering Shoes
    White Frost Helm, Urskan Greaves, Whitespawn Gauntlets
    Wyrm of War Replace any one with Brass Obi
    Xorvintaal Replace any one with either Riding Bracers or Totem Avatar
    Yellow Acrobat Boots, Cyclone Cloak, Heart of Fire
    Last edited by sirpercival; 2014-08-27 at 10:11 AM.
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  3. - Top - End - #33
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragonsoul Acolyte Tutelary Dragon List - Homebrew Part 4

    Planar Dragons
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    Asphodel Dragon
    Allowed alignments: Any Evil.
    Tutelary Skills: Bluff, Hide, Spellcraft.
    Breath Weapon: Cone of negative energy. Deals damage in d8s, creatures healed by negative energy only heal half the amount they would from that amount of damage. A Will save (instead of Reflex) halves this damage.
    Energy Resistance: Positive Energy (resistance to damage from it, and eventually immunity).
    Negative Energy Healing: Beginning at 3rd level you are healed by negative energy and damaged by positive energy (like an undead creature).
    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: Deathsense (Su): You can sense the presence of negative energy nearby. You can detect undead creatures and other creatures healed by negative energy within 60-ft as if with Blindsense except you do not need line of effect; you are aware of any such creature sensed this way and that they are being sensed this way (even if you can sense them with other senses). In addition you can sense the active use of negative energy within twice this range; this includes effects which deal negative energy, inflict negative levels, Necromantic death effects, and attempts to Rebuke Undead; you are aware of their use, their location, and can make a DC 15 + Spell level Spellcraft check to identify any spells involved.
    Greater Aspect: Negative Energy Aura (Su): You radiate an aura of negative energy out to 15-ft. Any creature in this aura receives 3d6 negative energy damage each round, undead and creatures healed by negative energy are only healed 3 hit points each round. A successful Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) halves this damage for that round. You may suppress or reactivate this ability as a swift action.
    Specialized Aspect: Rebuke Undead (Su): You gain the ability to Rebuke (or Control) Undead as an Evil Cleric of your Dragonsoul Acolyte level.

    Custodian Dragon
    Allowed alignments: Lawful Good and Lawful Neutral.
    Tutelary Skills: Diplomacy, Intimidate, Sense Motive.
    Breath Weapon: A line of frigid air (cold).
    Energy Resistance: Cold.
    Lesser Aspect: Draconic Polyglot (Su): Continuous Tongues effect.
    Greater Aspect: Pacification Breath: You gain a 2nd breath weapon a cone of "pacification" gas. Creatures within this gas must make a Will save or be held (as Hold Monster no per round saves) for 1d4+1 rounds; this is a mind-affecting enchantment effect.
    Specialized Aspect: Hear the Truth (Su): Continuous Discern Lies effect, in addition you gain an Insight bonus to Sense Motive checks to oppose Bluff checks equal to any bonus to Bluff checks your opponent receives from anything Supernatural or magical in nature (spells, items, etc).

    Deimos Dragon
    Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Concentration, Intimidate, Knowledge (the Planes).
    Breath Weapon: A line of electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Dragon of Terror: You may cast Fear descriptor spells through your spell pool as if they were one level lower. When you use a Fear spell through your Spell Pool you gain a +2 to the save DC and a +1 to your Caster Level and may add your Dragonsoul Acolyte level to the amount of hit dice a creature may have to be affected by Fear descriptor spells you use through your Spell Pool.
    Greater Aspect: Lord of Terror (Su): Fear effects you generate ignore bonuses to saves versus and immunity to fear or mind-affecting effects gained through spells or magic items. All Fear descriptor spells you cast through your Spell Pool cost 1 less Spell Pool Point (to a minimum of 1) and have their durations automatically doubled as if Extended. In addition you may make Demoralize attempts as a swift action.
    Specialized Aspect: Amdusias's Horns (Ex): A pair of ram-like horns curve upwards from your head. You gain a gore natural weapon which deals bludgeoning damage. This is a secondary natural weapon dealing 1d6 damage if you are medium sized.

    Demonweb Dragon
    Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Bluff, Hide, Move Silently.
    Breath Weapon: A cone of acid.
    Energy Resistance: Acid.
    Lesser Aspect: Poison Immunity (Ex): You gain immunity to poison.
    Greater Aspect: Mind Shielded (Su): You gain immunity to divination and mind-affecting effects as if protected by a Mind Blank spell; this is a continuous effect.
    Specialized Aspect: Web Cast (Su): You can throw a web four times per day, and additional times each day by spending Spell Pool Points. This is similar to an attack with a net but has a maximum range of 100 feet with a range increment of 20 feet, and is effective against targets up to two size categories larger than you. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier. You can also create sheets of sticky webbing, creating a 10-ft by 10-ft square web by expending one use of this ability; this requires 4 full rounds of activity creating a 5-ft by 5-ft square of webbing each round. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

    Dust Dragon
    Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Hide, Move Silently, Survival.
    Breath Weapon: A line of disintegration. This ability deals damage in d8s and deals full damage to objects ignoring hardness of objects. Any creature or object reduced to 0 or lower hit points by this effect is disintegrated (as the spell disintegration). A Fort save, not a Reflex save halves this damage. Objects made of adamantine are immune to this effect.
    Energy Resistance: You do not gain energy resistance or immunity as normal. Instead at 3rd level you gain DR equal to half your Dragonsoul Acolyte level overcome by magic. At 7th level you gain immunity to disintegration spells and effects (including your breath weapon, or other effects which disintegrate objects/creatures such as Sphere of Ultimate Destruction).
    Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
    Greater Aspect: Winds of Wasting (Su): You may use Disintegrate as a spell-like ability by paying 4 points from your spell pool, and Gust of Wind by paying 1 Spell Pool Point. In addition as a standard action you may call up the Winds of Wasting by paying one or more points from your spell pool up to one-half your Dragonsoul Acolyte level in points. These winds whip about wearing away at all creatures and unattended objects within 30-ft of you. Any such creature or object takes 3d6 damage per Spell Pool Point spent, ignoring hardness and dealing full damage to objects, and if reduced to 0 hit points by this effect are left as nothing but disintegrated dust. Creatures and magic items within the area are allowed Fortitude saves to half this damage (DC 10 + 1/2 Dragonsoul Acolyte level + your Charisma modifier), and adamantine is immune to damage from this effect.
    Specialized Aspect: Disruptive Aura (Su): You radiate an aura of disruptive energy out to 10-ft which disintegrates nearby creatures and objects. Creatures and unattended non-magical objects entering this aura or beginning their turn in this aura (in the case of unattended objects treat them as having their turn begin when yours does) take damage equal to your Charisma modifier; this effect ignores hardness except of adamantine objects. You may suppress or reactivate this aura as a swift action.

    Elan Dragon
    Allowed alignments: Any Good, or True Neutral.
    Tutelary Skills: Heal, Spellcraft, Survival.
    Breath Weapon: A cone of invigorating energy. Creatures other than yourself in this cone gain a +1 morale bonus to Strength, Dexterity, and Constitution +1 per die your breath weapon would deal (2 at 1 die, 11 at 10). This bonus lasts 1d4 rounds plus 1 per die your breath weapon would deal.
    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, and become immune to effects which cause you to die from having too many temporary hit points. 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.
    Spell Pool: You gain access to the Sacred Healer 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: Repulse Undead (Su): By paying 1 or more Spell Pool Points you may Turn Undead (as a cleric of your Dragonsoul Acolyte level), you may pay an additional 2 or more Spell Pool Points up to 10 to increase your effective cleric level by 1 per 2 Spell Pool Points spent. You do not gain any Turn Undead attempts for the purposes of Divine Feats and Devotion Feats.
    Greater Aspect: Battlefield Healer (Su): You may pay 2 additional Spell Pool Points to make any Conjuration (Healing) effect you use through your Spell Pool an Immediate action; if a creature is taking damage when you use a conjuration healing effect in this way you may heal it as it is applied. By paying 1 additional Spell Pool Point you may give any Conjuration (Healing) effect with a range of touch a range of close. By paying 3 additional Spell Pool Points you may ignore any material, XP, or focus components on a Conjuration (Healing) effect allowing you to use it with your Spell Pool
    Specialized Aspect: Healing Breath (Su): You gain a 2nd breath weapon a cone of positive energy. Any creature in this cone that is damaged by positive energy takes damage in d10s, creatures that are healed by it are instead healed 2 hit point per die that would have been dealt; a successful Will save halves either effect. If this would heal a creature to above their maximum hit points the excess becomes temporary hit points which last 1 minute per die of damage your breath deals.

    Farspawn Dragon
    Allowed alignments: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
    Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device.
    Breath Weapon: A cone of madness inducing gas which deals 1d6 Wisdom damage + 1 per 2 dice your breath weapon would normally deal.
    Energy Resistance: Instead of gaining the normal energy resistance ability you gain the following abilities. At 3rd level you gain Energy Resistance 5 to all energy types (Acid, Cold, Electricity, Fire, Sonic). At 7th level this increases to 10, then 20 at Lv 11, and 30 at Lv 15.
    Spell Pool: A Farspawn Dragon is a psionic dragon and as such a farspawn dragonsoul acolyte gains access to Wilder powers instead of Sorcerer spells.
    Draconic Wings: A Farspawn Dragonsoul Acolyte does not gain draconic wings. Instead they gain the ability to teleport their land speed as a move action. They may also spend 3 Spell Pool Points to teleport 10-ft as a swift action.
    Tail: A Farspawn Dragonsoul Acolyte does not gain a tail attack instead gaining a tongue attack which deals bludgeoning, slashing, and piercing damage. They do not grow a tongue, instead their tail becomes capable of stretching out of your mouth in a dangerous spiking blow.
    Lesser Aspect: Aberrant Blood (Su): Once per round, as a free action usable outside of your turn, when you take damage from a slashing or piercing weapon you may form your blood into a tentacle which lashes out at a target within your melee reach. This is a secondary natural weapon which deals 1d4 damage if you are medium sized.
    Greater Aspect: Blindsight (Ex): You gain Blindsight out to a 60-ft range.
    Specialized Aspect: Aura of Madness (Su): You radiate an aura of madness. Any creature within 10-ft of you suffers a -2 penalty to AC and saving throws, as well as Spot, Search, and Listen checks as they are plagued with dangerous hallucinations.

    Gemini Dragon
    Allowed alignments: Chaotic Evil, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Bluff, Spellcraft, Survival.
    Breath Weapon: Altering breath; upon gaining this ability and whenever you use this breath weapon roll 1d6; this determines what your breath weapon will be the next time you use it (as you can use breath weapon once every 1d4 rounds you can easily use this ability out of combat to select the energy type in most cases). On a one it becomes a cone of cold, on a two it becomes a line of acid, on a three it becomes a cone of acid, on a four a line of electricity, on a five a cone of fire, and on a six you may pick one of these five options. This breath weapon deals d8s for damage.
    Energy Resistance: Electricity.
    Lesser Aspect: Schismed Mind (Ex): You are developing a second mind. Whenever you make a Will save you may make 2 saves and choose which one to use.
    Greater Aspect: Second Head (Ex): You grow a second head. This head is capable of talking, looking about, and various other actions. 1/round this head may take an action which can be: Use a breath weapon which is a standard action; make a bite attack as a primary natural weapon (this bite is the same as your other bite attack); use a spell from your spell pool/Signature Spell/Talented Spell, you must pay a surcharge of 3 Spell Pool Points to do so; use a Cantrip; make a Diplomacy check as a full-round action or progress one by 1 round of action; make a Spot or Listen check; make a Concentration check to gain psionic focus; make a purely mental skill check which takes a full-round action or less. This head may also talk as easily as your normal head. You no longer die if you have a single head cut off, instead simply losing the benefits of having a second one until the first is regrown.
    Specialized Aspect: Shifting Resistance (Ex): You gain resistance and immunity to whatever type of damage your Altering Breath deals currently (i.e. has been determined to deal on your next use). In addition your Altering Breath's damage increases from d8s to d10s.

    Hellfire Dragon
    Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
    Tutelary Skills: Bluff, Diplomacy, and Spellcraft
    Breath Weapon: Cone of Hellfire (d8s).
    Energy Resistance: You gain resistance and immunity to damage inflicted by Hellfire. At Lv 3 you gain Fire Resistance 10. At Lv 7 you gain Cold Resistance 10. At Lv 11 you gain Acid Resistance 10. At Lv 15 you gain DR 1/4 Dragonsoul Acolyte levels overcome by magic.
    Lesser Aspect: Deeper Darkvision (Su): Your darkvision functions even in magical darkness.
    Greater Aspect: Stunning Prowess (Su): By paying 3 Spell Pool Points, as a swift action, you may make your next breath weapon used before the end of your turn force any creature damaged by it to make a Fortitude save (same DC) or be stunned for 1d4 rounds. By spending 3 Spell Pool Points, as a swift action, you may force any creature struck by 2 or more of your natural weapons to make a Fortitude save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Constitution modifier) or be stunned for 1 round. In addition you may use Power Word Stun with your spell pool as if it were a 5th level sorcerer spell by paying a surcharge of 4 Spell Pool Points.
    Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

    Luster Dragon
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Appraise, Craft, Search
    Breath Weapon: A cone of petrifying gas. Creatures which fail a Fortitude save or slowed for 1d6+1 rounds. Creatures already slowed by this effect which are caught by it again that fail their Fortitude saves are petrified for 1 minute per die of damage your breath weapon would deal; this becomes a permanent petrification effect once you have 8 dice of damage. This can affect creatures which do not have fleshy bodies even petrifying air elementals, but creatures with the Earth subtype or immunity to petrification are immune; immunity to slow effects has no effect against this ability despite mechanical similarities the two are caused by completely different things.
    Energy Resistance: Acid. At 7th level you gain immunity to petrification.
    Draconic Wings: Instead of gaining wings and flight, you gain a second pair of small claws that lack significant manual dexterity (can hold light/small but sturdy objects) and your claws develop further allowing you to burrow at your land speed. You may leave standing tunnels behind you, and may as a full round action burrow 5-ft through stone.
    Lesser Aspect: Tremorsense (Ex): You gain tremorsense out to 5-ft per class level.
    Greater Aspect: Petrifying Blows (Su): Each of your natural weapons strikes into a foe with magical augmentation to slowly turn them into lifeless stone. Each natural weapon attack you make deals 1d2 Dexterity damage to the target as part of their body turns, temporarily, into unmoving stone. If this causes their Dexterity to hit 0 then they are permanently petrified. Earth subtype creatures and creatures immune to Petrification are immune to this effect.
    Specialized Aspect: Elemental Body (Ex): You gain immunity to Stunning and Poison and are no longer subject to critical hits.

    Rainbow Dragon
    Allowed alignments: Any Chaotic, and True Neutral.
    Tutelary Skills: Hide, Move Silently, Perform
    Breath Weapon: A cone of searing light (untyped) dealing d8s for damage; a Will save not Reflex halves this 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: Blinding Breath (Su): Blinding Breath (Su): When using your breath weapon you may release a burst of blinding light instead of dealing damage. This burst is centered on yourself and has an area of 10-ft away from you, increasing by 10-ft each time the area of your breath weapons increase. Any creature other than yourself within the area must make a Will save, on a failure they are blinded for 1d4+1 rounds and on a success they are dazzled for the same duration.
    Greater Aspect: Imbue Hue (Su): As a standard action you can imbue a creature you can touch with a single hue, tinting them that color and filling them with its associated energy and powers. Imbuing a creature with a given hue costs you 2 Spell Pool Points and you may only have 1 creature imbued with any given hue at a time, and a single creature can only be imbued with a single hue at a time. Imbued hues last 1 minute dragonsoul acolyte level and a creature is allowed a Will save to resist being imbued with a hue.
    Spoiler: Hues and Effects
    Show
    Orange: The affected creature can See Invisibility as the spell, gains a +6 competence bonus to Search, Spot and Listen checks, and a +4 competence bonus on saves to disbelief illusions, but suffers a -4 to saving throws against gaze attacks, vision/color based spells and effects (such as illusions you do not get saves to disbelieve, hypnotic pattern, or the blinding effect of glitterdust), language based spells and effects, as well as any ability with the sonic descriptor or which deals sonic damage.

    Blue: The affected creature gains a +4 competence bonus to Knowledge checks, but suffer a -4 to Spot, Listen, and Initiative checks. In addition they can gain a +2 bonus to their Manifester Level for psionic powers and psi-like abilities (but not Caster Level) as part of manifesting a power or using a psi-like ability but if they do so they suffer 2 points of Charisma burn each time they do so.

    Red: The affected creature gains a +8 competence bonus to their Strength, but suffer a 20% miss chance with all attacks. In addition whenever the affected creature initiates a martial strike they can suffer 2 points of Constitution burn to get +2d6 damage with each attack made as part of it.

    Yellow: The affected creature gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves and Initiative checks. They must also move at least one-half their base land speed each round or fall prone.

    Green: The affected creature gains fast healing 5 and heals 1 point of ability damage per minute (but not drain or burn). They suffer a -2 penalty to all Will saves.

    Violet: The affected creature gains a +6 competence bonus to Bluff, Diplomacy, Gather Information, and Intimidate, but suffers a -2 penalty to all Fort saves. In addition whenever they cast an arcane spell, use an infusion, or use a spell-like ability they may increase their CL by 2 but if they do they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

    Indigo: The affected creature suffers 5 points of damage each round but gains a +2 competence bonus to all skill checks, saving throws, attack rolls, AC, and ability scores.


    Specialized Aspect: Rainbow Armor (Su): You gain a Deflection bonus to AC equal to your Charisma modifier (min +1) and produce light out to 10-ft per point of Charisma modifier you possess (min 10-ft); this is considered a light effect with a spell level of your breath weapon damage dice for the purposes of interaction with darkness spells. You may activate or deactivate this ability as a free action.

    Salt Dragon
    Allowed alignments: Any Chaotic and True Neutral.
    Tutelary Skills: Autohypnosis, Knowledge (the Planes), Spellcraft
    Breath Weapon: Cone of dessication (d8s normally, d10s against things which take increased damage; see Sandstorm for dessication damage).
    Energy Resistance: Dessication.
    Lesser Aspect: Burrow (Ex): You gain a burrow speed equal to half your base land speed..
    Greater Aspect: Desiccating Blows (Su): Your natural weapons desiccate opponents inflicting +1d6 desiccation damage per five dragonsoul acolyte levels on each attack.
    Specialized Aspect: Blood to Salt (Su): As a standard action you may focus magical power against a target turning their blood, or other vital fluids, into salt. This requires you to spend 1 or more Spell Pool Points, up to 1 per 4 Dragonsoul Acolyte levels, and deals 1d4 Constitution damage to the target per Spell Pool Point spent (a Fortitude save halves this Constitution damage). Elementals without the Water subtype are immune. Vampires, despite lacking a Constitution score, take 8 points of damage per point of Constitution damage that would have been dealt.

    Slime Dragon
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral.
    Tutelary Skills: Intimidate, Knowledge (Dungeoneering), Swim
    Breath Weapon: Cone of acid. This cone deals d6s for damage, but continues to deal damage for 1d2 rounds after the initial attack. A successful Reflex save for the first blast halves the entire damage for the effect.
    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: Blindsight (Ex): You gain blindsight 60-ft.
    Specialized Aspect: Shed Paraelemental (Su): Whenever you take 40 or more damage in a single round a Large Ooze Paraelemental is created (see Manual of the Planes) from your blood and ooze that you shed. This paraelemental serves you for a number of rounds equal to your Constitution modifier + your Charisma modifier (minimum 1 round) and then becomes indifferent to you. If you take 60 or more damage in a single round a Huge Ooze Paraelemental is instead created. If you take 80 or more damage in a single round it instead creates a Greater Ooze Paraelemental. 100 or more damage in a single round creates an Elder Ooze Paraelemental, and if you take at least 200 damage in a single round an Ooze Paraelemental Monolith (Dragon #347) is created.

    Steam Dragon
    Allowed alignments: Any Good and True Neutral.
    Tutelary Skills: Autohypnosis, Heal, Spellcraft.
    Breath Weapon: Cone of cold.
    Energy Resistance: Cold.
    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: Dimension Well (Su): Other creatures within 30-ft of you are unable to teleport or perform planar travel. Any attempts to use such means to travel out of this area fails automatically (should a check based on CL be allowed through some special feature this is considered to have a CL equal to your class level). Any attempt to enter this area is met with similar failure, as are any summoning or calling spells that would bring something into this area. Naturally occurring portals are unaffected. You may shut down or reactivate this aura as a swift action.
    Specialized Aspect: Fog Wings (Su): Fog, mist, and clouds, whether mundane or magical, do nothing to hamper your vision or movement (you can see through and move freely within a Solid Fog effect for example). In addition your fly maneuverability is increased by 2 stages (to a maximum of perfect) regardless of the source.


    Dragons of the Seven Mounts
    Spoiler
    Show
    Heavenly dragons associated with the individual layers of Mount Celestia.

    Lunia Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Heal, Sense Motive, Swim.
    Breath Weapon: A line of gas which deals 1d6 Strength damage +1 per 2 dice it would normally have dealt; a Fortitude save negates this effect.
    Energy Resistance: At 3rd level you gain the ability to breath water as easily as air and use breath weapons under water with no penalty and a swim speed equal to your base land speed. At 7th level you gain immunity to diseases. At 11th level you gain immunity to ability damage. At 15th level you gain the ability to use Detect Evil as a spell-like ability at-will.
    Spell Pool: You gain access to the Cleric spell list instead of the Sorcerer one.
    Lesser Aspect: Peace Gas: Your non-poison Strength damaging breath weapon improves becoming a gas which more directly nullifies combat prowess. A Fortitude save no longer negates the effect, instead merely halving the Strength damage inflicted, and any creature which fails this save suffers a penalty to attack rolls equal to half your breath weapon dice for a number of rounds equal to your Constitution or Charisma modifier (whichever is higher).
    Greater Aspect: Celestial War Magic: Whenever you cast a spell through your spell pool which targets yourself you may share it with one or more good aligned creatures within 30-ft (this functions like the Share Spells ability but applies as long as they remain within 30-ft and can be shared from up to 30-ft), to do so you must pay 1 spell pool point per creature that will receive this benefit.
    Specialized Aspect: Soul of Good: As long as you are Good aligned you may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

    Mercuria Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Heal, Ride, Tumble.
    Breath Weapon: A cone of fire.
    Energy Resistance: Fire.
    Spell Pool: Instead of gaining access to the Sorcerer spell list with your spell pool you gain access to two domains from the following list, whenever you gain a new spell level for your spell pool, you gain an additional domain from this list. Spells that are natively on these domains are considered 1 spell level lower for the purposes of your spell pool.
    Spoiler: Domains
    Show
    • Air
    • Fire
    • Good
    • Law
    • Strength
    • Protection
    • War
    • CourageSpC
    • DragonSpC
    • EnduranceBoED
    • GloryBoED
    • Hero (shaman domain from OA)
    • Metallic Dragon (from a dragon magazine)
    • NobilitySpC
    • Wrath (BoED version)


    Lesser Aspect: Hallowed Flames (Su): Your fire breath weapon(s) are laced with holy energy and ignore any fire resistance possessed by evil creatures; once you have Pierce Resistance this extends to any fire immunity they possess. In addition if you use a fire breath weapon against undead creatures they are turned as if by a cleric 2 levels lower than your Dragonsoul Acolyte level; you do not need to roll turning damage (you have infinite) but do need to roll a turning check as normal to determine maximum hit dice affected. You must be Good aligned to gain this Aspect, unless it is your Tutelary Dragon's lesser aspect.
    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.

    Venya Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Heal, Hide, Move Silently.
    Breath Weapon: A line of electricity.
    Energy Resistance: Electricity.
    Draconic Wings: A Venya Dragonsoul Acolyte does not grow wings as normal instead gaining a supernatural ability to fly at their land speed with good maneuverability.
    Lesser Aspect: Cloud Sprint (Su): By spending 1 Spell Pool Point as a swift action you can gain a fly speed as if you had the Draconic Wings ability granted by your Tutelary dragon for a number of rounds equal to your Charisma modifier; if your Tutelary Dragon does not grant flight this has no effect. Once you have gained your Draconic Wings ability you instead gain a +60-ft enhancement to your fly speed when you use this ability.
    Greater Aspect: Stunning Exhalation: Creatures that fail their Reflex save against your breath weapon are stunned for 1d3 rounds.
    Specialized Aspect: Chameleon (Ex): You can hide without cover or concealment (you still cannot hide if observed).

    Solania Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, or Neutral Good.
    Tutelary Skills: Balance, Climb, Jump
    Breath Weapon: A cone of righteous energy which deals d6s for damage and uses a Will save in place of the normal Reflex save. This deals no damage to Lawful Good, Lawful Neutral, or Neutral Good creatures, and deals +1 damage per die against Chaotic Neutral or Neutral Evil creatures, and +2 damage per die against Chaotic Evil creatures. A Neutral Evil or Chaotic Neutral creature which fails its Will save is Sickened for 1d3 rounds. A Chaotic Evil creature which fails its Will save is Sickened for 1d4+1 rounds.
    Energy Resistance: Cold.
    Special: A Solania Dragon is a psionic dragon and like other Dragonsoul Acolytes of Psionic Dragons a Dragonsoul Acolyte that selects Solania Dragons as their Tutelary Dragon gains a single psionic power point. However Solania Dragonsoul Acolytes do not gain access to psionic powers with their Spell Pool instead gaining access to Martial Maneuvers.
    Spell Pool: A Solania Dragon is considered a Sublime Dragon for the purposes of their Spell Pool. A Solania Dragonsoul Acolyte may initiate maneuvers from Devoted Spirit, Diamond Mind, Iron Heart, and Stone Dragon disciplines.
    Draconic Wings: A Solania Dragonsoul Acolyte does not gain Draconic Wings instead gaining Greater Battle Art at 10th level, and True Battle Art at 20th level.
    Lesser Aspect: Battle Art of the Stone Dragon (Ex): Whenever you strike a foe in melee for lethal damage with a natural weapon you gain temporary hp equal to your constitution modifier (minimum 1). In addition your natural weapons overcome damage reduction as if they were Adamantine.
    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: Archon (Ex): You gain immunity to petrification and you gain Electricity Resistance and Immunity equal to the amount granted by your Energy Resistance and Immunity class features.
    Greater Battle Art (Su): You automatically confirm all critical threats when you strike a foe in melee, and may regain your psionic focus as a swift action when striking a foe in melee. In addition your natural weapons overcome damage reduction as if they were silver and/or cold iron.
    True Battle Art (Su): Whenever you deal lethal damage to an Evil creature with a natural weapon all Good aligned creatures within 60-ft (including yourself) are healed 8 hit points.

    Mertion Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Bluff, Heal, Spellcraft
    Breath Weapon: A line of electricity. This line deals damage in d6s, but creatures caught in it must make a Will save in addition to their Reflex save for half damage. If they fail this Will save they are frightened for 1 round, this increases to 1d2 rounds when you obtain 3 dice of damage in your breath weapon, 1d3 when you have 6, and finally 1d4 when you have 9 or more. The frightened effect is mind-affecting and a fear effect.
    Energy Resistance: Electricity.
    Spell Pool: A Mertion dragon accesses spells from the Cleric spell list instead of the Sorcerer spell list.
    Lesser Aspect: Breath of Evil Suppression (Su): You gain a 2nd breath weapon a cone of energy which nullifies evil magic. This breath weapon deals no damage but non-Good creatures within the area must make a Will save. On a failed save they cannot cast spells, or use spell-like abilities (this applies to psionics as well, and homebrew Supernatural casting-like systems at the DM's discretion) for 1d4 rounds if Neutral, or 1d6+1 rounds if Evil.
    Greater Aspect: Battle Master (Ex): You are able to give commands and orchestrate forces even in the heat of the most fierce battle. You can direct a number of creatures other than yourself up to your Charisma modifier (minimum 1) and selecting these creatures (or reselecting them) is a swift action. You grant these creatures one of the following: +3 insight bonus to Attack rolls, +3 insight bonus to AC, or +3 insight bonus to all Saving throws. Creatures must be able to see and hear you to be affected by this ability, or you must be in telepathic contact with them. By spending 1 Spell Pool point as a swift action you may grant these bonuses to up to 5 times your normal allotment of targets (this action includes reselecting targets) for Charisma modifier rounds, and by spending 2 Spell Pool points as a swift action you may grant 2 of these bonuses for a number of rounds equal to your Charisma modifier.
    Specialized Aspect: Telepathic Circle (Su): You can craft a telepathic bond between you and your Charisma modifier number of other creatures (minimum 1) that are within 30-ft of you; to do so requires 1 minute of group meditation. This bond lasts 24 hours or until you choose to end it and allows you and the selected creatures to communicate with each other as long as they are on the same plane as you are. You may only have one telepathic bond active at a time and forming a new one disbands the old one. You may disband a telepathic circle or drop a creature from it as a free action.

    Jovian Dragon
    Allowed alignments: Lawful Good and Neutral Good. A Jovian Dragonsoul Acolyte must maintain an Exalted pattern of behavior and should they act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats they suffer the same penalties as if they were no longer of a proper alignment to serve a Jovian Dragon and must seek atonement and a new Tutelary Dragon.
    Tutelary Skills: Diplomacy, Heal, Knowledge (Religion)
    Breath Weapon: A cone of holy smite which deals d8s for damage. It deals no damage to good aligned creatures, half damage to neutral creatures, and full damage to evil creatures. A Will save, instead of a Reflex save, halves this damage, and evil creatures which fail this save are blinded for 1 round.
    Energy Resistance: Electricity.
    Spell Pool: A Jovian dragon is a psionic dragon. As such as a Jovian Dragonsoul Acolyte draws upon the Wilder power list instead of the Sorcerer spell list.
    Lesser Aspect: Breath of Justice's Leash (Su): You gain a 2nd breath weapon a cone of energy charged with holy vengeance. This breath weapon deals no damage when used, but any creature which fails their Will save against it takes damage as if from your breath weapon (in d8s) whenever they willfully commit an Evil act for the next 24 hours; a successful Will save negates each instance of damage individually. Note that attacking/fighting a creature counts as (at most) 1 Evil act for the purposes of this ability.
    Greater Aspect: Draconic Theurge: You may use your spell pool to use spells from the Cleric spell list in addition to Wilder powers and gain 2 additional Spell Pool Points.
    Specialized Aspect: Menace of Righteousness (Ex/Su): You are immune to petrification effects and Auras of Menace (this is Ex). In addition you are surrounded by an Aura of Menace like an archon's out to 10-ft.
    Spoiler: Aura of Menace
    Show
    A righteous aura surrounds you. Any hostile creature within your aura must succeed on a Will save (DC 12 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier; if you are an Outsider or Augmented Outsider you gain a +2 racial bonus to this DC) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
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    Dragonsoul Acolyte Tutelary Dragon List - Homebrew Part 5: This Time it's Ridiculous

    Dragons of the Nine Hells
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    Infernal dragons associated with the individual layers of Baator.

    Avernine Dragon:
    Allowed alignments: Lawful Evil, and Lawful Neutral.
    Tutelary Skills: Diplomacy, Intimidate, Sense Motive
    Breath Weapon: Cone of Fire.
    Energy Resistance: Fire.
    Lesser Aspect: Fear Breath (Su): You gain a 2nd breath weapon a cone of fear inducing gas. Any creature within this cone must make a Will save or be frightened for 1d3+1 rounds. This is a mind-affecting, fear effect.
    Greater Aspect: Dragon's Aura (Su): You gain the Draconic AuraDrM feat as a bonus feat, and the Double Draconic AuraDrM feat as a bonus feat if you fulfill its prerequisites, any Draconic Aura you possess has double its normal range. In addition enemies within your Draconic Aura suffer a -2 penalty to AC and saving throws; this is a mind-affecting, fear effect.
    Specialized Aspect: Chaos Bane (Su): Damage you deal ignores the Damage Reduction of Chaotic creatures and your natural weapons deal +1d6 damage against Chaotic creatures.

    Canian Dragon:
    Allowed alignments: Lawful Evil, and Lawful Neutral.
    Tutelary Skills: Intimidate, Knowledge (the Planes), Profession.
    Breath Weapon: Line of solid ice (deals cold damage).
    Energy Resistance: Cold
    Lesser Aspect: Hellfire Breath (Su): You gain a 2nd breath weapon a cone of hellfire dealing d8s as damage; this damage increases to d10s once you have the 2nd Breath Weapon Dragonsoul Acolyte class feature.
    Greater Aspect: Forged in Hell's Flames (Ex/Su): You gain immunity to fire and hellfire damage, and Acid Resistance 10; this is Extraordinary. You also gain damage reduction equal to half your level overcome by Good (this is Supernatural).
    Specialized Aspect: Death Throes (Su): When you die your body explodes in a burst of hellfire dealing 2d6 hellfire 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.

    Chain Dragon:
    Allowed alignments: Any Evil.
    Tutelary Skills: Climb, Hide, Move Silently
    Breath Weapon: Line of acid.
    Energy Resistance: Acid.
    Lesser Aspect: Armor Eroding Breath (Su): Any creature which fails its Reflex save against your acid breath weapon (or any acid breath weapon you possess) has their AC reduced by 1 point per 2 dice of damage dealt by your breath weapon for 1 minute. This AC reduction cannot reduce a creature's AC by more than their Armor, Natural Armor, Shield, and Deflection bonuses to AC put together.
    Greater Aspect: Chains (Ex): You grow several long, barbed chains. Two of these chains allow you to make chain attacks each acting as a secondary natural weapon dealing 1d4 damage (if you are medium sized). These chains have a reach 5-ft longer than is normal for you and deal bludgeoning and piercing damage.
    Specialized Aspect: Seek Foe (Su): Whenever a creature damages you, you may, as a free action, declare it your Sworn Foe. You can sense the location of your Sworn Foes as if you had Blindsense with a range of 120-ft which does not require line of effect. By spending 2 points from your Spell Pool as a free action you can increase this to the equivalent of Blindsight in regards to your Sworn Foes for 1 round. You may also use Greater Scrying as a spell-like ability to target your Sworn Foe at a cost of 4 Spell Pool Points, or Discern Location to target your Sworn Foe for 8 Spell Pool Points. You may only have a number of Sworn Foes equal to your Charisma modifier (min 1) at a time, and attempting to declare another when you already have your maximum causes you to lose one. You do not lose Sworn Foes if your Charisma modifier drops until the next time you attempt to declare a creature your foe. If a creature dies for more than 1 minute this connection is broken and they are no longer your Sworn Foe. If you die for more than 1 minute you lose all Sworn Foes.

    Dis Dragon:
    Allowed alignments: Lawful Evil, Lawful Neutral, or Neutral Evil.
    Tutelary Skills: Bluff, Gather Information, Hide
    Breath Weapon: Line of sound (sonic).
    Energy Resistance: Sonic.
    Lesser Aspect: Draconic Diviner: You treat Divination spells as if they were 1 level lower for the purposes of your Spell Pool. Beginning at 11th level you may treat Divination spells as if they were 2 spell levels lower for the purposes of your Spell Pool.
    Greater Aspect: Eyes of Dis (Su): You gain a continuous See Invisibility, can use True Seeing with a duration of 1 round per caster level at a cost of 3 Spell Pool Points, and can use Discern Location as a spell-like ability 1/day by expending 8 Spell Pool Points. Finally your Divination spells ignore effects and spells that prevent or mislead divinations of 8th level or less or of equivalent power.
    Specialized Aspect: Urban Hide in Plain Sight (Su): Within a city of at least small city size, a Dis Dragonsoul Acolyte may hide without cover or concealment.

    Maladominian Dragon:
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Disguise, Intimidate
    Breath Weapon: Cone of Charisma draining gas. This gas deals 1d6 Charisma damage + 1 per 2 dice of damage your breath weapon would normally deal, a successful Fortitude save (instead of Reflex) halves this effect.
    Energy Resistance: Instead of energy immunity a Maladominian dragon gains the following abilities. At 3rd level they gain immunity to disease. At 7th level they gain immunity to poison. At 11th level they gain Damage Reduction overcome by good or silver equal to half their Dragonsoul Acolyte level.
    Spell Pool: A Maladominian Dragonsoul Acolyte gains access to the Bard spell list instead of the Sorcerer spell list. This includes for the purposes of Talented and Signature Spell choices.
    Lesser Aspect: Decaying Breath (Su): You gain a 2nd breath weapon a line of curse laced energy which decays the bodies of creatures in its area. Any creature within the area of this breath suffers a penalty to Strength, Dexterity, and Constitution equal to 1d4 + 1/3 dice of damage your breath weapon would normally deal. This penalty lasts 1 minute and cannot reduce a target's ability score(s) to below 1. A successful Fortitude save negates this penalty.
    Greater Aspect: Vile Beauty (Su): You have the nearly horrifying beauty of a young Maladominian Dragon, that which the old dragons covet more than all else. You gain a +4 bonus to all Charisma based checks made to deal with other creatures which can see you. You may pay 1 Spell Pool Point, as a free action, to charge this beauty with additional power for a number of rounds equal to your Charisma modifier (minimum 1). For this duration any creature within 60-ft of you which looks at you must make a Will save or be Charmed as if by a CL 10 Charm Monster spell (this is supernatural so Spell Resistance does not apply). Both of these effects are mind-affecting and do not affect dragons of any kind.
    Specialized Aspect: Suppress Regeneration (Su): Regeneration does not convert damage dealt by your natural weapons to non-lethal damage. In addition any creature dealt damage by your natural weapons loses any regeneration or fast healing it normally would have for a number of rounds equal to your Charisma modifier (minimum 1 round).

    Malbolgian Dragon:
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Hide, Move Silently
    Breath Weapon: Line of Electricity.
    Energy Resistance: Electricity.
    Lesser Aspect: Sniper's Breath (Su): You may use any of your breath weapons as a ranged touch attack with a range 10 times its normal range (the length of the cone or line). If you do so the target is still allowed a save for half damage or to reduce/negate the effect as normal.
    Greater Aspect: Fiery Lashes (Su): As a swift action you may conjure a whip of flame from each of your empty palms by paying 3 Spell Pool Points. You may use these whips to make natural weapon attacks dealing 1d4 damage (if you are medium) with a +10-ft increase to your melee reach, these attacks replace your normal claw attacks. Attacks made with these whips are considered melee touch attacks and deal fire damage instead of slashing, bludgeoning, or piercing damage. You must pay 1 Spell Pool Point each round to maintain these whips of flame, and may not hold objects in a hand which has such a whip.
    Specialized Aspect: Fire Retardant (Ex): You gain fire resistance and immunity equal to the resistance/immunity granted by your Energy Resistance/Immunity abilities.

    Nessian Dragon
    Allowed alignments: Lawful Evil.
    Tutelary Skills: Bluff, Disguise, Perform
    Breath Weapon: A line of hellish red light which enfeebles the minds of those within it. Creatures caught in this line suffer a penalty to Intelligence and Wisdom of 1d6 + 1 per 2 dice of damage your breath weapon would normally inflict. This penalty cannot reduce these stats below 3 and lasts for 1 minute per die of damage it would normally do.
    Energy Resistance: Fire.
    Spell Pool: A Nessian Dragonsoul Acolyte gains access to Shadowcaster Mysteries instead of the Sorcerer spell list. They gain full benefit from Aspects which allow them to add spells or powers to the sorcerer/wilder lists, or reduce the level of a certain school or descriptor but do not gain access to the Sorcerer spell list directly. They can use these Mysteries as a normal Dragonsoul Acolyte uses sorcerer spells; they spend spell pool points to use any mystery of the appropriate level or lower. A Nessian Dragonsoul Acolyte gains their talented spells and signature spell from the list of spells they draw their spell pool spell-like abilities from. In addition a Nessian Dragonsoul Acolyte may select fundamentals in addition to the normal cantrip list for Dragonsoul Acolytes beginning at 4th level.
    Lesser Aspect: Circle of Evil’s Power (Su): You radiate an aura of evil power out to 10-ft + 10-ft per 10 Dragonsoul Acolyte levels that suppresses all Protection from Evil, Magic Circle of Protection from Evil, Protection from Law, and Magic Circle of Protection from Law within this area. If your Dragonsoul Acolyte level is 11 or higher this ability also suppresses Holy Aura, Cloak of Chaos, Holy Word, and Word of Chaos spells within its range. You show up under Detect Evil and Detect Law as a Lawful Evil cleric.
    Greater Aspect: Nessian Sorcery: You gain access to the Sorcerer spell list in addition to Mysteries. You may select Sorcerer spells for your Signature Spell, and gain an additional Talented Spell selected from the Sorcerer spell list. When using 4th level Enchantment or Illusion spells or Mysteries the Spell Pool Cost is reduced by 1.
    Specialized Aspect: Imp Form (Su): You may assume the form of an imp, large or smaller monstrous spider, raven, rat, dire rat, or boar as if using the Alternate Form ability. You retain your natural weapons, scales, breath weapon, and physical ability scores granted by this class. If you assume an Imp form you may use any of its at-will Spell-like Abilities for 1 Spell Pool Point, Suggestion as a spell-like ability for 3 Spell Pool Points but no more than 1/day, and Commune as a spell-like ability for 8 Spell Pool Points but no more than 1/week to ask no more than 6 questions. At level 12 you gain the ability to turn into a dire boar or huge monstrous spider with this Aspect, at level 15 you gain the ability to turn into a gargantuan monstrous spider with this ability.

    Phlegethos Dragon
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Diplomacy, Disguise
    Breath Weapon: Cone of Fire.
    Energy Resistance: Fire.
    Lesser Aspect: Sickening Breath: Your fire breath is tainted by hellish pollutants. Any creature caught within the area of your breath weapon must also make a Fortitude save or be sickened for 1d4 rounds. Outsiders with the evil subtype, and Phlegethos Dragon (as well as Phlegethos Dragonsoul Acolytes) are immune to this sickening effect.
    Greater Aspect: Devil's Charm: You can use Charm Monster as a spell-like ability 3 times per day, and each extra use beyond that costs only 1 Spell Pool Point. You may use Dominate Person for 1 less Spell Pool Point than usual (if you have access to it), and 1/day may spend a 6 Spell Pool Point surcharge to use Dominate Monster as a 5th level spell.
    Specialized Aspect: Destroy Wards (Su): As a standard action you may spend 1 or more Spell Pool Points to instantly end all Protection from Alignment, Magic Circle against Alignment, and other similar effects which ward against Charm or mind-control. Continuously active Supernatural abilities which duplicate these effects and continuous magic items are not destroyed merely suppressed for 1d4 minutes. For 1 Spell Pool Point this ability affects such effects within 5-ft, for 2 it extends 30-ft, for 3 it extends out to 100-ft, for 4 out to 400-ft, for 5 out to 1000-ft, for 6 out to 1 mile, for 7 out to 3 miles, for 8 out to 5 miles, for 9 out to 10 miles, increasing thus forth with 3x, 5x, 10x (30 mi, 50 mi, 100 mi, 300 mi, 500 mi, 1000 mi, etc; 30 would be 100,000,000 miles; 15 would be global on a world the size of the Earth). This ability does not require line of effect.

    Stygian Dragon:
    Allowed alignments: Lawful Evil, Lawful Neutral, and Neutral Evil.
    Tutelary Skills: Bluff, Gather Information, Swim
    Breath Weapon: Cone of Cold.
    Energy Resistance: Cold.
    Draconic Wings: You do not gain Draconic Wings, instead gaining 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: Siren's Lure (Su): As a full-round action you can sing a keening song of loss and control. Any creature within 60-ft which can hear this song must spend their next turn attempting to get as close to you as possible; they must use their fastest movement modes possible (teleporting the distance if that is required) and may only avoid obstacles and hazards if they can move around those in some way without moving farther away from you. Once they reach you they may act normally for the rest of their turn. This is a mind-affecting, sound based, compulsion effect and a successful Will save not only negates the effect, it renders that creature completely immune to your Siren's Lure for 24 hours. When you use this ability you may expend 1 Spell Pool Point to increase the range to 100-ft or 2 Spell Pool Points to increase the range to affect all creatures which can hear you.
    Greater Aspect: Stygian Spy (Su): You can read thoughts as if with the Detect Thoughts spell but it is continuously active and it only requires a swift action to focus on a creature's thoughts; the save DC for this effect is 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier. In addition you may force a creature whose thoughts your are perusing to forget information on a subject it is currently thinking about as a Standard action by spending Spell Pool Points. For a single spell pool point they forget 5 minutes of memories on the subject, increasing to 30 minutes for 2, 1 day's worth for 4, or all memories on the subject for 8; by doubling the number of points you spend you gain the lost memories for yourself and if you got at least a day's worth of information this way you may use the target's Knowledge skill modifiers for any Knowledge checks related to the subject for 24 hours. A target is allowed another Will save (same DC) to resist this effect.
    Specialized Aspect: Touch of Styx (Su): The first time you strike a creature with one of your natural weapons each round they lose one prepared spell of their highest level as if it had been cast, or one readied maneuver of their highest level becomes un-readied; which spell or maneuver is lost this way is determined randomly. If the creature has both prepared spells and maneuvers spells are lost first.


    Lung Dragons
    Spoiler
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    These dragons are considered lung dragons and may select certain options based upon that kind (see spoiler in Tutelary Dragon List: 1st Party)

    Fu Tsang Lung
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Disguise, Perform, Swim
    Breath Weapon: Line of Magma dealing d6s for damage but dealing the same damage to all targets caught in it for 2 rounds after its use or until they spend a full round action to scrape it off.
    Energy Resistance: Fire.
    Lesser Aspect: Burrowing (Ex): You gain a burrow speed equal to half your base land speed.
    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: Lung Invisibility (Sp): Invisibility 1/day per 3 class levels becoming at-will at Lv 18.

    Jin Lung
    Allowed alignments: Any Lawful or True Neutral.
    Tutelary Skills: Appraise, Disguise, Perform
    Breath Weapon:
    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: Repulse Metal (Su): Metal does not strike the Jin Lung, nor does it strike you. Attacks made with metal weapons, or weapons including metal parts, suffer a -3 penalty to hit you.
    Greater Aspect: Drain Luck (Su): Your natural weapons strip the luck from your foes. Any creature you strike with a natural weapon suffers a -1 penalty to attack rolls, saving throws, caster level, AC, ability checks, and skill checks. This penalty is cumulative up to a -3 penalty, and lasts for 1 minute with its duration resetting each time they are struck.
    Specialized Aspect: Boon of Luck (Su): You may grant a creature a boon of luck as a full-round action by investing 1 Spell Pool Point into the boon. This boon lasts until you sever it as a full-round action and you do not recover spell pool points invested into a boon until after it has been severed and you next regain spell pool points. This boon grants the target a +1 luck bonus to all skill and ability checks, attack rolls, AC, and saving throws. If you die all such boons are instantly severed.

    Mu Lung
    Allowed alignments: Any Good and True Neutral.
    Tutelary Skills: Disguise, Perform, Survival
    Breath Weapon: A glob of acid. This functions as a ranged touch attack usable at up to 5 range increments (as a thrown weapon) with a range increment equal to the range of a cone breath weapon. This ability deals damage in d10s.
    Energy Resistance: Acid.
    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: Woods Priest: You may use Druid spells and spells on the Animal and Plant domains with your Spell Pool as if they were Sorcerer spells. Spells on the Animal and Plant domains are treated as 1 spell level lower for the purposes of your Spell Pool and you gain Calm Animals and Entangle as Cantrips.
    Specialized Aspect: Camouflage (Su): You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment (this functions as the ranger ability of the same name except for its Supernatural nature).

    Tai Yang Lung
    Allowed alignments: Any Lawful and True Neutral.
    Tutelary Skills: Bluff, Hide, Disguise
    Breath Weapon: Instead of a breath weapon you gain the ability to release a Heat Pulse, or a wave of heat in a deadly pulse. This deals fire damage to all creatures within 5-ft of you (other than yourself) when it is used (same recharge as your breath weapon); when your breath weapon distance increases to 60-ft (line) this increases to a 15-ft range, and increases by 5-ft every time your breath weapon range increases thereafter (to 35-ft at 140-ft). This ability deals damage in d10s.
    Energy Resistance: Fire.
    Lesser Aspect: Spell Resistance (Su): You gain Spell Resistance 8 + your dragonsoul acolyte level.
    Greater Aspect: Fire Absorption (Su): You are more than merely immune to fire damage. Whenever an effect 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 you use your Heat Pulse ability you regain hit points as if your Heat Pulse had damaged you as well.
    Specialized Aspect: Fiery Backlash (Su): Your Spell Resistance improves by 2. In addition whenever your spell resistance successfully prevents a spell or spell-like ability or you successfully make a saving throw to negate a targeted spell or spell-like ability that did not have an effect line you turn the magical energies back on that spell's caster. They take 2 points of damage per dragonsoul acolyte level you possess, half of this damage is pure divine energy while the other half is fire meaning only half of this damage is affected by effects which prevent or reduce fire damage. The caster is allowed a Will save (DC 10 + 1/2 your dragonsoul acolyte level + your Charisma modifier) to half this damage.


    Epic Dragons:
    Spoiler
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    Anarchic Dragon
    Allowed alignments: Any Chaotic.
    Tutelary Skills: Sleight of Hand, Tumble, and Use Magic Device
    Breath Weapon: A cone of anarchic energy (counts as Chaotic spell/damage for the purposes of regeneration) which deals d8s for damage.
    Energy Resistance: Instead of normal Energy Resistance/Immunity an Anarchic Dragonsoul Acolyte gains a variety of special abilities. Beginning at 3rd level ranged attacks made against you suffer a 20% miss chance; this is a supernatural quality. At 7th level you gain immunity to polymorph spells and effects. At 11th level you gain immunity to ability damage. At 15th level you gain immunity to ability drain.
    Lesser Aspect: Universal Energy Resistance (Ex): You gain Acid, Cold, Electricity, Fire, and Sonic Resistance 5, increasing to 10 at Lv 12.
    Greater Aspect: Polymorph Breath (Su): You gain a 2nd weapon a cone of polymorphing energy. Any creature that fails a Fort save against this effect are polymorphed as if by the Baleful Polymorph spell, transforming into a random animal (non-fatal forms only) and have to make a Will save as per the spell; as a Su ability this cannot be dispelled, but it can be removed with the Remove Curse, Break Enchantment, Limited Wish, Wish, or Miracle spells.
    Specialized Aspect: Choose Fate (Su): When you would make a roll you may spend a number of Spell Pool Points to treat yourself as having rolled an unmodified number equal to twice the amount of Spell Pool points spent, up to the highest number on the die. You must choose to use this ability before making the roll and it does not trigger Vorpal weapons although it does otherwise count as a natural roll of the given number.

    Cataclysm Dragon
    Allowed alignments: Any Chaotic, or True Neutral.
    Tutelary Skills: Handle Animal, Knowledge (Nature), Survival
    Breath Weapon: When you gain this ability select an energy type (acid, cold, electricity, fire, or sonic). You gain a cone shaped breath weapon of that energy type.
    Energy Resistance: Whichever type you selected for your breath weapon.
    Spell Pool: You draw spells for your spell pool from the Druid spell list instead of the Sorcerer spell list.
    Lesser Aspect: Weather Resistant (Su): You never need to make saving throws against wind, whether magical or mundane, and suffer no wind or weather based penalties to skill checks, attack rolls (this allows you to shoot an arrow straight through a whirlwind), or other penalties due to inclement winds or weather. You are immune to weather based effects.
    Greater Aspect: Born of Cataclysm: You gain immunity to all 5 energy types. In addition your breath weapon becomes a roiling chaos of energy which deals damage to each target as if it were the energy type (acid, cold, electricity, fire, or sonic) that is most effective against that creature (i.e. if it has fire immunity it deals damage as not fire, if it has cold vulnerability it's cold, if it has cold vulnerability and cold resistance 20 and is dealing less than 60 damage it's not cold and if it is more than 60 damage it is cold).
    Specialized Aspect: Elemental Spell Pool: You may use your spell pool to access the Wu Jen spell list in addition to the druid spell list.

    Diamond Dragon
    Special Note: Diamond Dragon is a variety of Gem Dragon; is a psionic dragon and can select Planar Gem as a specialized aspect.
    Allowed alignments: True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, Lawful Neutral.
    Tutelary Skills: Autohypnosis, Psicraft, Use Psionic Device
    Breath Weapon: A cone of psychic force. This is a mind-affecting effect which deals damage in d8s. Any creature with psionic power points lose psionic power points equal to the damage which would be dealt instead of taking damage, any damage in excess to their remaining power points is dealt as hit point damage still. A successful Will save halves this damage instead of a Reflex save.
    Energy Resistance: Instead of gaining energy resistance a diamond 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: Telepathy (Su): You gain telepathy out to 10-ft per class level.
    Greater Aspect: Stunning Breath: Your cone of psychic force breath weapon stuns creatures which fail their save for 1 round.
    Specialized Aspect: Mental Armor: When you use Inertial Armor or Force Screen with your Spell Pool it costs only 1 Spell Pool Point to use at half augmentation, and 2 at full augmentation. By paying a 3rd spell pool point you may treat your ML for these effects as if it were 50% higher. By paying 2 additional Spell Pool Points you may Quicken either power.

    Malison Dragon
    Allowed alignments: Any Evil.
    Tutelary Skills: Bluff, Intimidate, Spellcraft
    Breath Weapon: A cone of corrupting energy (untyped, d8s); counts as damage from an Evil spell for the purposes of overcoming regeneration. A Fortittude save halves 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.
    Lesser Aspect: Diseased Breath (Su): Any creature which fails their save against your breath weapon also contracts Faceless Hate (see Book of Vile Darkness page 30) with its normal incubation period. If they already have Faceless Hate but it has not finished its incubation period yet its remaining incubation period is reduced to 0 rounds.
    Greater Aspect: Word of Curse (Su): You may use Bestow Curse with a range of 30-ft as a spell-like ability by expending 2 points from your Spell Pool, and may use Greater Bestow Curse with a range of 30-ft by expending 6 points from your Spell Pool. If you die you may, with your last breath, call down a curse on up to your Charisma modifier creatures (minimum 1) 1 of which must be whoever killed you and all of which must be within a mile (if your killer is not a creature or is not within a mile you may still curse Charisma modifier -1 other creatures). This functions as Greater Bestow Curse but cannot be removed short of a Miracle spell or divine intervention. Even a Wish spell cannot remove your death curse.
    Specialized Aspect: Profane Shield (Su): You gain a deflection bonus to AC equal to your Charisma modifier.

    Mithral Dragon
    Allowed alignments: Any Good; a Mithral Dragonsoul Acolyte must maintain an Exalted pattern of behavior and should they act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats they suffer the same penalties as if they were no longer of a proper alignment to serve a Mithral Dragon and must seek atonement and a new Tutelary Dragon.
    Tutelary Skills: Diplomacy, Heal, Sense Motive.
    Breath Weapon: When you gain this ability select an energy type from among Acid, Cold, Fire, and Electricity, also select cone or line. You gain a breath weapon of the selected shape and energy type.
    Energy Resistance: Whichever type you selected for your breath weapon.
    Lesser Aspect: Turn Undead (Su): You gain the ability to turn undead as a cleric of your Dragonsoul Acolyte level. You must maintain an Exalted pattern of behavior to select this aspect and should you act in anyway which would cause them to lose Exalted feats or be unable to take Exalted feats you lose access to this ability until you gain a level at which point you may retrain this draconic aspect unless it is the Lesser Draconic Aspect of your Tutelary Dragon (in which case you will likely be exchanging it earlier when you select a new Tutelary Dragon).
    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: Soul of Good: You may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

    Prana Dragon
    Allowed alignments: Any except True Neutral.
    Tutelary Skills: Hide, Move Silently, Survival
    Breath Weapon: A cone of energy which rips the animating force from things, dealing untyped damage (d6s) to creatures and unattended magic items within the area and 1 point of essentia damage to the target per die of damage dealt. A Will save halves this damage and the essentia damage.
    Energy Resistance and Spell Pool: A prana dragon is a dragon of incarnum much like an incarnum dragon and gains meldshaping like an incarnum dragon's except that they gain access to Incarnate soulmelds in place of soulborn soulmelds.
    Lesser Aspect: Flow of Essentia (Ex): Your essentia capacity for one soulmeld per 4 Dragonsoul Acolyte levels is increased by 1. You select which soulmelds are affected by this ability each morning when you shape your soulmelds for the day.
    Greater Aspect: Armored Meldshaper (Ex): You may freely bind soulmelds to a chakra and wear a magic item in the same slot.
    Specialized Aspect: Shield of Heart (Su): You gain immunity to ability damage and drain that you do not inflict to yourself.

    Regulator Dragon
    Allowed alignments: Any Lawful.
    Tutelary Skills: Autohypnosis, Knowledge (History), and Profession
    Breath Weapon: A cone of absolute order. This energy deals the d8s of axiomatic damage (this is considered lawful for the purposes of regeneration), with a Will save to half instead of a Reflex save.
    Energy Resistance: Instead of gaining energy resistance a diamond 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: Curse of Order (Su): You may, as a swift action which costs 2 Spell Pool Points to activate, level a curse on any creature which has damaged you since the end of your last turn. This functions as a fully augmented version of deja vu against the target, but has no range limit.
    Greater Aspect: Stunning Breath: Your cone of absolute order breath weapon stuns creatures which fail their save for 1 round.
    Specialized Aspect: Pierce Illusion (Su): You automatically gain a Will save at +4 to disbelieve any illusion you encounter. In addition you may use True Seeing as a spell-like ability by spending 4 Spell Pool Points.

    Sublime Dragon
    Allowed alignments: Any non-Lawful.
    Tutelary Skills: Choose 3 disciplines. You treat these disciplines' associated skills as Tutelary Skills.
    Breath Weapon: A Sublime Dragonsoul Acolyte gains the ability to perform a Rending Strike instead; this Rending Strike requires recharge as a breath weapon and uses the same timer as any breath weapon you gain as a Dragonsoul Acolyte. You may use your Rending Strike as part of any melee attack you make, adding a number of d8s to that attack's damage equal to the number of dice your breath weapon would deal (it also gains 1/2 Charisma modifier increasing to Charisma modifier as normal for your breath weapon); if that attack misses your Rending Strike is wasted. An attack declared a Rending Strike ignores Damage Reduction and hardness and may strike incorporeal creatures as if it was made with a ghost touch weapon.
    Energy Resistance: A Sublime Dragonsoul Acolyte does not gain Energy Resistance/Immunity as normal. Instead at Lv 3 you gain Spell Resistance 8 + your Dragonsoul Acolyte level and a +4 to saves versus Transmutation spells and spell-like abilities as well as Psychometabolism powers and psi-like abilities. At Lv 7 this increases to Spell Resistance 10 + your Dragonsoul Acolyte level, with a +5 to your Spell Resistance against Transmutation and Psychometabolism. At Lv 11 you automatically save against all Transmutation and Psychometabolism effects unless you choose to fail and are considered to have Mettle against these effects. At Lv 15 your Spell Resistance increases to 12 + your Dragonsoul Acolyte level.
    Spell Pool: A Sublime Dragon is a sublime dragon for the purposes of the Spell Pool. You gain access to whichever three disciplines you chose to gain your Tutelary Skills from.
    Lesser Aspect: Rending Blows (Ex): Attacks you make with your natural weapons treats your target as if their DR and hardness was lower by an amount equal to 1/2 your Dragonsoul Acolyte level, this cannot result in negative DR. For example a 10th level Dragonsoul Acolyte with this aspect ignores DR 5 or less (regardless of its source or what is needed to overcome it) and would treat a creature with DR 10/- as having DR 5/-; so if they dealt 8 damage before damage reduction to a creature with DR 10/- they would deal 3 after damage reduction.
    Greater Aspect: Sublime Shield (Su): You are immune to damage and ability damage from spells and spell-like abilities.
    Specialized Aspect: Unhealing Wounds (Su): Your natural weapons and martial strikes deal damage which is extremely hard to heal. Damage dealt by any natural weapon you possess or any attack made as part of a martial strike ignores regeneration and cannot be healed by fast healing or natural healing. In addition it is always healed last by magic and magical attempts to heal it only heal 1 hit points per 4 points they would normally heal.

    Umbra Dragon
    Allowed alignments: Any Evil or True Neutral.
    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: 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.
    Spell Pool: An Umbra Dragonsoul Acolyte gains access to Shadowcaster Mysteries instead of the Sorcerer spell list. They gain full benefit from Aspects which allow them to add spells or powers to the sorcerer/wilder lists, or reduce the level of a certain school or descriptor but do not gain access to the Sorcerer spell list directly. They can use these Mysteries as a normal Dragonsoul Acolyte uses sorcerer spells; they spend spell pool points to use any mystery of the appropriate level or lower. A Umbra Dragonsoul Acolyte gains their talented spells and signature spell from the list of spells they draw their spell pool spell-like abilities from. In addition a Umbra Dragonsoul Acolyte may select fundamentals in addition to the normal cantrip list for Dragonsoul Acolytes beginning at 4th level.
    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: Extended Spell Pool: You can use Shadowcaster mysteries 1 level higher than the normal allowed with your Spell Pool. Until you have the Improved Spell Pool ability you are limited to 1 mystery of the level granted by this ability and 1 mystery of the highest level you would normally have. Mysteries of the level accessed this way cost 6 Spell Pool Points to use. You gain 2 additional Spell Pool Points.
    Specialized Aspect: Shadow Armor (Su): You are constantly surrounded by a swirling armor of shadows which grant you a deflection bonus to AC equal to your Charisma modifier.
    Last edited by Zaydos; 2014-09-02 at 02:34 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)

  5. - Top - End - #35
    Barbarian in the Playground
    Join Date
    Jun 2012

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

    Cyber Dragonkin

    Note: this class makes use of the Power of Cybernetics subsystem by Garryl. Refer to the link for more details. Used with permission.

    Spoiler: Large image
    Show

    Image in widespread use on the internet. Original author unknown.


    It doesn't matter whether I was an human or a dragon before, because steel makes me a dragon in all but name. Give up your flesh and bones, my friend, and see through the eyes of a robotic shell. Only then shall we become equals.

    In some material planes, science has become more common than magic, and just as powerful. While all proof of the existence of dragons have often died out in these places, legends about these ancient magical beasts still abound. Some people of these distant realms relate to dragons or wish they would be one. The advance of cybernetics has made this dream partially possible since it allows humans to replace an increasing amount of their physical body for that of a dragonlike machine. This is a slow process that often requires years to complete, since the person must adjust to every change before the next one can take place.

    Somehow this transformation process has made its way from one material plane to the next, compensating for the archaic technology of some worlds by using magic to refine the cybernetic pieces, or implant them.

    Adventures: Cyber dragonkins can only access the next step in their transformation once they have fully adapted to the current step. Since mastery is gained through practice, cyber dragonkins often adventure as a way to make the adaptation period shorter.

    Characteristics: This class favors melee combat, the use of cybernetics and gradual immunity to effects that affect living creatures. Cybernetic modules allow a selection of class features that can be changed daily, but most of them are about giving the character abilities that are typically associated with dragons. They can be further enhanced by attaching modules to sockets or allocating energy points in them.

    Alignment: Cyber dragonkins can be of any alignment, since there is just as much good that comes with being a dragon as there is evil. For some reason, cyber dragonkins are almost always convinced that dragons (or a particular breed of dragon) are the purest form of whichever alignment they favor at the moment. If the game master uses the advices of the Adaptation section, cyber dragonkins may have originated from the Clockwork Nirvana of Mechanus, and in such case may have Lawful tendencies. Otherwise, a cyber dragonkin's original race has more impact on its alignment than his levels in this class do.

    Religion: A cyber dragonkin's religion is mostly the same as what it was before he started his transformation. Those that are utterly convinced that they are real dragons will worship dragon gods, while those that prefer to think of dragons as the next step in human's evolution are more likely to worship human gods. True dragons that take levels in this class sometimes become too proud to worship any deity at all, believing that fully transformed cyber dragonkins are the most perfect creatures in existence.

    Background: Cybernetics likely originated from some distant material plane, and so characters of this class are often simply those who stumbled upon it accidentally when they were younger. Following a trend amongst activators or their own instinct, these people decided they would push the limits of cybernetics by replacing more and more parts of their body with robotic pieces. Other people are convinced they were born as the wrong specie and travel the world for years in search of the thing that will make them dragons, before finally discovering the path of the cyber dragonkin. Lastly, dragons looking for a quick way to increase their power often discover how useful cybernetics could be, and use it to build upon their already impressive physiology and the bodies of their inferior servants.

    Races: Curiously, true dragons often become cyber dragonkins for the sole purpose of using cybernetics to supplement their spellcasting. Members of dragonlike races (such as kobolds) also take this class in an attempt to accentuate their ressemblance to real dragons. Since the cybernetic replacement process is mostly an human invention, individuals of any humanoid race with a desire for dragonhood often turn to this path. Races that are distant from both humanoids and dragons (such as most aberrations, elementals, extraplanar outsiders and the like) are the least likely to become cyber dragonkins.

    In some cases, it may seem that a creature's physiology would make it unable to receive cybernetic prostheses or grafts. However, this class is not intended to be inaccessible to characters of these races. The player and game master simply have to agree on a way to redescribe the class features to accomodate the character's special physiology. The game master may require that characters of really unusual races (such as elementals) make special research on cybernetic adaptation before being allowed to take the first level in this class.

    Other Classes: Cyber dragonkins are primarily people, and so their reaction toward members of other classes will mostly depend on past experiences. Some cyber dragonkins will despise everyone who does not agree on the superiority of their way of life, while others will admire sorcerers for their inherent connection to dragons, and others yet will prefer the company of melee combattants with which they can share tips on how to best break the skull of an enemy.

    Despite the admiration they receive from cyber dragonkins, sorcerers will often despise them for being wannabes. Wizards are too convinced of their superiority to everyone else to really care about dragon imitators, even if they have access to technology that no one else can use. Clerics of dragon gods will often enjoy the company of a cyber dragonkin, if only because members of both classes share common interests. Dragonslayers of any class will see cyber dragonkins as abominations to be destroyed, especially those who are actually true dragons. Finally, melee characters will often be in awe at a cyber dragonkin, if only for the sheer devastation that such character can cause in his wake.

    Role: The cyber dragonkin fills the roles of a melee combattant, a scout, and a trap disarmer. Unlike the rogue, he is not capable of using subterfuge to get an advantage, and his skill points are sparse. On the other hand, the cyber dragonkin can be just as impressive in melee combat as a fighter or barbarian, while having many useful immunities.

    Adaptation: This class is more or less a way to turn a person into a cyborg dragon. It would fit well into any setting with sci-fi, magitech or steampunk elements without any serious change (that is, the differences would be limited to cosmetics and fluff). It could also be the invention of a dragon wishing to turn his living servants into dragonlike constructs, and creating cybernetics as a result. Fianlly, a game master who wants to get away with cybernetics could replace it with incarnum.

    GAME RULE INFORMATION
    Cyber dragonkins have the following game statistics.
    Abilities: A cyber dragonkin's most important ability score is Constitution, which is required to make the best use of his modules. Since the character's class features make him increasingly strong in melee combat, a good Strength score will help him in the long run, and Dexterity may be useful as far as armor class and initiative are concerned.
    Alignment: Any
    Hit Die: d8
    Starting Age: Complex.
    Starting Gold: 3d4x10 (75 gp)

    Class Skills
    The cyber dragonkin's class skills (and the key ability for each skill) are Appraise (Wis), Computer Use (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Heal (Wis), Knowledge (any, taken individually) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

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

    Cyber dragonkin
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Active Modules Energy Pool Socket Attachments
    1st
    +1
    +2
    +0
    +2
    Bloostream Regulator (+2), Technological Aesthetic
    2
    1
    0
    2nd
    +2
    +3
    +0
    +3
    Least Socket Access
    3
    1
    1
    3rd
    +3
    +3
    +1
    +3
    Bloostream Regulator (+4), Ultra Immune System
    3
    2
    1
    4th
    +4
    +4
    +1
    +4
    Fortification (25%)
    3
    2
    2
    5th
    +5
    +4
    +1
    +4
    Bloostream Regulator (+6)
    3
    3
    2
    6th
    +6/+1
    +5
    +2
    +5
    Fortification (50%), Lesser Socket Access
    4
    3
    2
    7th
    +7/+2
    +5
    +2
    +5
    Bloodstream Replacement
    4
    4
    3
    8th
    +8/+3
    +6
    +2
    +6
    Fortification (100%)
    4
    4
    3
    9th
    +9/+4
    +6
    +3
    +6
    Skeletal Reinforcement
    4
    5
    4
    10th
    +10/+5
    +7
    +3
    +7
    Muscles of Steel (+2)
    5
    6
    4
    11th
    +11/+6/+1
    +7
    +3
    +7
    Greater Socket Access
    5
    7
    4
    12th
    +12/+7/+2
    +8
    +4
    +8
    Muscles of Steel (+4)
    5
    8
    5
    13th
    +13/+8/+3
    +8
    +4
    +8
    Metal Scales (+1)
    5
    9
    5
    14th
    +14/+9/+4
    +9
    +4
    +9
    Metal Scales (+2), Muscles of Steel (+5)
    6
    10
    6
    15th
    +15/+10/+5
    +9
    +5
    +9
    Iron Jaw, Metal Scales (+3)
    6
    11
    6
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    Core Socket Access, Metal Scales (+4)
    6
    12
    6
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Integral Armor (+2), Wings of the Wyrm
    7
    13
    7
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    Integral Armor (+4), Tail of the Dragon
    7
    14
    7
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    Integral Armor (+6), Superior Wings
    8
    15
    8
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    Cybernetic Dragonhood, Integral Armor (+8), Size Increase
    8
    17
    8

    Class Features
    All of the following are class features of the cyber dragonkin.

    Weapon and Armor Proficiencies: As a cyber dragonkin, you are proficient with all simple weapons and with light, medium and heavy armors, but not with shields.

    Activating: A cyber dragonkin's primary ability is activating modules, which are drawn from the Cyber Dragonkin module list. You know and can activate any module from this list. Your activator level is equal to your cyber dragonkin level.

    A cyber dragonkin can activate only a certain number of modules at once. Your base concurrent allotment is given on Table: Cyber dragonkin.

    At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time. This amount is equal to 1 + 1/6 your character level (rounded down), as normal.

    As a swift action, you may reallocate your energy allocations amongst your active modules.

    Bloodstream Regulator (Su): At 1st level, you receive your first prosthesis, grafted on your heart, brain, or any other organ that receives a great deal of blood influx. This prosthesis regulates the chemical composition of your blood, preventing graft rejection and giving you a +2 bonus on saves against poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This bonus increases to +4 at 3th level and +6 at 5th level.

    Technological Aesthetic: What is the point of being a dragon if you don't look the part? You receive Technological Aesthetic (dragon-like) as a bonus feat, even if you don't qualify for it. This feat makes your modules more similar in shape to those of a dragon robot. If you already have the Technological Aesthetic feat, you instead gain any one Cybernetic feat you qualify for as a bonus feat.

    The exact appearance of the cyber dragonkin's modules may vary from one to the next. For example, one that idealizes red dragons would paint his modules red, while one who prefers gold dragons would have all his modules seem to be made of gold.

    Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column on Table: Cyber dragonkin). At 2nd level, you gain access to your Least sockets, allowing you to attach modules to your feet, hands, and visor. At 6th level, you gain access to your Lesser sockets. At 11th level, you gain access to your Greater sockets. At 16th level, you gain access to your Core socket.

    Ultra Immune System: At 3rd level, your bloodstream regulator is greatly enhanced, granting you the Ultra Immune System feat, even if you do not meet the prerequisite. This feat gives you a +2 bonus on Fortitude saves to resist poison, disease (both natural and supernatural), and radiation sickness. This bonus is cumulative with the one from the Bloodstream Regulator class feature. Furthermore, you heal from ability drain as if it was merely ability damage. If you already have the Ultra Immune System feat, you instead gain your choice of Endurance, Great Fortitude, or any one Cybernetic feat you qualify for as a bonus feat.

    Fortification (Ex): At 4th level, some of your least important organs are replaced with cybernetic prostheses, granting you a 25% resistance to critical hits and sneak attacks; this is the equivalent of the light fortification armor special ability. At 6th level, more important organs are replaced, and your resistance increases to 50%. Finally, at 8th level, all internal organs other than the brain are replaced, granting you immunity to critical hits, sneak attacks, and other forms of precision damage.

    Bloodstream Replacement (Ex): At 7th level, your blood is replaced with synthetic blood. As a result, you become immune to poison, magic sleep effects, paralysis, and natural diseases (but not supernatural diseases). This class feature replaces the Bloodstream Regulator class feature.

    Skeletal Reinforcement (Ex): At 9th level, many of your bones are replaced or reinforced with plastic substitutes that also act as shock absorbers. You become immune to stunning, death from massive damage and coups de grace. In addition, your energy pool increases by 1 for every round in which you are hit by an attack that inflicts at least 50 points of damage on you (this ability can only give you 1 energy point per round, even if you suffer many attacks that deal more than 50 points of damage). These temporary energy points are cumulative, can be allocated normally, and last for 5 rounds (temporary energy points cannot be expended).

    As a side effect of this class feature, you cannot be raised as a skeleton. On the other hand, you keep this class feature if you become a zombie.

    Muscles of Steel (Ex): At 10th level, cybernetic muscles replace your biological ones, granting you a +2 inherent bonus to your Strength and Constitution score, and making you immune to ability drain, damage to physical ability scores, fatigue, exhaustion, energy drain, and supernatural diseases. The bonus to Strength and Constitution increases to +4 at 12th level and +5 at 14th level. Inherent bonuses cannot go above +5.

    Metal Scales (Ex): Starting at 13th level, key parts of your skin are replaced with flexible scales of metal, giving you a +1 bonus to your natural armor (if you have no natural armor bonus, you are considered to have a natural armor bonus of +0). This bonus increases to +2 at 14th level, +3 at 15th level, and +4 (the maximum) at 16th level.

    Iron Jaws: At 15th level, you receive a cybernetic jaw specifically designed to look like the mouth of a dragon. If you do not have a bite attack, you gain a bit attack as a primary natural weapon, dealing damage depending on your size (see the table below). If you already have a bite attack, the damage increases as if you had gained one size category.

    Integral Armor (Ex): At 17th level, plates of armor are permanently fused to your body, granting you a +2 armor bonus to your armor class. If you are wearing an armor, the bonuses overlap (do not stack). In addition, you can enhance your integral armor as if it was a masterwork armor, if not for the fact that it is part of your body. However, you become unable to wear armors made for members of your race ; if you want to wear an armor, it must be one specifically tailored for you (which will cost double the price of a regular armor, if you are humanoid). The armor bonus of your integral armor increases to +4 at level 18, +6 at level 19, and +8 (the maximum) at level 20.

    Wings of the Wyrm (Ex): At 17th level, you are grafted the dragon's most definiting characteristic : wings. You gain a fly speed equal to double your base land speed (clumsy maneuverability), and two wing attacks as secondary natural weapons that deal damage depending on your size (see the table below). If you already have a fly speed, use the best speed and the best maneuverability. If you already have wing attacks, the damage increases as if you had gained one size category.

    Tail of the Dragon: After a dragon's wings, its tail is the most important part of its appearance. At 18th level, you gain a cybernetic tail akind to that of a dragon. You gain a tail slap attack as a secondary natural weapon, dealing damage depending on your size (see the table below). If you already have a tail slap attack, the damage increases as if you had gained one size category.

    Superior Wings (Ex): At 19th level, your wings are enhanced. Thus, your fly speed increases by 10 feet. In addition, if you maneuverability is poor or clumsy, it increases by one type (from clumsy to poor, and from poor to average).

    Cybernetic Dragonhood (Ex): After reaching the last step of cybernetic replacement, your body is little more than an engine of metal, commanded by what little flesh you still have left. You become immune to nonlethal damage, death effects, and necromancy effects. You no longer need to breathe, but must still eat and sleep if you needed to. Finally, you gain bonus hit points as if you were a construct of your size category (which is now one category higher than it was before, thanks to the Size Increase class feature). Finally, your physical and psychological connection to dragons gives you the dragonblood subtype (if you do not already have it nor the dragon type). You gain none of the other traits of the Construct or Dragon types.

    Size Increase: At 20th level, your almost fully mechanical body is embedded in a stronger shell, and your size category increases by one (for example, a medium-sized character would become large), with the accompanying changes to space, reach, ability scores, natural armor, weapon damage, etc. If you were already of colossal size, your Strength score increases by 8, your Constitution score by 4, your natural armor by 5 and your natural weapon damage by one size category.

    Natural Weapon Damage By Size
    Size Bite Wings Tail Slap
    Fine 1d2 1 1
    Diminutive 1d3 1 1d2
    Tiny 1d4 1d2 1d3
    Small 1d6 1d3 1d4
    Medium 1d8 1d4 1d6
    Large 2d6 1d6 1d8
    Huge 2d8 1d8 2d6
    Gargantuan 4d6 2d6 2d8
    Colossal 4d8 2d8 4d6
    Colossal+ 8d6 4d6 4d8
    Colossal++ 8d8 4d8 8d6

    THE EPIC CYBER DRAGONKIN
    As of now, there is no indication on how Garryl intended epic cybernetics to work. Thus, there is currently no epic progression for the class, but one will come, eventually.
    Last edited by Network; 2014-09-21 at 09:02 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  6. - Top - End - #36
    Barbarian in the Playground
    Join Date
    Jun 2012

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

    Cyber Dragonkin Module List
    Spoiler
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    Module Name Socket Attachment Description
    Arcanosynthesis * Back, Helmet, Visor While this module is active, you gain a +4 enhancement bonus on all Concentration, Spellcraft, and Use Magic Device checks, and you can use these skills untrained
    Archon Plating * Back, Helmet You gain DR 1/- and a +2 enhancement bonus on saves against stunning and paralysis
    Biofeedback * Hands, Core You gain DR 1/- and a +2 enhancement bonus on saves against poison and disease
    Corrosion Inducement * Feet, Helmet, Support You can generate and launch a ray of acid as a standard action
    Cryo Core * Hands, Shielding, Core You can fire a ray of cold as a standard action
    Cybernetic Flamethrower Hands, Support, Core You can shoot a line of fire as a standard action
    Dragonfire Rifle * Arms, Helmet You can create a nanorifle-like object that shoots great gouts of flame
    Electric Discharge Feet, Support, Shielding Your natural weapons deal electricity damage
    Energy Tank * Hands, Shielding You gain additional hit points equal to your activator level
    Exploration Kit * Feet, Visor This module is designed to aid in exploration of mildly uninhabitable areas
    Fiery Body Back, Helmet, Shielding, Core You can coat your body in fire
    Holographic Projector * Visor, Utility You can project a holographic shroud around yourself, changing your visual appearance
    Lightning Rod * Hands, Back, Support As a standard action, you can launch a bolt of electricity
    Magic-Infused Weaponry Hands, Arms, Core Your natural weapons become magical
    Napalm Sprinkler Visor, Shielding, Support You can spray napalm as a standard action
    Plasma Beam * Support, Energy Emitter You and your equipment are immune to the damage caused by being on fire
    Power Suit * Utility, Shielding, Core When you activate this module, choose a single category of armor with which you are proficient
    Scan Visor * Visor, Helmet You gain a +4 enhancement bonus on all Knowledge checks about creatures, objects, and effects you observe
    Sight Augmentation Visor, Helmet You gain a +2 enhancement bonus on Spot checks, plus darkvision out to 20 feet
    Spell Breaker * Helmet, Shielding, Core You gain spell resistance equal to 5 + your activator level
    Tactile Amplification Feet, Back, Core You gain tremorsense out to 30 feet
    Wire Lashes Arms, Back, Utility You can attack with electric wires
    X-Ray Scope * Visor, Core You gain a +2 enhancement bonus on your Disable Device and Search checks, and a +2 insight bonus on all saving throws to disbelieve illusions
    * Modules by Garryl. They can be found here.


    Modules (1 of 2):
    Spoiler
    Show
    Cybernetic Flamethrower
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Hands, Support, Core
    Saving Throw: Reflex partial

    As a standard action, you may shoot a 5-foot-wide, 30-foot-long line of flame. Creatures and objects caught in the path of the flame must make a Reflex save or take 2d6 points of fire damage (or half that amount on a successful save). Creatures and flammable objects that fail their save also catch on fire.

    This module generates a great amount of heat and overheats easily for this reason. When this power has been used, the module enters in cooldown for 1d4 rounds (including the one in which it was used). Socket attachments make use of this cooldown period.

    Energy: Each energy point allocated to this module increases the damage dealt by 1d6 and increases the range by 10 feet.

    Socket (hands)
    When the module is in cooldown, your natural weapons and unarmed strike deal fire damage per hit equal to the amount of energy points allocated to this module (minimum 1), in addition to any other form of damage they may deal.

    Socket (support)
    You can shoot a line of fire at any time, even when the module is cooling down. The duration of the cooldown period stacks, but cannot go beyond 10 consecutive rounds. For each round by which the cooldown duration should exceed 10 rounds, you suffer 1d6 points of fire damage instead.

    Socket (core)
    You gain resistance to cold equal to 10 + twice the amount of energy points allocated to this module. This resistance to cold stacks with any other form of resistance to cold you may have. In addition, if the module is in cooldown when you are attacked by a weapon or effect that deals cold damage, the cooldown period is reduced by 1 round for every 10 points of cold damage that is negated by this module (the resistance to cold granted by this module is always applied before any other resistance or immunity to cold you may have). This cannot reduce the cooldown period to a duration lower than 0 round.

    Electric Discharge
    Descriptor:
    Electricity
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Feet, Support, Shielding
    Saving Throw: None or Reflex half; see text

    Your natural weapons and unarmed strikes deal electricity damage depending on your size, as shown in the table below.

    Electricity Damage By Size
    Size Damage
    Tiny or smaller 1
    Small 1d2
    Medium 1d3
    Large 1d4
    Huge 1d6
    Gargantuan 1d8
    Colossal 2d6

    Energy: Each energy point allocated to this module increases the electricity damage inflicted by your natural weapons and unarmed strikes by 1.

    Socket (feet)
    Your feet are protected by an electrical insulator, giving you resistance to electricity equal to twice the amount of energy points allocated to this module, and a bonus on save against spells and effects with the Electricity descriptor equal to the amount of energy points allocated to this module (minimum +1).

    Socket (support)
    As a standard action, you may exhale a 20-foot-long cone of electricity. Creatures caught within the cone take an amount of electricity damage equal to 2d6, plus 1d6 * the amount of energy points allocated to this module. A Reflex save reduces the damage by half.

    Socket (shielding)
    Creatures who attack you with a natural weapon, an unarmed strike or a melee weapon comprised mostly of metal take electricity damage equal to 1d4 + the amount of energy points allocated to this module. A weapon is considered to be mostly made of metal if both the tip and the handle are metallic and connect to one another (so a character attacking with a sickle would take no damage, but one attacking with a spiked chain would).

    The effect of this socket attachment can be suppressed and resumed as a free action, but the socket attachment is still considered to be there when it is unused.

    Fiery Body
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 15
    Sockets: Back, Helmet, Shielding
    Saving Throw: Reflex partial; see text

    As a free action, you can coat your body in fire. The benefits of this are threefold: first, you and your equipment gain resistance to fire 10 when this module is in use, which stacks with any other source of resistance to fire. Second, creatures and objects that are hit by your natural weapons or unarmed strikes, as well as any creature that hits you in melee with such weapon, take fire damage depending on your size. Third, creatures and flammable objects that take fire damage because of this module must make a Reflex save or catch on fire.

    Deactivating the flames on your body is a free action.

    Fire Damage By Size
    Size Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 3d6
    Colossal 4d6

    Energy: Your resistance to fire increases by twice the amount of energy points allocated to this module.

    Socket (back)
    This socket attachment is only useful if you have wings and a fly speed (the fly speed does not have to be due to the wings).

    If you fly while your body is on fire, you can as a free action force an opponent within your reach to make a Reflex save. This action can be done at any time during your turn, even in the middle of movement, though a given character can only be affected by this ability once per round. Opponents that fail their Reflex save take 4d6 points of fire damage and catch on fire. Those that succeed on their save take a mere 2d6 points of fire damage.

    If you are able to hover in place, you may shake your wings very fast as a full-round action that can only be done while hovering. All creatures that are in a radius equal to twice your reach and that are below you or at the same altitude as you (but not those that are above you) must make a Reflex save or take 8d6 points of fire damage and catch on fire. Creatures that make their save still take 4d6 points of fire damage.

    Socket (helmet)
    As a standard action, you may project a 10-foot-radius burst of fire in all directions around you. Creatures within the radius must make a Reflex save or take 8d6 points of fire damage and catch on fire. Those that succeed on their save still take 4d6 points of fire damage. Objects are not affected by this ability, which may be used once every 1d4 rounds.

    You may use this ability even when your body isn't in flames.

    Socket (shielding)
    When your body is in flames, you gain resistance to cold equal to twice the amount of energy points allocated to this module (which stacks with any other source of resistance to cold) and a bonus to saves against spells and effects with the Cold descriptor equal to the amount of energy points allocated to this module (minimum +1). If you would normally be vulnerable to cold (for example, if you have the fire subtype), you take cold damage normally when your body in in flames (instead of taking 50% more damage), effectively negating that vulnerability.

    Socket (core)
    When your body is in flames, the fire damage caused to creatures attacking you with natural weapons or unarmed strikes is increased by the amount of energy points allocated to this module.

    Magic-Infused Weaponry
    Descriptor:
    Equipment
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 4
    Sockets: Hands, Arms, Core
    Saving Throw: None

    Your natural weapons and unarmed strikes gain a +1 enhancement bonus to attack and damage rolls and count as magical weapons for the purpose of overcoming damage reduction and attacking incorporeal creatures. In addition, you can deal lethal damage with your unarmed strikes at no penalty and are considered to be armed when using them.

    Energy: Each point of energy allocated to this module increases the enhancement bonus by +1. If the enhancement bonus exceeds +5, your natural weapons count as epic weapons for the purpose of overcoming damage reduction.

    Socket (hands)
    This socket attachment grants you up to two claw attacks, but cannot give you more claw attacks than you have hands. If you already have claw attacks, they are considered to have the keen special ability (which doubles their critical threat range); the claw attacks gained from this socket attachment do not have this benefit. The base damage inflicted by your claw attacks is equal to the damage you would normally inflict with them or damage depending on your size, whichever would be higher. Refer to the table below for details.

    Claw Attack Damage By Size
    Size Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Your claws count as energy receptacles that share their energy allocation with this module.

    Socket (arms)
    You can attach a weapon to your arm so that it cannot be dropped easily. When your weapon is attached, that weapon benefits from this module as if it was a natural weapon, and you gain a +10 bonus on any roll made to keep from being disarmed of the weapon. Removing a weapon from your arm or attaching one to it is a full-round action that provokes attacks of opportunity. A weapon cannot be attached to your arm and to a locked gauntlet simultaneously.

    As long as the weapon is attached, it counts as an energy receptacle and shares its energy allocation with this module. Suppressing this socket attachment or this module causes the weapon to detach from your arm automatically, but does not make you drop it. If the effect of this module is later resumed, you must attach the weapon again to gain the benefits of this socket attachment.

    Socket (core)
    Your natural weapons and unarmed strikes are considered to have the ghost touch special ability, allowing you to attack incorporeal creatures normally.

    Napalm Sprinkler
    Descriptor:
    Fire
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 11
    Sockets: Visor, Shielding, Support
    Saving Throw: Fortitude partial; Reflex negates (see text)

    You may spray napalm at a target within 100 feet of you as a standard action. You must make a ranged touch attack to hit. If successful, the target takes 8d6 points of fire damage and must make a Fortitude save or be sickened by the pain (creatures that take no damage are not affected). In addition, the napalm sticks to his skin, dealing an additional 1d6 points of fire damage each round and forcing him to make another Fortitude save or be sickened until his next round. A character must hold his breath for as long as he is exposed to napalm (characters that are immune to fire but do not have the fire subtype must still hold their breath, since the problem is caused by lack of oxygen rather than being a direct consequence of the napalm).

    Creatures and flammable objects that touch a character soaked in napalm or are touched by him must make a Reflex save (DC 15) or catch on fire. Creatures that are grappling a napalm-exposed character catch on fire immediately (they are not entitled a saving throw). This does not apply if the character is doused in water (see below).

    Once a character has been exposed to napalm, there are a few ways to take it off. The most sure way to do it is to roll one's body in mud, which only requires a standard action. Partial immersion in water does no good and only increases the damage dealt each round to 2d4 points (creatures with the water subtype always take the increased damage, even if they are not in contact with water), while complete immersion has no effect. Rolling oneself in sandy ground as a full-round action only works if the character succeeds on a Reflex save (DC 15). A desperate character could make the napalm ineffective by subjecting himself to an attack that deals at least 5 points of cold damage, even if that damage is negated by resistance or immunity to cold. Finally, dousing oneself in alcohol removes the napalm instantly, but also deals 3d6 points of fire damage to the character and 1d6 points of fire damage to any other creature or object within 5 feet.

    The effect of being soaked in napalm does not stack with itself. If nothing is done to remove the napalm, it loses its potency 10 rounds after the last spraying to affect the character, stopping the effect.

    Energy: Each point of energy allocated to this module increases the maximum range by 10 feet, the initial damage by 1d6 points, and the time it takes for the napalm to lose its potency by 1 round.

    Socket (visor)
    You may spray two shots of napalm at targets within 60 feet of you as a full-round action. You cannot spray both at the same target.

    Socket (shielding)
    Your body is covered by a special substance that protects you from fire and napalm. First, you gain resistance to fire 50, making you virtually invulnerable to napalm aspersion. Second, you can breathe smoke as if it had the normal amount of oxygen (this allows you to breathe normally, even when soaked in napalm). Third, you may coat your own body in napalm as a swift action. When coated in napalm, creatures and flammable objects that touch you (or that you touch or attack with a natural weapon) must make a Reflex save (DC 15) or catch on fire (creatures that are grappling with you are not entitled a saving throw). This coating is not detrimental to you thanks to the protection that this socket attachment grants you, but your equipment is still affected. The coating lasts 10 rounds or until you remove the napalm by another mean.

    Socket (support)
    You may breathe napalm in a 10-foot cone as a standard action (the length of the cone is not increased by the energy allocation). All creatures and object caught in the cone must make a Reflex save or suffer the effect of napalm as if you had succeeded on a ranged touch attack against them. You can only make use of this ability once every 1d4 rounds, and you cannot spray napalm during the waiting period.

    Sight Augmentation
    Descriptor:
    None
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Visor, Helmet
    Saving Throw: None

    When this module is active, you receive a +2 enhancement bonus to Spot checks and gain darkvision out to 20 feet. This darkvision overlaps (does not stack with) any form of darkvision you may already have.

    Energy: Each point of energy allocated to this module increases the bonus to Spot checks by 2 and the range of your darkvision (gained by this module or otherwise) by 20 feet.

    Socket (visor)
    The acuteness of your sight is amplified. You can see twice as far as an human in dim light, or three times as far if you have low-light vision. If your activator level is at least 8, you can see four times as far as an human in dim light (or five times as far, if you have low-light vision) and twice as far in normal light.

    The effect of this socket attachment stacks with other special qualities that multiply the range of your sight. In this case, consider that doubling twice amounts to tripling. For example, a true dragon with an activator level of 8 and with this module attached to the visor socket can see seven times as far as an human in shadowy illumination and three times as far in normal light.

    Socket (helmet)
    You can record visual information for ulterior usage. Activating or deactivating your video recorder is a free action, but any activation must last at least until the beginning of your next turn. You can have up to 10 rounds of recorded video at any time, and these rounds do not have to be consecutive. Deleting one round of video requires a swift action (only one round can be deleted at a time). Once recorded, a video cannot be falsified or modified. Since it is not a memory, it is not affected by spells and effects that alter or suppress memories. Only your sense of sight is recorded.

    A video can only be accessed or deleted if you have the Sight Augmentation module allocated to your helmet socket. Witnessing a video takes as long as the length of the video, and you are unable to use your sight for other purposes during this time. Two characters with the Sight Augmentation module allocated to their helmet socket can connect their modules to each other, witness each other's video and even record the video of the other person (by activating their video recorder while watching the other's video), but not delete a video that does not belong to them.

    Characters watching a video have access to the full visual acuity of the person recording it, including abilities such as darkvision, True Seeing and similar effects. However, they must make their own Search or Spot checks to notice details. Even the person who originally recorded the video makes new checks every time he watches it. This allows him to see things he missed the first time, assuming such things are still relevant.

    Tactile Amplification
    Descriptor:
    None
    Classes: Cyber Dragonkin
    Prerequisites: Activator level 4
    Sockets: Feet, Back, Core
    Saving Throw: None

    This module gives you a sense of touch on par with that of a true dragon. You gain tremorsense out to 10 feet. If you already have tremorsense, the range stacks. If you have blindsense or blindsight, the range of your tremorsense is equal to the range of your blindsense or blindsight plus 10 feet.

    Energy: Each point of energy allocated to this module increases the range of your tremorsense by 10 feet.

    Socket (feet)
    The range of your tremorsense increases by 10 feet. If your activator level is at least 10, it increases by 20 feet instead.

    Socket (back)
    You are capable of sensing tiny vibrations into the air. You gain blindsense out to the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsense you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the back socket and allocates one point of energy to it, the range of his blindsense and tremorsense will be 80 feet (60 feet from the base blindsense range, plus 10 feet from the module, plus 10 feet from the energy allocation).

    Socket (core)
    You gain blindsight out to half the range of your tremorsense (after the later range has been determined). This overlaps (does not stack) with any form of blindsight you may already have. For example, if a character with blindsense out to 60 feet activates this module, attaches it to the core socket and allocates two points of energy to it, the range of his tremorsense will be 90 feet (60 feet from the blindsense range, plus 10 feet from the module, plus 20 feet from the energy allocation), while the range of his blindsight will be 45 feet.

    Any range of blindsight that isn't divisible by 5 is rounded down to a multiple of 5.

    Wire Lashes
    Descriptor:
    Electricity, Equipment
    Classes: Cyber Dragonkin
    Prerequisites: None
    Sockets: Arms, Back, Utility
    Saving Throw: None

    You can draw two wire lashes (one in each hand) from this module. You need as much time to draw a wire lash as you need to draw any other weapon, and you may dispose of it as a free action. When using your wire lashes, you cannot be disarmed, because they are tied to your hands. However, they can be sundered (they have 2 hit points and no hardness). Sundering a wire lash with a metallic weapon is a bad idea and will cause an immediate 2 points of electricity damage to the weapon's wearer because of the flow of electricity going through the wire lash. A sundered wire lash cannot be used until the module has been reactivated.

    The wire lashes are treated as whips, but they deal 1d6 points of electricity damage in addition to the normal damage. This damage is applied even against a creature with an armor bonus or natural armor bonus that would protect against regular whips, and even if you are making a trip attempt instead of a regular attack. You are always considered proficient with your wire lashes, and you do not risk electrocuting yourself or your equipment accidentally when using them.

    The wire lashes created by this module count as energy receptacles and share their energy allocation with this module.

    Energy: Your wire lashes gain an enhancement bonus on attack rolls equal to the amount of energy allocated to this module, and the electricity damage they deal increases by twice that amount.

    Socket (arms)
    You threaten the area into which you can make attacks with your wire lashes. In addition, you may attack with your wire lashes without provoking attacks of opportunity.

    Socket (back)
    You can draw two more wire lashes from your back. These additional wire lashes can be wielded without hands. In effect, you could have four wire lashes at the same time and attack with all of them, and doing so would only require two of your hands. However, the additional wire lashes do not benefit from the energy allocation of this module.

    Socket (utility)
    You can use the wire lashes as two 40-foot long ropes connected to you, even though your attack range does not increase and you cannot detach the wire lashes from your body without damaging them. In addition, you can deactivate and resume the flow of electricity through your wire lashes as a free action (but you can only do one or the other each round); deactivation reduces the electricity damage caused by the wire lashes to 0.

    When the electricity is deactivated, any character can handle the wire lashes as ropes without risk. If you resume the electricity through them, characters currently in contact with one of them take an amount of electricty damage equal to 1d6 + twice the amount of energy points allocated to this module (a character holding both wire lashes takes double damage). Characters taking damage will drop the wire lash immediately if doing so would not put them in a life-threatening situation. Those that cannot drop the wire lash (because they are tied to it or because dropping it would put them in even greater danger) take the damage again each subsequent round on your turn, until they are no longer in contact with the wire lash or until you deactivate the flow of electricity.

    The wire lashes can hold any charge your Strength score would allow you to hold. Attaching a charge to your wire lash allows you to move it without using your hands.

    You cannot attack with a wire lash that is being used for another purpose, such as tying a character or holding a charge. If an opponent is holding one of your wire lashes with his hands, you may pull on it as a free action (but only once per round per whip lash). Make an opposed Strength check against that opponent. Success means you have forced the opponent to drop the wire lash and may use it normally. Success by 5 or more means you have also put your opponent off balance and he must make a Balance check (DC equal to your Strength score) or fall prone. Failure by 4 or less implies the opponent keeps hold of the wire lash, but you may try again next round. Failure by 5 or more sunders the wire lash.
    Last edited by Network; 2014-09-27 at 05:43 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  7. - Top - End - #37
    Barbarian in the Playground
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Reserved for modules (2 of 2)
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  8. - Top - End - #38
    Titan in the Playground
     
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Tutelary Dragon List - Homebrew Part 6: Seriously?


    Fey Dragons
    Spoiler
    Show
    Fey dragons are somehow connected with the Seelie and Unseelie courts of the fey.

    Iron Rose Dragon
    Allowed alignments: Lawful Evil, Lawful Neutral, Neutral Evil.
    Tutelary Skills: Bluff, Sense Motive, Spot.
    Breath Weapon: Cone of Cold.
    Energy Resistance: Cold.
    Lesser Aspect: Pacification Gas (Su): You gain a 2nd breath weapon a cone of pacifying gas. Creatures caught in the cone may not take any hostile actions (make attacks etc) for 1d3+2 rounds (they may however take total defense actions, cast buff spells, flee, etc), a successful Will save negates this effect. This is a mind-affecting, compulsion effect.
    Greater Aspect: Eyes of the Court Lords (Su): You gain a continuous True Seeing effect except you also know the alignment and strength of alignment auras of any creature you view with this ability (as if with the 3rd round of each Detect Alignment spell; you do not suffer effects from overwhelming auras). You are able to see through mundane and magical fogs and weather effects with no penalty as well, ignoring concealment they offer and Spot check penalties. Finally you gain a bonus to Sense Motive checks to determine if someone is lying to you equal to your Dragonsoul Acolyte level.
    Specialized Aspect: Mastery of Armor (Ex): You gain proficiency in all armor (including exotic armors). Medium and Heavy Armor no longer reduce your speed, and when wearing Medium or Heavy Armor their Armor Check Penalty is treated as 2 less and their Max Dex Bonus as 2 more.

    Nightmare Dragon
    Allowed alignments: Any Evil.
    Tutelary Skills: Bluff, Hide, Move Silently.
    Breath Weapon: A cone of aggression. Any creature caught in the cone is compelled to attack the nearest living creature they can see other than you for 1d3 rounds, if there are no other creatures within line of sight then they are simply dazed. This is a mind-affecting compulsion effect.
    Energy Resistance: At 3rd level you gain +4 on Will saves against Compulsion effects. At 7th level you gain immunity to Compulsions. At 11th level you gain immunity to Nightmare, Phantasmal Horror, Weird, and any effect which draws upon your nightmares or invades your sleeping mind. At 15th level you gain DR equal to half your dragonsoul acolyte level overcome by magic weapons.
    Lesser Aspect: Rebuke Animals (Su): You can Rebuke (or Control) Animals as an Evil Cleric of your Dragonsoul Acolyte level Rebukes Undead.
    Greater Aspect: Living Nightmare (Su): You are constantly surrounded by a shifting hellscape of nightmare out to 10-ft. Any non-mindless creature other than yourself counts this area as difficult terrain, even if flying, and upon starting their turn within it or willingly entering it take 2d6 damage. This damage manifests as their own living nightmares strike at them and ignores all damage reduction, energy resistance, and the like; a successful Will save (DC 10 + 1/2 your Dragonsoul Acolyte level + your Charisma modifier) halves this damage. In addition creatures which fail their Will save are frightened for 1d6 rounds unless they make a 2nd Will save (same DC) in which case they are simply shaken for 1d6 rounds; this portion is a mind-affecting fear effect.
    Specialized Aspect: Power from Nightmares: You gain the ability to use Astral Construct as if it was a sorcerer spell, paying only 3 Spell Pool Points to fully augment it. You may also use Phantasmal Killer as a 2nd level spell, Nightmare as a 3rd level spell, Invisibility as a 1st level spell, and Greater Invisibility as a 3rd level spell; you also get a 1 Spell Pool Point discount (minimum 1 Spell Pool Point) when casting these spells.

    Oak Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Handle Animal, Knowledge (Nature), Survival.
    Breath Weapon: Cone of electricity.
    Energy Resistance: Electricity.
    Spell Pool: You gain access to the Druid spell list and the Strength and Protection domains instead of the Sorcerer spell list.
    Lesser Aspect: Lignifying Breath (Su): You gain a 2nd breath weapon a line of energy which causes creatures exposed to it to lignify becoming woody and plant like. This deals 1d6 Dexterity damage + 1 per 2 dice of damage your breath weapon normally deals, as parts of the creature grow temporarily wooden and stiff. A successful Fortitude save halves the Dexterity damage, and Plant creatures, as well as creatures with the Wood subtype are immune to this ability.
    Greater Aspect: Aura of Protection (Su): Good aligned allies within 60-ft of you gain a Sacred bonus to AC equal to one fourth your Dragonsoul Acolyte level and half that as a Sacred bonus to all saving throws.
    Specialized Aspect: Aura of Vitality (Su): Good aligned allies within 30-ft of you gain Fast Healing 1 per 4 Dragonsoul Acolyte levels as long as they are under half health. If you gain the Aura of Protection Greater Draconic Aspect this ability's range expands to match its.

    Redwood Dragon
    Allowed alignments: True Neutral, Neutral Good, Lawful Neutral, Neutral Evil, and Chaotic Neutral.
    Tutelary Skills: Intimidate, Knowledge (Nature), Spellcraft.
    Breath Weapon: Cone of bright green energy which causes magic within creatures and upon them to turn back against them. This deals d6s for damage, with a Fort (instead of Reflex) for half damage, and creatures suffer a penalty to their saving throw equal to the number of active spell effects upon them.
    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). At Lv 15 you gain DR 3/cold iron.
    Lesser Aspect: Toughened Scales (Ex): You gain an additional +2 to your Natural Armor.
    Greater Aspect: Sanctity of the Pristine Forest (Su): You gain an aura out to 30-ft which causes all spells and spell-like abilities, except those drawn from the Spell Pool, cast as Druids or Spirit Shamans, or spell-like abilities of fey, to suffer a 50% chance of failure. You may suppress or resume this aura as a standard action.
    Specialized Aspect: Giant Among Dragons (Ex): Your size increases. You gain the Powerful Build special quality (see half-giant).

    Willow Dragon
    Allowed alignments: Chaotic Good, Chaotic Neutral, and Neutral Good.
    Tutelary Skills: Heal, Perform, Survival.
    Breath Weapon: Cone of lethargy gas. Creatures in the cone must make a Will save or be fatigued for 1d6+1 rounds, suffering a -2 to saving throws against sleep effects for the duration; creatures immune to sleep are immune to this ability. Beginning at 7th level this upgrades to exhaustion. Beginning at 15th level you may choose to instead induce sleep with your gas, putting creatures that fail their saves to sleep (no hit dice cap) for 1d6+1 rounds instead.
    Energy Resistance: Instead of gaining energy resistance a willow 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..
    Spell Pool: You gain access to the Druid spell list instead of the Sorcerer spell list.
    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: Songs of Ending and Healing (Su): As a move action you may begin singing either a song of healing or a song of ending, continuing a song as a free action, although while singing you cannot perform any actions which require you to speak, or use bite attacks or your breath weapon unless you have multiple heads. A song of healing costs 2 Spell Pool Points to initiate and 1 Spell Pool Point per minute to continue it and grants creatures within 30-ft of you Fast Healing 5 while you sing; outsiders with the evil subtype, undead, and deathless instead take 5 points of damage per round while within the area of the song. A Song of Ending costs 3 Spell Pool Points to activate and inflicts a negative level on each other creature within range each round, and costs 1 Spell Pool Point each round after the first to maintain; when you begin a Song of Ending you may exempt any number of creatures you are aware of from its effects and creatures slain by its negative levels do not rise as wights.
    Specialized Aspect: Fey Beauty (Su): You gain a supernatural, fey-like beauty, to rival even a nymphs; you gain a +4 competence bonus on Charisma based checks made to interact with humanoid creatures. As a standard action you may pay 3 Spell Pool points to make a Stunning Gance (Su) at any creature within 30-ft with a look; the target must make a Fortitude save (DC 10 + 1/2 class level + your Charisma modifier) or be stunned for 1d4+1 rounds. In addition you may, as a standard action, pay 3 Spell Pool Points to gain Blinding Beauty (Su) for 1 minute per Dragonsoul Acolyte level. While this ability is active any humanoid within 30-ft which looks directly at you must make a Fortitude save (DC 10 + 1/2 class level + your Charisma modifier) or be blinded for 1 day; you may dismiss this ability as a free action.


    Meta-Dragons
    Spoiler
    Show
    Meta-Dragons are several varieties of partially mechanical dragons, living constructs of dragonkind. Many Dragonsoul acolytes that serve meta-dragons have a change in their spell pool drawing upon the powers of infusions instead of sorcerer spells. This functions the same, except instead of drawing spell-like abilities from the sorcerer spell list they draw them from artificer infusions of the same levels. The casting times of these infusions is reduced to a standard action if it would normally be longer. Those that do not have this change are noted.

    Adaptive Manipulator Dragon
    Allowed alignments: Lawful Evil, Neutral Evil, and Lawful Neutral.
    Tutelary Skills: Bluff, Disable Device, Search.
    Breath Weapon: A line of electricity.
    Energy Resistance: Electricity.
    Spell Pool: An AM Dragonsoul Acolyte uses the normal (sorcerer) spell list for its spell-pool.
    Lesser Aspect: Trap Hunter (Ex): You gain Trapfinding as a rogue. In addition you gain a +1 to search checks to find traps, this bonus increases to +2 with a Dragonsoul Acolyte level of 6 and by another +1 every 4 levels thereafter (+3 at 10th, +4 at 14th, +5 at 18th), and you gain a +1 to AC and all saves against traps for every 4 Dragonsoul Acolyte levels you possess.
    Greater Aspect: Far Seeing (Su): You can see and hear through the surface of any wall as long as that surface is within 20-ft of a surface you are touching. When using this ability you may pay 1 Spell Pool point to view through a location up to 200-ft away (using a specific 5-ft square as your sensor), 2 for up to 1000-ft away, 3 for up to 1 mile, 4 for up to 3 miles (this is the maximum), and may spend 2 Spell Pool points to cast a spell or spell-like ability through a surface you are viewing out of with this ability or to use your breath weapon through one. In addition you can use Scrying spells through your Spell Pool as if they were 2 spell levels lower.
    Specialized Aspect: Information Network (Su): You can tap into the same information network as an AM dragon. You can consult these libraries through an Astral link, granting you a +6 bonus to Knowledge checks (this bonus does not stack with that provided by researching at a library or reference materials/Mw items). In addition you may spend 4 Spell Pool points to use a Legend Lore effect with a casting time of 1d4 minutes if the thing/person/place is at hand, 2d8 hours if you only have detailed information on the subject, and 1d4 days if you only have rumors.

    Brightsteel Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Appraise, Jump, Spellcraft.
    Breath Weapon: A cone of cold.
    Energy Resistance: Cone.
    Lesser Aspect: Constructed (Ex): Your type becomes Construct with the Living Construct subtype, Dragonblood subtype, and the Augmented subtype for your previous type.
    Note: If you are naturally a living construct, select a Common Lesser Draconic Aspect and gain it instead.
    Greater Aspect: Construct Body (Ex): You gain immunity to poison, paralysis, stunning, disease, death effects, necromancy effects, and any effect which allows a Fortitude save but does not affect objects. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain or death by massive damage.
    Specialized Aspect: Dragon Hunter (Su): Any weapon you wield, and your natural weapons, are considered to be Dragon Bane and gain half those benefits against Dragonblood subtype 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 Dragons, and a +1 to their save DCs against Dragonblooded creatures.

    Clockwork Dragon
    Allowed alignments: Any Lawful.
    Tutelary Skills: Appraise, Autohypnosis, and Martial Lore.
    Breath Weapon: A cone of slow gas. Any creature within the area must make a Will save or be slowed for 1d4+1 rounds. This does no damage.
    Energy Resistance: A Clockwork Dragonsoul Acolyte does not gain energy resistance and immunity as normal. Instead at 3rd level they gain immunity to charm and slow effects. At 7th level you gain a 50% of ignoring precision damage and extra damage from critical hits. At 11th level you gain immunity to nonlethal damage and death from massive damage. At 15th level you gain immunity to critical hits.
    Lesser Aspect: Haste Breath (Su): You gain a second breath weapon a cone of haste gas. Any creature within the area must make a Will save (they may choose to fail) or be Hasted as the spell for 1 round + 1 round per 2 dice of damage your breath weapon would normally do.
    Greater Aspect: Overclock (Ex): Once per round you may take 40 damage to gain an extra move or standard action.
    Specialized Aspect: Clockwork Body: You gain immunity to death effects, Necromancy spells and effects, and stunning.

    Forgewright Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Craft, Profession, Sense Motive.
    Breath Weapon: A line of fire.
    Energy Resistance: Fire.
    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: Absorb Magic (Su): You gain Spell Resistance 11 + your Dragonsoul Acolyte level; if you have the Spell Resistance Lesser Draconic Aspect your spell resistance improves by 2 (to 13 + your Dragonsoul Acolyte level). If your spell resistance prevents a spell from affecting you, you regain hit points equal to 4 times the spell's spell level.
    Specialized Aspect: Battle Plating (Ex): In addition to your scales you develop a thick lair of metal plating which grants you a +10 armor bonus to AC and gains a +1 enhancement per 3 Dragonsoul Acolyte levels you possess (for +13 at 9th, and +16 at 18th). This counts as medium armor and takes up the same body slot as armor or robes, except you may sleep in it freely. This armor has a Maximum Dexterity bonus of +5, a -2 armor check penalty, and a 20% arcane spell failure. You may have this plating enchanted, you must still pay for a +1 enhancement before adding special qualities but only the better enhancement applies.
    Note: If you have Composite Plating this replaces your normal Composite Plating. If you have the Mithral Body feat you have a Max Dexterity bonus of +7, a +0 ACP, a 10% arcane spell failure, and treat this armor as Light. If you have the Adamantine Body feat you gain +1 to your AC, DR 3/-, and treat this armor as heavy whenever beneficial. If you have the Ironwood Body feat you have a Max Dexterity bonus of +7, a -1 ACP, and a 10% arcane spell failure rate. If you have the Unarmored Body feat I am confused by your actions and you should see if your DM will let you retrain it.

    Ironrune Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Craft, Knowledge (Arcana), Use Magic Device.
    Breath Weapon: A cone of force (d8s).
    Energy Resistance: Force.
    Lesser Aspect: Constructed (Ex): Your type becomes Construct with the Living Construct subtype, Dragonblood subtype, and the Augmented subtype for your previous type.
    Greater Aspect: Ironrune Sorcery: You may use Sorcerer spells as well as Infusions with your Spell Pool. You gain an additional Spell Pool Point per 2 Dragonsoul Acolyte levels you possess.
    Specialized Aspect: Redirect Spell (Su): When you are targeted by a spell you may spend a number of Spell Pool Points equal to the spell's level plus 1 as an immediate action to attempt to redirect the spell; this cost is reduced by an amount equal to the highest level infusion you may use with your Spell Pool (minimum 1 Spell Pool Point). You make a Charisma check with a +4 bonus opposed by the caster's own ability check using whichever ability score determines their spells' saving throw DC. If you win the spell affects the caster instead of you. This can affect rays, ranged touch, and melee touch spells as well as simple targeted spells.

    Lodestone Dragon
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Appraise, Intimidate, Sense Motive.
    Breath Weapon: A cone of cold.
    Energy Resistance: Cold.
    Lesser Aspect: Magnetic Cold: Your cold breath weapon(s) induce a magnetic weight in metal. Any creature which fails their save against your cold damaging breath weapon that is carrying at least 5 lbs of metal is treated as if they were carrying a load one category higher for the purposes of encumbrance (light becomes medium becomes heavy becomes lift off ground becomes push/drag becomes immovable).
    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: Deflect Ray (Su): When you would be struck by a ray or ranged touch spell you may make a DC 15 Charisma check as an immediate action. If you succeed the spell misses as you magnetically divert it.

    Pumpkin Dragon
    Allowed alignments: Any Evil, or True Neutral.
    Tutelary Skills: Handle Animal, Knowledge (Nature), Survival.
    Breath Weapon: A line of fire.
    Energy Resistance: Fire.
    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: Fear Breath (Su): You gain a 2nd breath weapon a cone of fear inducing gas. Any creature within this cone must make a Will save or be frightened for 1d3+1 rounds. This is a mind-affecting, fear effect.
    Greater Aspect: Dread Spirits (Su): Spirits of souls lost to the negative energy plane surround you. Any creature within 10-ft of you is beleaguered by these spirits which give it a -2 penalty to: AC, attack rolls, melee damage rolls, saving throws, skill checks, and ability checks. This is a mind-affecting, fear effect.
    Specialized Aspect: Phobi-magi: You may use Fear descriptor spells as if they were one spell level lower. In addition you gain a +1 to the save DC of any fear spell you cast, and your fear breath.


    Gods and Vestiges
    Spoiler
    Show
    Jormund: The first meta-dragon and comatose god-vestige.
    Allowed alignments: Lawful Good, Lawful Neutral, and Neutral Good.
    Tutelary Skills: Craft, Sense Motive, Use Magic Device.
    Breath Weapon: Cone of Force (d8s)
    Energy Resistance: Force.
    Spell Pool: A Jormund 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. A Jormund Dragonsoul Acolyte treats Jormund as a 4th level vestige to determine whether he can be bound.

    A Jormund 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: Enduring Warrior (Ex): You gain Endurance and Diehard as bonus feats. When at 0 to -9 hit points you may continue to act normally, and do not take damage each round (automatically stabilizing).
    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: Heroic Surge (Su): When at less than half health you may pay 3 Spell Pool Points to gain an extra Standard or Move action. When at negative hit points this instead grants an extra Standard and Move action.

    Nykthog: The gestalt god of Umbra dragons.
    Allowed alignments: Any Evil.
    Tutelary Skills: Knowledge (Arcana), Knowledge (the Planes), Spellcraft.
    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.
    Spell Pool: A Nykthog 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. A Nykthog Dragonsoul Acolyte treats Jormund as a 5th level vestige to determine whether he can be bound.

    A Nykthog 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: See in Darkness (Su): You can see in darkness, even magical darkness, as easily as broad daylight..
    Greater Aspect: Shadow Mastery: You may cast Shadowcaster mysteries with your Spell Pool as well as bind vestiges. You may select Fundamentals as Cantrips and as your Signature Spell. You gain 2 Spell Pool Points.
    Specialized Aspect: Shadow Merge (Su): In any condition of illumination other than full daylight you may hide without cover or concealment.

    Thilgrim
    Allowed alignments: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
    Tutelary Skills: Intimidate, Knowledge (Nature), Survival.
    Breath Weapon: Cone of cold.
    Energy Resistance: Cold.
    Lesser Aspect: Claws of Winter (Su): Your natural weapons gain the Frost property.
    Greater Aspect: Power from Fear (Su): You may use Intimidate to demoralize creatures as a swift action. You gain a +2 morale bonus to Strength for each creature within 30-ft of you suffering from the shaken, frightened, panicked, or cowering condition.
    Specialized Aspect: Winter Unhinered (Su): All Cold damage dealt to other creatures within 60-ft of you benefits from your Pierce Resistance ability. In addition all fire damage dealt to creatures or objects within that area is halved before resistance or vulnerability is applied.
    Last edited by Zaydos; 2014-09-09 at 11:06 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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  9. - Top - End - #39
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Dragonsoul Acolyte Feats, Racial Substitution Levels, and ACFs


    Feats

    Spoiler: Feats
    Show
    Ability Focus:
    See Monster Manual.
    Special: You may not take Ability Focus (Spell Pool), you may however take it in specific spells accessed via the Spell Pool. If you do its effects do not stack with Spell Focus and Greater Spell Focus.

    Alter Draconic Aspect: (General)
    You may change one of your draconic aspects, gaining another in its place.
    Prerequisites: Extra Draconic Aspect feat, 3 different Lesser Draconic Aspects.
    Benefit: 1/day you may perform a 2 hour ritual of meditation to exchange one of your Lesser Draconic Aspects for another Lesser Draconic Aspect. You may not exchange the Lesser Draconic Aspect of your Tutelary Dragon in this manner.

    Ambush Breath
    You are adept at releasing a sudden blast of breath which catches a creature unawares before it can truly react to dodge.
    Prerequisites: Breath Weapon, Dexterity 13+.
    Benefit: When you use your breath weapon against a creature which would be denied its Dexterity bonus to AC if the breath weapon was an attack they do not receive any Dexterity bonus they might have to Reflex saves to half or avoid the effects of your breath weapon; this feat has no effect on Fort or Will saves the target might need to make against your breath.

    Apocalypse-Soul Acolyte:
    You draw upon the dragons of the last days, dragons not yet born, the last dragons before reality itself is gone.
    Prerequisites: Path of the Apocalypse, 1st Sign, Hoard Capacity 1000 GP or greater.
    Benefit: You may add your Doomsayer levels and your Dragonsoul Acolyte levels together to determine your breath weapons (both damage and area).

    You add your Dragonsoul Acolyte level to your Doomsayer level to determine the highest grade of invocation you may select and to gain bonus Malisons, and your Doomsayer caster level. You may also add half of your Dragonsoul Acolyte level to your Doomsayer level to determine your access to Apocalyptic Signs (a Dragonsoul Acolyte 12/Doomsayer 6 would gain the 2nd and 3rd Signs as if a 12th level Doomsayer).

    You add your Doomsayer level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

    Azure Spell Force:
    You can weave essentia into your spirit to reinforce its ability to handle the powers of the Spell Pool.
    Prerequisites: Spell Pool, Constitution 13+.
    Benefit: Once per day, you can invest essentia into this feat. You gain 2 Spell Pool Points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    You gain 1 point of essentia.

    Bolster Flesh: (General)
    You have learned to harden your flesh with the eldritch energies of the Spell Pool to ward off attacks.
    Prerequisites: Spell Pool access.
    Benefits: As an immediate action you may spend 1 or more Spell Pool points to gain Damage Reduction until the start of your next turn. You may choose either to gain, or increase your existing, damage reduction overcome by Magic at a rate of 3 points of DR per Spell Pool Point spent, or gain, or increase your existing, damage reduction that has no means of being overcome (DR X/-) at a rate of 3 points of DR per 2 Spell Pool Points spent.

    Bolster Spirit: (General)
    You have learned to wrap the eldritch energies of the Spell Pool around you to ward off other magics.
    Prerequisites: Spell Pool access, Spell Resistance.
    Benefits: As an immediate action you can spend 1 or more Spell Pool Points to increase your Spell Resistance by 3 per Spell Pool Point spent until the beginning of your next turn.

    Dragonfire Acolyte: (General)
    You gain a Lesser Draconic Aspect.
    Prerequisites: Dragonfire Adept level 4+.
    Benefit: When you select this feat you select one true dragon. You gain the Lesser Draconic Aspect associated with that dragon and 1 spell pool point. You are considered to be a Dragonsoul Acolyte of half your Dragonfire Adept level for the purpose of this Draconic Aspect. If it grants a Breath Weapon use your Dragonfire Adept breath weapon damage to determine its damage, this breath weapon retains a 1d4 recharge time but while it is recharging you may still use your Dragonfire Adept breath weapon normally unless you applied a metabreath effect to the breath weapon in which case you must wait for the rounds added by the metabreath feat before reusing your dragonfire adept breath weapon.

    Dragonsoul Adept (General)
    You are able to weave the enduring magic of a dragonfire adept and the powerful depths of the spell pool composed of the spirit of dragons born and unborn.
    Prerequisites: At least one Dragonfire Adept breath effect, Hoard Capacity 1000 GP or greater.
    Benefit: You may add your Dragonfire Adept levels and your Dragonsoul Acolyte levels together to determine both class's breath weapons (both damage and area).

    You add your Dragonsoul Acolyte level to your Dragonfire Adept level to determine the highest grade of invocation you may select and which breath effects you have available.

    You add your Dragonfire Adept level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

    Dragonsoul Brewer:
    You weave the power of draconic souls with the intoxicants that flow through your veins, pulsing through you. Fusing them into one strong whole.
    Prerequisites: Dehydrating Touch, Hoard Capacity 2001 GP or higher.
    Benefit: You may add your Intoxicanter levels and your Dragonsoul Acolyte levels together to determine both your dehydrating touch and your breath weapons (both damage and area).

    Add your Dragonsoul Acolyte level to your Intoxicanter level to determine your daily uses of Intoxicating Touch and the save DCs for your Intoxicating Touch.

    You add your Intoxicanter level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, your spell pool point capacity, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining the level of effects you can draw out from the Spell Pool.

    Elemental Dragonsoul (General)
    You are able to weave the elemental powers of your jinn heritage and the powerful depths of the spell pool composed of the spirit of dragons born and unborn.
    Prerequisites: Detect Elementals, Elemental Blast, Hoard Capacity 1000 GP or greater.
    Benefit: You may add your Jinnblood levels and your Dragonsoul Acolyte levels together to determine both your elemental blast and your breath weapons (both damage and area).

    You add your Dragonsoul Acolyte level to your Jinnblood level to determine the highest grade of invocation you may select and to gain bonus Blast Invocations, and your Jinnblood caster level.

    You add your Jinnblood level to your Dragonsoul Acolyte level to determine your Dragonsoul Acolyte level for Aspect effects, your Caster Level for the Spell Pool, the highest spell level available to you from the Spell Pool, gaining access to the Improved Spell Pool, and your Hoard Capacity. You do not use it for Scales, ability score bonuses, senses, or any other features not listed here including gaining new Aspects and determining Spell Pool Points (thus with less than 4 levels of Dragonsoul Acolyte your ability to use Spells from the Spell Pool is useless).

    Emulate Value
    You are able to perform spells and effects which have even more expensive material components.
    Prerequisites: Spell Pool, Charisma 15+.
    Benefit: You may use spells and spell-like effects with expensive material components costing up to 25 GP per level (instead of 5), foci costing up to 400 GP per level, and XP components of up to 5 per level.

    Exaggerated Dragonsoul
    You are able to fuel your feats of storied proportions with the power of draconic spirits forming the spell pool, and weave these same acts into feats of exaggerated prowess with the draconic energies within you.
    Prerequisites: 3 Least Exaggerated Skills, Hoard capacity 2001+ GP.
    Benefit: You may add your Tall Tale level to your Dragonsoul Acolyte level to determine your breath weapon's damage and area, as well as your Spell Pool capacity, gaining the Spell Pool ability if you do not already have it; although you do not gain the ability to soulbind, use spells, or activate maneuvers with less than 4 levels of Dragonsoul Acolyte nor do your Tall Tale levels add for the purposes of determining the highest level spells/maneuvers/soulbinding (see below for Incarnum). You may also add your Tall Tale levels to your Dragonsoul Acolyte level to determine your Scales ability, and your effective Dragonsoul Acolyte level for Draconic Aspects and to determine your Caster/Manifester/Initiater/Meldshaper/Effective Binder Level for abilities but not for access to abilities.

    If you have 9 or more ranks in a skill and the Least Exaggerated Skill for that skill you may pay 4 Spell Pool Points as a free action to gain its Lesser Exaggerated Skill for 1 minute.

    If you have 14 or more ranks in a skill and the Lesser Exaggerated Skill for that skill you may pay 4 Spell Pool Points as a free action to gain its Greater Exaggerated Skill for 1 minute.

    If you have 19 or more ranks in a skill and the Greater Exaggerated Skill for that skill you may pay 6 Spell Pool Points as a free action to gain its Storied Exaggerated Skill for 1 minute.

    Special: If your tutelary dragon offers incarnum you add your Tall Tale level to your Dragonsoul Acolyte level to determine your Essentia, Spell Pool Points, and Meldshaper level, but you do not add them together to determine chakras unlocked, chakra binds, or how many soulmelds you can shape.

    Expanded Spell Font (General)
    You may draw an exotic spell from your spell pool.
    Prerequisites: Spell Pool ability.
    Benefit: Select any spell of a level you can cast from your Spell Pool from any base class's spell list, or any base class's power list; you may also select from Sanctified and Corrupt spells as well as Invocations, Infusions, and Mysteries. This spell is considered to be a Sorcerer spell of its level for the purposes of your access to it from the Spell Pool. You may select an Utterance with this ability, those of the lexicon of the evolved mind count as 1 level lower, and those of the lexicon of the perfect map count as 2 levels higher.
    Special: You may take this feat multiple times each time you take it you may select another spell.
    Special: If you use psionic powers with your spell pool (your tutelary dragon is a psionic one) this feat counts as a psionic feat.
    Special: If you cannot usually cast spells (or equivalent) with your Spell Pool (because your Tutelary Dragon grants Soulbinding, Incarnum, or Martial Maneuvers instead) you may select 1 of a level that would be available to you with a normal Tutelary Dragon and may use it treating yourself as being able to cast spells from your Spell Pool only for the selected spell.

    Extra Draconic Aspect (General)
    You manifest a wider breadth of draconic powers.
    Prerequisites: 2nd Draconic Aspect.
    Benefit: You gain a Lesser Draconic Aspect.

    Extra Spell Pool Power: (General)
    You gain additional Spell Pool Points.
    Prerequisites: Spell Pool.
    Benefit: You gain 2 Spell Pool Points.
    Special: You may take this feat multiple times. The second time you take this feat, and every 3 further instances, it increases how many Spell Pool Points it grants by 1 for that instance and every future instance (2nd 3rd, and 4th instance grant 3, 5th, 6th, and 7th grant 4 each) to a maximum of 4 at 5+ instances of this feat.

    Favored Spell Tap:
    You can use a spell more easily with your Spell Pool.
    Prerequisites: Ability to use spells or spell-like effects with your spell pool.
    Benefit: Select one spell or spell-like effect you can access with your spell pool. It is considered 2 spell levels lower (to a minimum of 0) for determining its cost in your Spell Pool.
    Special: You may take this feat multiple times, selecting a different ability each time.

    Fuel Item:
    Attuning yourself to a magical item you can use your spell pool to maintain its power through uses.
    Prerequisites: Ability to use spells or spell-like effects (mysteries, utterances, etc) with your Spell Pool, Use Magic Device 8 ranks.
    Benefit: Each day you may spend a 1 minute ritual to attune yourself to a Spell Trigger or Spell Completion item with a limited number of uses or charges. You gain the ability to use any spell the item is capable of producing as if it was on the list you draw from with your Spell Pool and 1 level lower than it actually is, to do so you must hold the item in hand.

    Greater Animal Forms:
    You can assume the forms of even larger and more powerful animals and smaller more stealthy ones.
    Prerequisites: Animal Forms Lesser Draconic Aspect, Improved Animal Forms.
    Benefit: When using your Animal Forms Draconic Aspect you may assume the form of a Large or Tiny animal in addition to those of Medium and Small animals. You must have at least 3 more hit dice than the assumed form to take it with this feat.

    Greater Dragonfire Acolyte: (General)
    You gain another more powerful Draconic Aspect.
    Prerequisites: Dragonfire Acolyte, character level 11+.
    Benefit: You gain the Specialized Aspect of whatever dragon you selected with Dragonfire Acolyte and 2 Spell Pool Points. You are considered to be a Dragonsoul Acolyte of half your Dragonfire Adept level for the purpose of this Draconic Aspect.

    Hunter's Nose:
    Your nose is keen enough to follow creatures and smell their approach.
    Prerequisites: Hunter Lesser Draconic Aspect.
    Benefit: You gain the Scent special quality.

    Improved Animal Forms: (General)
    You can assume the forms of larger and more powerful animals.
    Prerequisites: Animal Forms Lesser Draconic Aspect.
    Benefit: When using your Animal Forms Draconic Aspect you may assume the form of a Medium animal in addition to those of Small animals.

    Improved Create Spell:
    You are able to create longer lasting and enduring living spells.
    Prerequisites: Create Spell Greater Draconic Aspect, Charisma 19+.
    Benefit: When you create a living spell with your Create Spell Draconic Aspect you may pay an additional spell point to cause the living spell created this way to remain for 1 minute per caster level instead of 1 round per caster level.

    Magical Beast Forms:
    You can assume the form of magical beasts in addition to the mundane.
    Prerequisites: Improved Animal Forms, Animal Forms Lesser Draconic Aspect.
    Benefit: You can use your Animal Forms Draconic Aspect to assume the form of Magical Beasts as well as Animals, and of Dragons with 6 or less Intelligence which are not true dragons.

    Martial Spell Font:
    You are able to draw out a sublime technique with your Spell Pool.
    Prerequisites: Ability to use Martial Maneuvers with your Spell Pool or Spell Pool and 5 ranks in Martial Study.
    Benefit: Select 1 maneuver or stance that can be initiated by a martial initiator with an initiator level of your Dragonsoul Acolyte level. You may use that maneuver or stance through the Spell Pool as if you had a sublime dragon as your Tutelary Dragon.
    Special: You may take this feat multiple times, you may choose a different maneuver or stance each time.

    Martial Spell Stance:
    You have fully consolidated the ways of a single stance drawn from the spell pool into your being.
    Prerequisites: Ability to use a Martial Stance with your Spell Pool.
    Benefit: Select 1 Stance you are able to use via your Spell Pool. You are considered to know the stance for all purposes (meeting maneuver prerequisites primarily) and can initiate that stance without paying any Spell Pool Points (you still must pay spell pool points to enter it with an Enyo Dragon's Greater Draconic Aspect).

    Mediate Spell Pool:
    You are able to serve as a mediator between the spell pool and other creatures, allowing them to tap into its essence through you.
    Prerequisites: Charisma 17+, Spell-like or Sublime Spell Pool class feature.
    Benefit: With a ritual taking 1 minute and requiring physical contact you may bestow upon a creature up to 1 Spell Pool Point per 2 character levels and the ability to use spell-like abilities and martial maneuvers through the Spell Pool; you lose the same number of Spell Pool Points. They are able to access the same spells and maneuvers as you are through your Spell Pool (including ones with levels modified with aspects). If they already have access to the Spell Pool or Spell Pool Points from another source those granted by this ability are tracked separately; they may only use your spells and maneuvers with the Spell Pool Points granted by this ability and may only use the Spell Pool Points granted by this ability to use your spells and maneuvers. The target loses any benefits from this ritual when your Spell Pool refreshes.

    You may perform this ritual multiple times during a day, but each time after the first you must spend spell pool points equal to the number of times you have already performed this ritual in the day, these are in addition to those being bestowed (for example if you have performed it twice and are performing it a 3rd time to give a creature 4 Spell Pool Points you'd pay 6). No creature may be granted Spell Pool Points via this feat more than once per day.

    Metabreath Specialist:
    You are able to compartmentalize your Draconis Fundamentalis to allow your breath weapons to be stored in different chambers to more rapidly fire off breaths while using Metabreath effects.
    Prerequisites: 2 or more breath weapons on the same recharge timer, 3 or more Metabreath feats.
    Benefit: When you use a breath weapon augmented by metabreath feats the time increase for your breath weapon's recharge time only applies to that breath weapon used. If you use another breath weapon on the same timer while it is recharging you add the (non-metabreath) recharge time to its recharge time. For example you have 2 breath weapons that recharge after 1d4 rounds and use one Maximized which gives it a recharge time of 1d4+3 rounds, rolling a 2 for 5 rounds; after 2 rounds you'd be able to use the other breath weapon and if you Quickened it and got a 3+4 for 7, you'd be able to use the first breath weapon in 6 rounds (3 rounds recharge remaining + the 3 you rolled) and the second one again in 7.

    Midnight Breath: (Incarnum)
    You can invest essentia to make your breath weapon more dangerous and powerful.
    Prerequisites: Constitution 13+, Breath Weapon, 3 or more hit dice.
    Benefit: Once per day, you can invest essentia into this feat. The save DC of your breath weapon is increased by +1 per point of essentia invested in this feat and its hit point damage if any is increased by 2 per point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    You gain 1 point of essentia.

    Necrocarnate Spell Pool
    You can use necrotically harvested incarnum to power your spell pool.
    Prerequisites: Tutelary Dragon (Necrocarnum dragon), Constitution 13+, Charisma 13+, Spell Pool.
    Benefits: You may use essentia you harvest from creatures dying as spell pool points at a 1 for 1 ratio (such essentia is lost when expended as spell pool points).

    Overdraw Spell Pool
    Normally when your body and soul have reached their limits the powers of the draconic spirits will pull away from you making the Spell Pool inaccessible to you. You are able to power through this defense mechanism, drawing deep into the Spell Pool in an hour of need.
    Prerequisites: Charisma 15+, Spell Pool access.
    Benefits: You may, as a free action, pay Constitution burn to refill your Spell Pool. You take Constitution burn of X and regain X Spell Pool Points. Each time after the first you use this ability each day you regain 1 less Spell Pool Point (the 2nd time you use it you regain X-1, the 3rd X-2, the nth X-(n-1)). If you are immune to Constitution burn you cannot use this ability, and if the ability burn is reduced or prevented by some means an equal amount of Spell Pool Point gain is reduced or prevented. You cannot use this ability to increase your Spell Pool above its maximum.
    Special: An undead creature with this feat may pay Charisma burn instead of Constitution burn; constructs do not have this option.

    Recharge Breath:
    You can use your sorcerous might to recharge your breath more quickly.
    Prerequisites: Constitution 17+, Breath weapon with a recharge time measured in rounds, Spell Pool.
    Benefits: As a swift action you may pay a number of Spell Pool Points equal to the time remaining for your breath weapon to recharge +1. If you do your breath weapon is instantly recharged.

    Rejuvenating Spell Pool:
    You can channel the power of the Spell Pool inward to heal and mend yourself.
    Prerequisites: Charisma 15+, Spell Pool.
    Benefits: As a standard action you may spend 1 or more Spell Pool Points to heal yourself hit points equal to your Dragonsoul Acolyte level per Spell Pool Point spent. Alternatively you can heal yourself 1 point of ability damage to one score per point spent, or 1 point of drain to one score per 10 points spent. By paying 4 additional Spell Pool points you may use any of these abilities as a Swift action.

    Spell Breath:
    You can intertwine your sorcerous might and your breath weapon, melding the two into a single powerful whole.
    Prerequisites: Constitution 17+, Charisma 15+, Breath weapon, Spell Pool.
    Benefits: When you use your breath weapon you may pay Spell Pool Points to intertwine a spell cast through your spell pool into your breath. If you do so your breath weapon takes 1 stage longer than normal to use (Swift -> Standard -> Full Round -> 1 Round -> 2 rounds, etc). This spell must have a casting time no greater than the action being used to activate your breath weapon and a range greater than personal and may not create an object or lingering effect such as a web, cloud, or wall (have an Effect line that describes an object that remains in the area). You must pay Spell Pool Points for the spell as normal and then pay an additional number of Spell Pool Points based upon its level for use in your spell pool; if it is a spell-like ability without a Spell Pool level use its Sor/Wiz level (if it has one), Cleric, Druid, Bard level in descending order (if none of these then use whatever it does appear on.

    When you use this ability you infuse your breath weapon with the spell. In addition to its normal effects your breath weapon applies the spell to all targets in the area of effect. If the spell is normally a touch or ranged touch spell that does not allow a saving throw they are allowed a Reflex save (DC based upon the spell's level) to avoid its effects, otherwise they are only allowed the normal saves afforded by the spell. For example if you had a cone of fire breath weapon and chose to use this feat to apply Shocking Grasp to it, every creature in the area would have to make a second Reflex save against Shocking Grasp or take 5d6 electricity damage in addition to your breath weapon's damage. Alternatively you could apply Orb of Fire and they would only gain the usual Fortitude save against its daze effect, or you could apply Hold Person and affect the entire area and they'd have saves as normal.

    Spoiler: Level and Cost
    Show
    Spell Level SP Point Cost
    0 4
    1 5
    2 6
    3 6
    4 7
    5 7
    6 8
    7 8
    8 9
    9 9

    You cannot apply Epic Spells to your breath this way.


    Spell Focus:
    See PHB
    Special: Despite abilities used via your Spell Pool being used as Spell-like Abilities you may benefit from Spell Focus and Greater Spell Focus with them.

    Unlock Spell Pool:
    You are able to draw upon the eldritch powers of draconic souls even though the breed your soul resonates with most does not grant such powers through the Spell Pool.
    Prerequisites: Ability to use Martial Maneuvers, Soulbinding, or Incarnum via the Spell Pool.
    Benefits: Select any one school of magic. You can cast 1st level sorcerer spells from those schools through the Spell Pool.
    Special: You may take this feat multiple times, each time you do it improves the spell level you have access to by 1, but you can never gain higher level spells through the Spell Pool than a Dragonsoul Acolyte with a spellcasting spell pool would have access to (2nd at 7th, 3rd at 11th, 4th at 15th, and 5th at 18th).
    Special: If an aspect adds spells to your spell list for your spell pool at a level you have access to through this feat you can use them even if they are not sorcerer spells from the selected school; if it lowers the effective level for select spells you may only use them if they are of the proper school.


    Dragonborn Dragonsoul Acolyte (Racial Substitution Level):

    Reborn by Bahamut's power dragonborn dragonsoul acolytes are naturally inclined towards the most exalted of practices. They represent already the tenants of metallic dragons, taking things even a step forward, forsaking draconic greed and pride, swearing themselves instead towards the preservation and advancement of good where ever they can. They wield a blessed might that is only rivaled by the dragonsoul acolytes which serve Mithral Dragons.

    Spoiler: Dragonborn Racial Substitution Levels
    Show
    HD: d12.

    Requirements: To take a Dragonborn dragonsoul acolyte substitution level, a character must be a Dragonborn about to take their 1st, 9th, or 10th level of dragonsoul acolyte.

    Class Skills: Dragonborn dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Bahamut’s Hoard: You forsake all wealth and magical items. You gain no benefit from magic items, and may keep no more than 3 weapons, a suit of armor, a shield, 100 GP in tools of your trade(s), and your hoard, you must still take your share of treasure, but must donate it at the earliest opportunity to causes that aid Bahamut’s will for the world and do not directly help you (paying a reliable person to foster a metallic dragon wyrmling, funding other dragon hunters who slay chromatic dragons, building a temple to Bahamut, aiding a good-aligned authority, funding the rebellion against a LE empire, all are examples of acceptable tithes, but funding your personal allies is not); if for some reason you will be unable to do so for an unforeseeable you may instead use this treasure to aid the agendas of Bahamut’s allies (funding an anti-Hextor awareness campaign, the construction of a wall around a dwarven settlement, hiring mercenaries to aid an inevitable in the service of Lendys). You may still use spell trigger and spell completion items that are loaned to you by other creatures or acquired while you have not yet had the chance to dispose of them in an appropriate manner, but may not use such items to directly target yourself.
    You gain Sacred Vow and Vow of Poverty as bonus feats and do not lose them as long as you abide by the limitations of the above and remain non-Evil in alignment.

    This ability augments (does not replace) your hoard ability.

    2nd Draconic Aspect (Dragonborn) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Dragonborn Dragonsoul Acolyte gains a Specialized Dragonborn Draconic Aspect.

    Specialized Draconic Aspect (Dragonborn): Soul of Good: As long as you are Good aligned you may use your spell pool to access the Paladin spell list and Sanctified spells in addition to the Sorcerer spell list and may take the Battle Blessing feat as if you were capable of casting paladin spells; if you do so it applies to any spell-like ability replicating a Paladin spell through your Spell Pool.

    Frightful Presence (Ex): You gain frightful presence with a range of 10-ft per class level. Whenever you attack, cast a spell, or make your presence known in a violent manner (a standard action which can include a demoralization attempt) creatures within this area with less hit dice than you must make a Will save (DC 10 +1/2 dragonsoul acolyte levels) or be shaken for 4d6 rounds; creatures with 5 or less hit dice which fail this save are panicked instead.

    This ability replaces your Draconic Wings.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Darkvision 60-ft, Dragonblooded, Bahamut’s Hoard - 250 GP
    9th +6 +6 +3 +6 Second Draconic Aspect (Dragonborn), Penetrate Resistance, Dragon Form (Large) 10 20,250 10th +7 +7 +3 +7 Draconic Body (+2 Strength), Frightful Presence, Skill Aptitude 11 25,000


    Dwarf Dragonsoul Acolyte (Racial Substitution Level):

    Dwarf Dragonsoul Acolytes are those amongst the dwarf who find their souls drawn almost magnetically to the power of dragons. They can be the noblest of heroes, like shining bronze, unyielding in their defense of their settlements, representing those traits that dwarves share with metallic dragonkind; traits both noble, like honor, bravery, and self-sacrifice, and base, such as the greed and pride which serves to dull the edge of dwarven nobility. Others are black hearted scoundrels whose greed and pride consumes them, making them like the red wyrms which war against dwarvendom, twisting their body even as it twists their spirit, giving them the appearance and power of the great drakes.

    Spoiler: Dwarven Racial Substitution Levels
    Show
    HD: d12.

    Requirements: To take a dwarf dragonsoul acolyte substitution level, a character must be a dwarf about to take their 1st, 2nd, or 9th level of dragonsoul acolyte.

    Class Skills: Dwarf dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disable Device (Int) and Open Locks (Dex).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Craftsman of Beauty (Ex): You gain a +3 bonus on Craft checks to create pieces of art and cut gems, this bonus increases by +1 per 4 dragonsoul acolyte levels. This bonus only applies to crafting objects for aesthetic purposes and cutting gems; if you must make a Craft check to inlay decorations onto armor this bonus would apply but it would not apply to crafting the armor itself. This repaces a dragonsoul acolyte's darkvision ability, but not its improvements.

    Ironguts (Ex): A 2nd level or higher Dwarven Dragonsoul Acolyte fears no poison in their foods. You gain immunity to ingested poisons (including injury poisons slipped into food) and a +4 bonus on saves to resist effects from eating diseased or magically hexed food and drink or similar hazards. This replaces the Fundamentalis Diet ability.

    2nd Draconic Aspect (Dwarven) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Dwarven Dragonsoul Acolyte gains a Specialized Dwarven Draconic Aspect.

    Specialized Aspect (Dwarven): Steel Skin Steel Bones (Ex): You gain proficiency in all armor (light, medium, heavy, and exotic). You gain DR 1/- and a +1 dodge bonus against dragons when wearing light armor, DR 2/- and a +2 dodge bonus against dragons when wearing medium armor, DR 4/- and a +4 dodge bonus against dragons when wearing heavy armor, and DR 5/- and a +5 dodge bonus against dragons when wearing Mountain Plate.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Craftsman of Beauty, Dragonblooded, Hoard - 250 GP
    2nd +1 +3 +0 +3 Cantrips, Claws, Ironguts - 1000
    9th +6 +6 +3 +6 Second Draconic Aspect (Dwarven), Penetrate Resistance, Dragon Form (Large) 10 20,250


    Elven Dragonsoul Acolyte (Racial Substitution Level):

    Elven Dragonsoul Acolytes are perhaps rarer than dwarven and human acolytes; their frail bodies having more difficulties channeling the power of dragons. Those elves who walk this path long, however, find their bodies toughened by the act, draconic spirit reinforcing elven flesh. Their magical nature intermingles interestingly with that of dragons, letting them weave together masses of the simplest magics, into a single great expenditure of magical ingenuity. Elven dragonsoul acolytes are drawn towards the more sorcerous dragons such as the Tome Dragon, or towards the more social dragons, such as silver dragons; Lawful dragonsoul acolytes are drawn with a great preponderance towards Steel Dragons. Others find themselves drawn towards the beguiling might of Green Dragons, growing cold, hard, and ruthless as they serve under their spiritual tutelage.

    Spoiler: Elven Racial Substitution Levels
    Show

    HD: d10.

    Requirements: To take an elven dragonsoul acolyte substitution level, a character must be an elf about to take their 5th, 8th, or 9th level of dragonsoul acolyte.

    Class Skills: Elven dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Gather Information (Cha) and Spellcraft (Int).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).

    Class Features:
    Draconic Body (+2 Constitution): The spiritual power of dragons has alloyed with your flesh making it tougher, granting you a +2 bonus to your Constitution. This replaces the +2 bonus to Strength most Dragonsoul Acolytes gain at 5th level.

    Weave Cantrips (Sp): A 8th level Elven Dragonsoul Acolyte gains this ability. Just as many souls empower you, you are able to create a spell empowered by many of your Cantrips. When you activate one of your Cantrips as a Spell-like ability you can activate another one or cast the same one a 2nd time as part of casting it. You may pay Spell Pool Points to add 2 more Cantrips, either different spells or additional instances of already included ones, to this weave per Spell Pool Point expended. For example an elven dragonsoul acolyte with the Ray of Frost, Detect Magic, and Light cantrips could as a standard action cast Detect Magic and Light or cast Ray of Frost twice choosing new targets each time, or pay 3 Spell Pool Points to cast Ray of Frost 8 times.

    This replaces your 2nd daily use of Dragonform; from this point onwards you have 1 fewer use of Dragonform.

    +1 Spell Pool Point: If you take the 8th level of Elven Dragonsoul Acolyte you gain 1 Spell Pool Point; this is shown on the table for 8th level but not for 9th.

    2nd Draconic Aspect (Elven) (Su): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Elven Dragonsoul Acolyte gains a Specialized Elven Draconic Aspect.

    Specialized Aspect (Elven): Elven Spell Pool (Su): The spirits of dragons are not the only ones which linger with magical might. The spirits of your ancestors, the spirits of the elves hang heavy as well. You can tap into some of their ambient magical might as well as that of your draconic patrons. You gain 1 (additional) Spell Pool Point per 2 Dragonsoul Acolyte levels.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    5th +3 +4 +1 +4 Draconic Body (+2 Constitution), Skill Aptitude, Breath Weapon (3dX + Charisma modifier) 5 6250
    8th +6 +6 +2 +6 Scales (+2), Superior Low-Light Vision, Weave Cantrips 10 16,000 GP
    9th +6 +6 +3 +6 Second Draconic Aspect (Elven), Penetrate Resistance, Dragon Form (Large) 10* 20,250


    Gnomish Dragonsoul Acolyte (Racial Substitution Level):

    Gnomish Dragonsoul Acolytes are often found in gnomish settlements which have found themselves with a copper dragon as patron and guardian. Gnomish Dragonsoul Acolytes tint their draconic abilities through their own native magical gifts. Their kinship with animals calls to the similar kinship that is held by some dragons, the one reinforcing the other until it is strong enough to work on creatures other than borrowing mammals and able to work far more often. Their penchant for illusions allows a gnomish dragonsoul acolyte to delve into more powerful illusions than others of their ilk, making such tasks easier. They often show the traits of the chaotic metallic dragons, an extreme friendliness, inquisitiveness, and curiosity, with their same tinges of mental elitism, obsession with puzzles and word play, and draconic greed. Perhaps more than any other gnomes, gnomish dragonsoul acolytes have a deep love, or consuming desire, for gemstones and the lengths they are willing to go to get them sometimes puts them closer to the unbound avarice of reds than to any dragon of metallic hue.

    Spoiler: Gnomish Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a gnomish dragonsoul acolyte substitution level, a character must be a gnome about to take their 1st, 2nd, or 9th level of dragonsoul acolyte; you must have a racial Speak with Animals SLA, even if limited, to select the 2nd level substitution.

    Class Skills: Gnome dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disable Device (Int) and Open Locks (Dex).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Gem Hoard: Gemstones count as being worth 25% more than their actual value for the purposes of your hoard (for example 800 GP worth of gems would count as 1000 GP for your hoard).

    This ability modifies a normal Dragonsoul Acolyte's Hoard ability and replaces their Darkvision ability.

    Tongue of Dragons and Beasts (Ex/Su): A 2nd level or higher Gnomish Dragonsoul Acolyte is able to speak with dragons and animals with ease, expanding their natural talents with the boon of draconic prowess, emulating the nature of brass and bronze dragons. You gain Draconic as a bonus language and the continuous supernatural ability to speak with animals as the spell.

    This replaces your Cantrip you would gain at 2nd level instead gaining your first Cantrip at 4th level.

    2nd Draconic Aspect (Gnomish) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Gnomish Dragonsoul Acolyte gains a Specialized Gnomish Draconic Aspect.

    Specialized Aspect (Gnomish): Glamerist (Su): You may treat Illusion (Figment) and Illusion (Glamer) spells as 1 level lower for the purposes of your Spell Pool.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Gem Hoard - 250 GP
    2nd +1 +3 +0 +3 Claws, Fundamentalis Diet, Tongue of Dragons and Beasts - 1000
    9th +6 +6 +3 +6 Second Draconic Aspect (Gnomish), Penetrate Resistance, Dragon Form (Large) 10 20,250



    Half-Dragon Dragonsoul Acolyte (Racial Substitution Level):

    Half-dragons, the progeny of dragons and lesser creatures, are perhaps the most natural of creatures to become Dragonsoul Acolytes. What could be more natural to a half-dragon than seeking to become more like their draconic ancestors, to prove themselves a full dragon in spirit if not body. What mortal spirit could more easily meld with the immortal spirits of dragons than one half-immortal itself? Half-dragon dragonsoul acolytes show the fierce spirit of their draconic ancestry, melding it with the spirit of their tutelary dragon or choosing to grow closer to it, becoming more thoroughly mixed with its spirit and energy.

    Spoiler: Half-Dragon Racial Substitution Levels
    Show
    HD: d12.

    Requirements: To take a half-dragon dragonsoul acolyte substitution level, a character must be a half-dragon (have the template) about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

    Class Skills: Half-dragon dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Ancestral Skill: Select one Tutelary Skill granted by the dragon you have the half-dragon template of. You gain that skill as an additional Tutelary Skill. If it is already a Tutelary Skill of your Tutelary Dragon (perhaps because they're the same) you instead gain a +2 bonus to skill checks with that skill, increasing by +1 more for every 6 Dragonsoul Acolyte levels you possess.

    This ability replaces the darkvision you'd normally gain at 1st level.

    Draconic Feat: You gain a bonus feat, either one of those made for Dragonsoul Acolytes (see above) or a Metabreath feat.

    This replaces the Cantrip you would normally gain at 4th level.

    2nd Draconic Aspect (Ancestral) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Half-Dragon Dragonsoul Acolyte gains the Specialized Draconic Aspect of their dragon ancestor. If your Tutelary Dragon is the same type of dragon as you have the Half-Dragon template for you instead gain both its Specialized Draconic Aspect and one Lesser Draconic Aspect chosen from the Common Draconic Aspects list.

    This replaces the normal 2nd Draconic Aspect ability.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Ancestral Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Hoard - 250 GP
    4th +3 +4 +1 +4 Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Draconic Feat 4 4000
    9th +6 +6 +3 +6 Second Draconic Aspect (Draconic), Penetrate Resistance, Dragon Form (Large) 10 20,250
    Last edited by Zaydos; 2014-09-11 at 06:56 PM.
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    More Racial Substitution Levels:


    Half-Elven Dragonsoul Acolyte (Racial Substitution Level):

    In half-elves the versatility of humanity is mixed with the magical might of the elves. Perhaps in no group is this more pronounced than amongst Dragonsoul Acolytes who use this mixture to manipulate the already versatile magical powers granted them from the spiritual power of dragons lost and yet to come. Liable to emulate dragons of flighty and variable dispositions, half-elven dragonsoul acolytes are often nomads and travelers, combining the wanderlust of one who never quite belongs with the friendliness of the Brass Dragon or Crystal Dragons, others instead turn their bitterness at their position as a perpetual outsider against the world, embracing the fickle cruelty of white and black dragons.

    Spoiler: Half-Elven Racial Substitution Levels
    Show
    HD: d8.

    Requirements: To take a half-elven dragonsoul acolyte substitution level, a character must be a half-elf about to take their 1st, 2nd, or 9th level of dragonsoul acolyte.

    Class Skills: Half-elven dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Disguise (Cha) and Gather Information (Cha).
    Skill Points per Level: 6 + Int (or 4 times this as a 1st level character).
    Class Features:
    Mage's Hoard (Su): You may treat spell completion and spell trigger items as well as spellbooks, magical tomes and manuals, eternal wands, and runestaffs as part of your hoard in addition to wealth and art items.

    This ability augments your normal hoard ability, but replaces nothing.

    Minor Magics (Sp): At 2nd level you may gain this ability. You are a master of flexible if weak magic. You may, 1/day per class level, use any spell which would be available to you through the Cantrip ability, ignoring level prerequisites on the spells, as a spell-like ability; you may only use a specific spell with this ability once each day. At level 12 you could use Minor Magics 12 times per day, but each time would have to be a different spell from the list.

    This replaces your Cantrip you would gain at 2nd level, you instead gain your first Cantrip at Lv 4 and have 1 fewer Cantrip than normal.

    2nd Draconic Aspect (Half-Elven) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Half-Elven Dragonsoul Acolyte gains a Specialized Half-Elven Draconic Aspect.

    Specialized Aspect (Half-Elven): Versatile Spell Pool (Su): You alloy an elven penchant for magic and a human's versatility and then you mix them with draconic power to synthesize something new. This combination allows you more flexibility with your Spell Pool than others. You may cast any Spell, Mystery, Utterance, Infusion, or Psionic Power from any base class's list (including domains and mantles) your Spell Pool. For Utterances you treat those from Lexicon of the Evolved Mind as 1 level lower and those from the Perfected Map as 2 levels higher. You must be able to draw spells of the effect's level from your Spell Pool; if you have a Soulbinding, Incarnum, or Sublime Tutelary Dragon you are considered to be able to draw spells of the same levels as a Dragonsoul Acolyte with a spellcasting tutelary dragon. You may use this ability to cast one spell of each level you have available to you each day (for example if you can use 2nd level spells from your spell pool you could use this ability to use 1 2nd level effect, 1 1st, and 1 level 0 effect); you must pay 1 additional spell pool point to cast a spell from your spell pool with this ability, except the first time you use this ability each day, increasing to the first 2 times at Lv 14.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Mage's Hoard - 250 GP
    2nd +1 +3 +0 +3 Claws, Fundamentalis Diet, Minor Magics - 1000
    9th +6 +6 +3 +6 Second Draconic Aspect (Half-Elven), Penetrate Resistance, Dragon Form (Large) 10 20,250


    (Half-)Orcish Dragonsoul Acolyte (Racial Substitution Level):

    Orcish Dragonsoul Acolytes believe themselves to carry within them the raging and roiling blood of powerful elemental dragons. Pledging themselves to their ancestors, to the mighty red wyrms, and the Queen of Dragons Tiamat, they seek to become warriors with the fierce power to match even the greatest dragons. The coupling of dragon spirits and orcish passion leads to a powerful combative force. Fierce warriors they take pride in their arms, and fill themselves with draconic presence to strike out at foes with elementally powered blows.

    Spoiler: (Half-)Orcish Racial Substitution Levels
    Show
    HD: d12.

    Requirements: To take a (half-)orcish dragonsoul acolyte substitution level, a character must be an orc or half-orc about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

    Class Skills: (Half-)orcish dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Survival (Wis).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Warrior's Hoard (Su): You may treat weapons as part of your hoard in addition to wealth and art items. The value of weapons for the purposes of your hoard is equal to their value without any magical enchantments or properties; a +5 Vorpal Longsword is worth no more than a Masterwork Longsword. Material values, such as adamantine, however are included.

    This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

    Spellburst (Su): As part of making a melee attack, before rolling the attack, you may pay 1 Spell Pool Point. If you do so you add 1d6 damage +1/4 levels. This damage matches the damage dealt by your breath weapon gained at 1st level in this class; treat breath weapons that inflict negative levels as negative energy, and poison breath weapons as acid, if you did not gain a breath weapon but gained another ability instead or if it does not deal damage and does not inflict negative levels or poison then this ability adds Cold damage if your Tutelary Dragon is good, or Fire damage otherwise.

    This replaces the Cantrip you would normally gain at 4th level.

    2nd Draconic Aspect (Orcish) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a (Half-)Orcish Dragonsoul Acolyte gains a Specialized Orcish Draconic Aspect.

    Specialized Aspect (Orcish): Battle of Blood and Spirit (Su): You may, as a free action, spend 2 spell pool points to increase your Base Attack Bonus to equal your Character Level (maximum 20) until the end of your current turn.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Warrior's Hoard - 250 GP
    4th +3 +4 +1 +4 Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Spellburst 4 4000
    9th +6 +6 +3 +6 Second Draconic Aspect (Orcish), Penetrate Resistance, Dragon Form (Large) 10 20,250


    Halfling Dragonsoul Acolyte (Substitution Levels)


    Halfling Dragonsoul Acolytes are a rarity. While occasionally Brass, Copper, Bronze, Silver, and even Gold dragons will take up patronage of a halfling settlement ew dedicate themselves to their draconic protectors as a gnome or dwarf might. Instead it is the most adventurous halflings that find themselves called to dragons. They share a kinship with filching things, most commonly apparent in psuedodragons and wyrmlings of the metallic varieties (chromatics being more likely to threaten and demand), and a boldness seen in young dragons seeking to claim their own territories. More than often sharing traits with any specific types of dragons, halfling dragonsoul acolytes show the traits of youthful dragons. Guile and subtlety, impatience mixed with silent planning, and youthful recklessness all mix into one to make halfling dragonsoul acolytes perhaps the most adventurous of dragonsoul acolytes. The draconic power of the spell pool serves to heighten their natural stealth, their thief's pride to add personal value to their hoard, and their daring is unmatched by any save the bravest of heroes.

    Spoiler: Halfling Racial Substitution Levels
    Show
    HD: d8.

    Requirements: To take a halfing dragonsoul acolyte substitution level, a character must be a halfling about to take their 1st, 6th, or 9th level of dragonsoul acolyte.

    Class Skills: Halfling dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Hide (Dex), Move Silently (Dex), and Sleight of Hand (Dex).
    Skill Points per Level: 6 + Int (or 4 times this as a 1st level character).
    Class Features:
    Thief's Hoard (Su): You may treat any item in your Hoard which you obtained through theft as being 25% more valuable than normal for the purposes of determining your hoard capacity. This does not include items which you obtained through threats of violence or acts of violence (mugging someone, killing them and taking their stuff, attacking someone to drive them off), but does include things which you obtained through confidence scams.

    This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

    Fearless (Ex): Despite their small size and penchant for stealth, a halfling and dragon share something important. They are both bold, bravely venturing forth against any odds. At 6th level you may select this ability. You gain immunity to fear.

    This replaces your 1st use of dragonform; you are considered to have the ability usable 0 times per day, and have 1 fewer use of it from here forward (1/day at 8th, 2/day at 11th etc), but gain new sizes at the normal levels.

    2nd Draconic Aspect (Halfling) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Halfling Dragonsoul Acolyte gains a Specialized Halfling Draconic Aspect.

    Specialized Aspect (Halfling): Phantom Stride (Su): You gain +3 to Hide and Move Silently checks as long as you have Spell Pool Points remaining. In addition you may pay 1 Spell Pool Point to use Invisibility on yourself only as a spell-like ability, and may pay an additional 2 Spell Pool Points to increase its duration to 24 hours (or until you attack).

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Thief's Hoard - 250 GP
    6th +5 +5 +2 +5 Draconic Spirit (+2 Charisma), Fearless 6 9000
    9th +6 +6 +3 +6 Second Draconic Aspect (Halfling), Penetrate Resistance, Dragon Form (Large) 10 20,250


    Human Dragonsoul Acolyte (Racial Substitution Level):

    Human Dragonsoul Acolytes do what humans do best. They flex, they bend, they do what others cannot. A human dragonsoul acolyte will match their dragon's talents in ways no other could but then turn from it to instead dabble in the arts of all dragons. A human dragonsoul acolyte dedicated to a gold dragon might be a master of disguise, able to change their face to an almost magical extent even imitating strength far beyond theirs, but might lack the rallying nature of other gold dragonsoul acolytes instead dabbling in first one and then another dragon's powers. Human dragonsoul acolytes are as varied as the dragons they serve, if not more so, and any sweeping descriptions are hard to make able them.

    Spoiler: Human Racial Substitution Levels
    Show
    HD: d8.

    Requirements: To take a human dragonsoul acolyte substitution level, a character must be a human about to take their 6th, 9th, or 13th level of dragonsoul acolyte.

    Class Skills: Human dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
    Skill Points per Level: 6 + Int.
    Class Features:

    Least Exaggerated Skill: At 6th level you may gain this ability. You are able to take one of your Tutelary Skills and take it beyond the norm; you gain a Least Exaggerated Skill as a Tall Tale of your level. You must have at least 9 ranks in the selected skill and it must be one of your Tutelary Skills; you do not gain bonus ranks in it like a Tall Tale would.

    This replaces both your 1st daily use of Dragonform, you do not gain the ability until 8th level and have 1 less daily use there of, and your Cantrip you would gain at this level.

    2nd Draconic Aspect (Human) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Human Dragonsoul Acolyte gains a Specialized Human Draconic Aspect.

    Specialized Aspect (Human): Shifting Favor (Su): 1/day by performing a 1 hour ritual you can gain any one Lesser Draconic Aspect of your choice; this ability refreshes when your Spell Pool refreshes, and you retain the selected Draconic Aspect until you select another by using this ability again. By spending 2 Spell Pool points you may perform this ritual as a full round action. By spending 4 Spell Pool points you may perform is as a swift action. By spending 6 Spell Pool points you may perform it as a free action.

    Lesser Exaggerated Skill: At 13th level you may gain this ability. You are able to take one of your Tutelary Skills and take it even further beyond the norm; you gain either a Lesser Exaggerated Skill as a Tall Tale of your level, or 2 Least Exaggerated Skills. You must have at least 14 ranks in the selected skill or skills and they must be selected from your Tutelary Skills; you do not gain bonus ranks in it like a Tall Tale would. To select a Lesser Exaggerated Skill you must already have the Least Exaggerated Skill for that skill.

    This replaces your Talented Spells ability.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    6th +5 +5 +2 +5 Draconic Spirit (+2 Charisma), Least Exaggerated Skill 6 9000
    9th +6 +6 +3 +6 Second Draconic Aspect (Human), Penetrate Resistance, Dragon Form (Large) 10 20,250
    13th +9 +8 +4 +8 Draconic Body (+2 Constitution), Dragon Form (Huge) 4/day*, Breath Weapon (7dX + Charisma modifier), Lesser Exaggerated Skill 14 42,250 GP


    Kalashtar Dragonsoul Acolyte (Racial Substitution Level):

    Tied to dreams through their Quori ancestors, kalashtar dragonsoul acolytes are those rare individuals who have attuned themselves to the dreams of the dragons, and some say of the three great dragons themselves. Kalashtar dragonsoul acolytes combine their natural psionic power with their breath weapons, and find that even their quori ancestors resonate with certain dragons more than others.

    Spoiler: Kalashtar Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a kalashtar dragonsoul acolyte substitution level, a character must be a kalashtar about to take their 2nd, 6th, or 9th level of dragonsoul acolyte.

    Class Skills: Kalashtar dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Autohypnosis (Wis) and Psicraft (Int).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Psi-Reinforced Breath (Su): When using your breath weapon you may expend your psionic focus and 1 or more power points to increase the damage of your breath weapon. For every power point spent you increase the damage dealt by your breath weapon by 1 die; you may pay no more than 1 power point in this way per 2 dragonsoul acolyte levels you possess.

    This replaces your Claws ability.

    Psionic Wellspring (Su): You gain power points equal to 1/2 your Dragonsoul Acolyte level and may spend Spell Pool Points as if they were Power Points (but not vice versa).

    This replaces the cantrip you would gain at 4th level.

    2nd Draconic Aspect (Kalashtar) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Kalashtar Dragonsoul Acolyte gains a Specialized Kalashtar Draconic Aspect.

    Specialized Aspect (Kalashtar): Sire's Patron (Ex): Even the quori ancestors of the Kalashtar resonate with certain dragonsouls more than others. When you gain this ability select a 2nd Tutelary Dragon, you do not need to fulfill this dragon's alignment restrictions. Each day when you regain your Spell Pool Points you must select one of these 2 tutelary dragons. You treat the selected dragon as your Tutelary Dragon for everything but Tutelary Skills (losing the Lesser Aspect/Breath Weapon/Energy Resistance/etc of the other dragon), you always treat your original Tutelary Dragon as your Tutelary Dragon for Tutelary Skills and abilities derived from Tutelary Skills (Skill Aptitude/Skill Mastery).

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    2nd +1 +3 +0 +3 Cantrip, Fundamentalis Diet, Psionic Breath - 1000 GP
    4th +3 +4 +1 +4 Scales (+1), Spell Pool (1st), Lesser Draconic Aspect, Psionic Wellspring 4 4000
    9th +6 +6 +3 +6 Second Draconic Aspect (Kalashtar), Penetrate Resistance, Dragon Form (Large) 10 20,250


    Lifetorn Dragonsoul Acolyte (Racial Substitution Level):

    Not quite dead, but not alive either, the lifetorn are an odd race. A lifetorn dragonsoul acolyte finds their un-lifeforce reinvigorated by the presence of draconic spirit, the energy therein restoring to them some glimmers of life, even as it brings them closer to being an entity of unlife. Necrotic energy flows through them, the souls of dragons drawn towards the negative energy plane but powerful enough to pull themselves away. A lifetorn dragonsoul acolyte often is closest to asphodel dragons, drawing their power from the negative energy plane, and death dragons who share with them a feeling of being between life and death.

    Spoiler: Lifetorn Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a lifetorn dragonsoul acolyte substitution level, a character must be a lifetorn about to take their 3rd, 9th, or 14th level of dragonsoul acolyte.

    Class Skills: Lifetorn dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Heal (Wis).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Turn Immunity (Su): You are completely immune to turn and rebuke undead.

    This replaces your Draconic Immunities ability.

    2nd Draconic Aspect (Lifetorn) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Liftorn Dragonsoul Acolyte gains a Specialized Lifetorn Draconic Aspect.

    Specialized Aspect (Lifetorn): Cold Grasp of Death (Su): You are able to heal naturally like most intelligent undead. You also gain Deadly Touch as a Paladin of Tyranny or Slaughter of your Dragonsoul Acolyte level. You may, as a standard action, pay 1 or more Spell Pool points to refill it by 25% per point spent.

    2nd Breath Weapon (Negative Energy): You gain a breath weapon which is a cone of negative energy (d8s for damage), you are immune to your own breath weapon (both for damage and healing). A Will save, not a Reflex save, halves the damage from this breath weapon.

    This replaces your normal choices for 2nd Breath Weapon.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    3rd +2 +3 +1 +3 Breath Weapon (2dX+1/2 Charisma modifier), Lesser Energy Resistance, Turn Immunity - 2250 GP
    9th +6 +6 +3 +6 Second Draconic Aspect (Kalashtar), Penetrate Resistance, Dragon Form (Large) 10 20,250
    14th +10 +8 +4 +8 Second Breath Weapon (Negative Energy), Spell Pool (4th level) 16 49,000


    Poisondusk Dragonsoul Acolyte (Racial Substitution Level):

    Poisondusk Dragonsoul Acolytes come from amongst the poisondusk lizardfolk. Dragonsoul Acolytes are common amongst the lizardfolk races, their tendency to emulate dragons showing through. A poisondusk dragonsoul acolyte learns to emulate a dragon's scales by integrating steel and iron into their flesh, scales melding with armor, to strike with deadly power from hiding, and even let their draconic energy flow forth from them. They are commonly drawn to the near invisible cunning of black dragons, their natural stealth and shared habitats making the black wyrm's natural gods and objects of devotion. Others are drawn instead to the noble pride of bronze dragons, becoming warrior-champions of their tribes, fighting to defend them against those who would do them wrong.

    Spoiler: Poisondusk Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a poisondusk dragonsoul acolyte substitution level, a character must be a poisondusk lizardfolk about to take their 2nd, 9th, or 12th level of dragonsoul acolyte.

    Class Skills: Poisondusk dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class plus Hide (Dex), Move Silently (Dex), and Survival (Wis).
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Integrating Scales (Su): At 2nd level a Poisondusk Dragonsoul Acolyte gains the ability to extend their scales throughout clothing and armor. By spending a 10 minute ritual you may integrate armor and clothing into your form; visibly your scales grow over and through the materials. Integrated clothing and armor cannot be removed short of skinning you without you spending a standard action to de-integrate it, it also does not count as clothing or armor worn for the purposes of your Chameleon Skin racial ability. Finally integrated armor is easier for you to move in reducing its Armor Check Penalty by 2, and its Arcane Spell Failure by 10%, and increasing its Max Dex bonus by 1 (so integrated chain shirt would have a +0 ACP, 10% ASF, and a Max Dex bonus of +5).

    This replaces the Claws ability they would normally gain.

    2nd Draconic Aspect (Poisondusk) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Poisondusk Dragonsoul Acolyte gains a Specialized Poisondusk Draconic Aspect.

    Specialized Aspect (Poisondusk): Breath Weapon Sneak Attack (Su): You gain the Breath Ambush feat as a bonus feat. Any creature which is denied its Dexterity bonus to its Reflex save against your breath weapon (or would be if your breath weapon allows a Fort or Will save instead) that fails its saving throw against your breath weapon takes +1d6 damage per 4 Dragonsoul Acolyte levels you possess; this damage applies on breath weapons that use attack rolls instead of saving throws if the target was denied their Dexterity bonus to AC. This ability is not precision damage, does not have a range limit other than the range limit of your breath weapon, applies against creatures immune to critical hits, and despite the name cannot be used to qualify for abilities that require sneak attack, apply to sneak attack, or exchange sneak attack dice.

    Energized Fangs (Su): At 12th level a poisondusk dragonsoul's fangs grow filled with the elemental energies from their Draconis Fundamentalis. Any bite attack they possess deals an additional 1d6 damage of whatever type their breath weapon gained at 1st level deals (none if their breath weapon does not deal hit point damage). Pierce Resistance applies to damage dealt by this effect.

    This replaces the Fangs ability they would normally gain at 12th level.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    2nd +1 +3 +0 +3 Cantrip, Fundamentalis Diet, Integrating Scales - 1000 GP
    9th +6 +6 +3 +6 Second Draconic Aspect (Poisondusk), Penetrate Resistance, Dragon Form (Large) 10 20,250
    12th +9 +8 +4 +8 Energized Fangs, Scales (+3) 13 36,000


    Spellscale Dragonsoul Acolyte (Racial Substitution Level):

    Spellscale Dragonsoul Acolytes are far from an uncommon occurrence among the race. They tap into the magical energy of dragons, letting it fill them completely, pushing their souls beyond the limits of normal mortals. In many ways they are similar to elves, tapping into greater extents of magic and reinforcing their bodies in the process. Unlike elves, spellscales have but one lineage of magic, the power of dragons tracing back to draconic gods. Their blood quickening combines with their closeness to the draconic gestalt to bring them in tune with the aspect of the god they channeled.

    Spoiler: Spellscale Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a spellscale dragonsoul acolyte substitution level, a character must be a spellscale about to take their 4th, 5th, or 9th level of dragonsoul acolyte.

    Class Skills: Spellscale dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class as well as Spellcraft (Int).
    Skill Points per Level: 4 + Int.
    Class Features:

    Spell Pool: You gain 4 additional spell pool points (these points are not included on higher levels of the Substitution Levels add 4 to their totals if you take this substitution level) and may use any number of 1st level spells with your spell pool each day regardless of your maximum spell level; you must still have Spell Pool Points to spend on these effects.

    This improved Spell Pool replaces the scales ability you would normally gain at 4th level, and your Scales are permanently +1 less than a normal Dragonsoul Acolyte's.

    Draconic Body (+2 Constitution): The spiritual power of dragons has alloyed with your flesh making it tougher, granting you a +2 bonus to your Constitution. This replaces the +2 bonus to Strength most Dragonsoul Acolytes gain at 5th level.

    2nd Draconic Aspect (Spellscale) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Human Dragonsoul Acolyte gains a Specialized Spellscale Draconic Aspect.

    Specialized Aspect (Spellscale): Quickened Blessing (Su): Whenever you perform a ritual of Blood Quickening you gain the Specialized Aspect associated with the selected god, or if you select Io you gain 4 Spell Pool Points.

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    4th +3 +4 +1 +4 Spell Pool (1st, Sorcerous Aspect), Lesser Draconic Aspect 8 4000
    5th +3 +4 +1 +4 Draconic Body (+2 Constitution), Skill Aptitude, Breath Weapon (3dX + Charisma modifier) 5* 6250
    9th +6 +6 +3 +6 Second Draconic Aspect (Spellscale), Penetrate Resistance, Dragon Form (Large) 10* 20,250


    Warforged Dragonsoul Acolyte (Substitution Levels)


    Some said it was impossible for a warforged, a mere construct, to aspire to the heights of a dragon, much less attain the spiritual unity with the scaled gods as a mortal. They were wrong. Warforged dragonsoul acolytes are drawn naturally towards meta-dragons. A heroic warforged may find a resonance with the bravery of brightsteel dragons which sees the creatures pushing against the more powerful reds regardless of the odds against them, while a warforged dragonsoul acolyte will often continue pressing in combat until their body is breaking or beyond. Others feel kinship with the A.M. dragons, taking their long and meticulously calculating view of the world; those enemies they cannot entrap they can outlive and their grudges last generations. Perhaps most of all, though, warforged dragonsoul acolytes are in tune with the creative impulse which designed all meta-dragons, which is a part of almost all constructs; they are crafters as well as the crafted, drawing upon the energies of their hoard to design its own guardians.

    Spoiler: Warforged Racial Substitution Levels
    Show
    HD: d10.

    Requirements: To take a warforged dragonsoul acolyte substitution level, a character must be a Warforged about to take their 1st, 4th, or 9th level of dragonsoul acolyte.

    Class Skills: Warforged dragonsoul acolyte substitution levels have the class skills of the standard dragonsoul acolyte class.
    Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
    Class Features:
    Hoard Forger (Su): You may expend value from your hoard to create a temporary construct out of magical energy. You can create 1 construct in this way each day, and it vanishes when you next meditate with your hoard or in 24 hours (whichever is sooner). You subtract the constructs market price from your hoard capacity when you use this ability. Constructs made by this ability blink out of existence when exposed to an anti-magic zone for as long as the space they last occupied is within on, and are destroyed by Disjunction on a failed Will save.

    This ability augments your Hoard ability and replaces the darkvision you'd normally gain at 1st level.

    Scales of Steel (Ex): A warforged is a creature of metal, living and hard. When their body is hardened by draconic energies it does not form a thick layer of scales instead hardening as a scale pattern forms across it. If you select this ability you gain DR 2/adamantine, this damage reduction increases by 2 for every 4 Dragonsoul Acolyte levels you obtain beyond 4th.

    This replaces the regular Dragonsoul Acolyte’s scales ability and all its improvements.

    2nd Draconic Aspect (Warforged) (Ex): At level 9 instead of selecting a 2nd Lesser Draconic Aspect or gaining your Tutelary Dragon's Specialized Draconic Aspect a Warforged Dragonsoul Acolyte gains a Specialized Warforged Draconic Aspect.

    Specialized Aspect (Warforged): Breath Capacitor (Su): When you use your breath weapon you may inflict 1 or more points of Constitution damage on yourself. For every point you actually take (that is not resisted or reduced or negated in some way) you add 1 die to your breath weapon’s damage. You may not add more dice to your breath weapon than ½ your Dragonsoul Acolyte level and you cannot use Heighten Breath to raise your breath weapon DC by more than your Constitution modifier will be after the Constitution damage (you still calculate the saving throw DC before the Constitution damage is dealt).

    Level BAB Fort Ref Will Special Spell Pool Points Hoard
    1st +0 +2 +0 +2 Tutelary Dragon, Tutelary Skills, Breath Weapon (1d10+1/2 Charisma modifier), Dragonblooded, Hoard Forger - 250 GP
    4th +3 +4 +1 +4 Spell Pool (1st), Lesser Draconic Aspect, Scales of Steel 4 4000
    9th +6 +6 +3 +6 Second Draconic Aspect (Warforged), Penetrate Resistance, Dragon Form (Large) 10 20,250


    Spells

    Emulate Draconic Aspect
    Evocation
    Level: Sorcerer 3
    Components: V, S, M
    Casting Time: 1 standard action.
    Range: Touch
    Target: 1 dragonblooded creature
    Duration: 1 minute/caster level.
    Saving Throw: Will negates (harmless).
    Spell Resistance: Yes (harmless)

    Channeling the power of ancient dragons you bestow upon the targeted creature a portion of this power. The target gains 1 Lesser Draconic Aspect for the duration. If this Aspect grants a breath weapon the target must already have a breath weapon to use the breath weapon granted by the Aspect and it uses the longer of their normal breath weapon recharge time or 1d4 rounds. The target is considered to be a Dragonsoul Acolyte of half their character level or of their Dragonsoul Acolyte level (whichever is higher) for the purposes of this aspect.

    Material Component: A small bronze statuette of a dragon which grants the selected aspect and costs 5 gold pieces.
    Last edited by Zaydos; 2014-09-11 at 07:18 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  11. - Top - End - #41
    Orc in the Playground
     
    MindFlayer

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

    Dragonsoul Champion

    So many people look up to dragons as a souce of primeval power; and with good reason. Few creatures in this world can challenge even a juvenile dragon. But so often you see spells or rituals designed to emulate them, and what do they focus on? It almost always comes down to two central concepts: that they have wings, and that they breathe fire - or ice, or acid, or what-have-you. But I know the truth. The power of the dragons doesn't lie in these crude displays of tactical and elemental superiority. It comes from within; a unique spark defines the nature of dragons - and if I can say so, defines the nature of us champions as well.
    - Tyrolus, a particularly arrogant dragonsoul champion

    Dragonsoul champions, like many sorcerers and various monsters of the world, have a small flame of draconic nature within them. Unlike dragon shamans or other dragon-themed classes, however, in the case of these champions this nature manifests more discreetly. Rather than having flashy powers, great scaly wings, or breath weapons, and rather than focusing solely on taking after a specific patron dragon, the dragonsoul champion's powers represent dragonkind as a whole. They focus on internal strength and natural arcane talent in the context of balance and versatility.


    Adventures: Dragonsoul champions can adventure for all the same reasons any other character might - fame, fortune, or just to test their might. However, like all dragons, they are easily motivated by treasure - whether functional, like powerful magic items, or decorative, such as an array of glittering gems - and by the opportunity to improve in their own ability. Many champions may even desire to meet and perhaps apprentice under a true dragon, though many dragons possess an extremist viewpoint on the world, in one way or another - at least compared to the champion's inherent view of balance.

    Characteristics: A dragonsoul champion can serve as a variety of different roles in an adventuring group, though with their low skill points they do not make good skillmonkeys. They are equally capable of serving as front-line combatants, blaster-caster, arcane support, or navigating around a treacherous situation to find a solution from behind enemy lines.

    Alignment: Some aspect of neutrality is required for the dragonsoul champion, though besides this element, alignment can vary wildly. Chaotic, evil, good, and lawful dragonsoul champions all exist, though typically they are not extreme even in these viewpoints. A dragonsoul champion sees himself as innately tied to all of dragonkind, which includes the most barbaric and gruesome of chaotic evil and the most noble of lawful good creatures. He sees many of the world's troubles as existing solely because of the struggle between people of varying worldviews, and aims to bring harmony - either peacefully or by destroying those whose strong moral standing might upset the balance of the world.

    Religion: Naturally, dragonsoul champions are inclined to follow dragon gods, but are equally likely to worship no gods at all. They argue that though the gods may 'run the show', they are victim to many of the same petty rivalries and unnecessary bloodshed as mortals, and they seek to transcend these issues by focusing on the power of oneself.

    Background: People of all walks of life and origin may become dragonsoul champions - a particularly frail elf might seek to improve their strength while coupled with arcane might, just as a brutal orc might seek to grow more resilient in his defenses and broaden his scope of ability. The main unifying theme, though, is that they have at least one drop of dragon blood in their lineage, and that they have struggled in some way, either personally or as part of a subjugated nation or people. These characters most often rise to the calling of their draconic heritage to become champions, advancing their inner strength to protect or advance some cause they hold dear.

    Races: Humans are the most common dragonsoul champions, though not by much. This owes largely to their propensity for cross-breeding; simply put, more humans have mixed with dragons than most other races. Besides this statistical outlier, roughly all races are equally represented in the (relatively small) numbers of champions. There are far fewer dragonsoul champions than there are fighters, wizards, and bards, but they certainly make an impact wherever they go.

    Other Classes: Dragonsoul champions related to individuals of almost any class positively: They can relate easily to the strength and weapon technique of the warrior, they can share passionately in the understanding and use of magic might, and can respect equally the single-minded self-improvement of the monk and the lifelong quest to master many skills found among the rogue and factotum. They have trouble finding common ground among paladins, whose strong alignments leave a sour taste in their mouths. Still, good and lawful champions tend to be relatively agreeable, and even chaotic or evil champions can find reason enough to get along with others.

    Role: See characteristics, above.

    Adaptation: Though dragons are typically prevalent in most settings, the class could be slightly adapted to be based on denizens of the Outer Planes. Fiends, for instance, might produce the Fiendish Champion, of any alignment that includes evil as a component, and perhaps with some substitutions in class abilities. Generally, any setting in which dragons are powerful creatures, whether common or exceedingly rare, can make use of this class.

    GAME RULE INFORMATION
    Dragonsoul champions have the following game statistics.
    Abilities: Unfortunately, if looking to take full advantage of the all class features, the dragonsoul champion does suffer from some multiple-attribute-dependency. However, one can choose to optimize one or more elements of the class to reduce this issue. As a melee combatant, Strength is, of course, most important, followed by Dexterity and Constitution. If focusing on ranged combat, Dexterity jumps to the top of the list; it is recommended to put a good score into Charisma in this case as well, for spellcasting support. Intelligence is less important than these four abilities, though with only 2+Int skill points at each level, it would probably be best to at least not have a penalty. Wisdom would be the least important ability score, with a good Will save and no class abilities being Wisdom-dependent.
    Alignment: Any neutral.
    Hit Die: d8
    Starting Age: As monk.
    Starting Gold: 4d4x10gp

    Class Skills
    The Dragonsoul Champion's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana, history, local, nature, nobility) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis)

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Dragonsoul Champion
    Level Base Attack Bonus Fort
    Save
    Ref
    Save
    Will
    Save
    Special Unarmed
    Damage
    Speed Boost
    Land/Fly
    Draconic
    Enhancement
    1st
    +1
    +0
    +0
    +2
    Dragon blood, unarmed strike, spellcasting 1d4 +0/+0 -
    2nd
    +2
    +0
    +0
    +3
    Overland movement 1d4 +0/+0 Con +2
    3rd
    +3
    +1
    +1
    +3
    Draconic resistance (energy 5), powerful build 1d4 +0/+0 Int +1
    4th
    +4
    +1
    +1
    +4
    Keen senses (darkvision 60ft, low-light vision, scent) 1d4 +0/+0 -
    5th
    +5
    +1
    +1
    +4
    Bonus feat, draconic resistance (mundane disease), spell swap 1d6 +10/+10 Con +1, Wis +1
    6th
    +6/+1
    +2
    +2
    +5
    Draconic resistance (paralysis and sleep), specialized adaptation 1d6 +10/+10 Str +2
    7th
    +7/+2
    +2
    +2
    +5
    Draconic resistance (energy 10) 1d6 +10/+10 Cha +1
    8th
    +8/+3
    +2
    +2
    +6
    Spell swap 1d6 +10/+20 Con +1
    9th
    +9/+4
    +3
    +3
    +6
    Draconic resistance (all disease), keen senses (sensory range doubles) 1d8 +10/+20 Int +1
    10th
    +10/+5
    +3
    +3
    +7
    DR 5/magic, specialized adaptation, spell resistance 1d8 +10/+20 -
    11th
    +11/+6/+1
    +3
    +3
    +7
    Draconic resistance (energy 15), frightful presence, spell swap 1d8 +20/+30 Con +1, Wis +1
    12th
    +12/+7/+2
    +4
    +4
    +8
    Bonus feat, crush 1d8 +20/+30 Str +2
    13th
    +13/+8/+3
    +4
    +4
    +8
    DR 10/magic, draconic resistance (poison) 1d10 +20/+30 Cha +1
    14th
    +14/+9/+4
    +4
    +4
    +9
    Keen senses (blindsense 30ft), specialized adaptation 1d10 +20/+40 Con +1
    15th
    +15/+10/+5
    +5
    +5
    +9
    Draconic aging, draconic prestige, draconic resistance (energy 20) 1d10 +20/+40 Int +1
    16th
    +16/+11/+6/+1
    +5
    +5
    +10
    DR 15/magic 1d10 +20/+40 -
    17th
    +17/+12/+7/+2
    +5
    +5
    +10
    Keen senses (blindsense 60ft) 2d6 +30/+50 Con +1, Wis +1
    18th
    +18/+13/+8/+3
    +6
    +6
    +11
    Draconic resistance (planar traits), specialized adaptation 2d6 +30/+50 Str +2
    19th
    +19/+14/+9/+4
    +6
    +6
    +11
    DR 20/magic, draconic resistance (energy 25) 2d6 +30/+50 Cha +1
    20th
    +20/+15/+10/+5
    +6
    +6
    +12
    Draconic ascension 2d6 +30/+60 Con +1

    Class Features
    All of the following are class features of the dragonsoul champion.

    Weapon and Armor Proficiencies: A dragonsoul champion is proficient with all simple weapons, with oen martial weapon of his choice, with light and medium armor, and with shields (but not tower shields). Because a dragonsoul champion's spellcasting ability comes more from the pure strength of their draconic heritage, and less from complex and precise maneuvers or knowledge of detailed arcane workings, a dragonsoul champion can cast spells gained by this class while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dragonsoul champion wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dragonsoul chmampion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Dragon Blood (Ex): Upon taking his first level in this class, a dragonsoul champion gains the dragonblood subtype if they did not already possess it or the dragon type. Additionally, he can qualify for draconic feats as though he had sorcerer levels equal to his dragonsoul champion level.

    Unarmed Strike (Ex): At 1st level, a dragonsoul champion gains Improved Unarmed Strike as a bonus feat. In addition, his unarmed strikes deal more damage than normal for his size, as indicated on the table above. (Small or Large dragonsoul champions deal more or less damage with unarmed strikes - the Smal progression starts at 1d3, then progresses as listed, to a maximum of 1d10; Large strikes start at 1d6 and progress to a maximum of 2d8.) As unarmed strikes are neither natural nor manufactured weapons, he is considered automatically proficient with them.

    Spells: A dragonsoul champion casts arcane spells (the same type available to bards, sorcerers, and wizards), which are drawn from the dragonsoul champion spell list. (see below). He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must. To learn or cast a spell, a dragonsoul champion must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a dragonsoul champion's spell is 10 + the spell level + the champion's Charisma modifier. Like other spellcasters, a dragonsoul champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is as follows. In addition, he receives bonus spells per day if he has a high Charisma score.
    Upon reaching 5th level, and at every third level after that (8th, 11th, and so on), a dragonsoul champion can choose to learn a new spell in place of one he already knows. In effect, the champion "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dragonsoul champion spell the character can cast.

    Spoiler
    Show
    Spells known/spells per day, by spell level
    Level 0 1st 2nd 3rd 4th 5th 6th
    1st
    4/2
    -
    -
    -
    -
    -
    -
    2nd
    5/3
    2/0
    -
    -
    -
    -
    -
    3rd
    6/3
    3/1
    -
    -
    -
    -
    -
    4th
    6/3
    3/2
    2/0
    -
    -
    -
    -
    5th
    6/3
    4/3
    3/1
    -
    -
    -
    -
    6th
    6/3
    4/3
    3/2
    -
    -
    -
    -
    7th
    6/3
    4/3
    4/2
    2/0
    -
    -
    -
    8th
    6/3
    4/3
    4/3
    3/1
    -
    -
    -
    9th
    6/3
    4/3
    4/3
    3/2
    -
    -
    -
    10th
    6/3
    4/3
    4/3
    4/2
    2/0
    -
    -
    11th
    6/3
    4/3
    4/3
    4/3
    3/1
    -
    -
    12th
    6/3
    4/3
    4/3
    4/3
    3/2
    -
    -
    13th
    6/3
    4/3
    4/3
    4/3
    4/2
    2/0
    -
    14th
    6/4
    4/3
    4/3
    4/3
    4/3
    3/1
    -
    15th
    6/4
    4/4
    4/3
    4/3
    4/3
    3/2
    -
    16th
    6/4
    5/4
    4/4
    4/3
    4/3
    4/2
    2/0
    17th
    6/4
    5/4
    5/4
    4/4
    4/3
    4/3
    3/1
    18th
    6/4
    5/4
    5/4
    5/4
    4/4
    4/3
    3/2
    19th
    6/4
    5/4
    5/4
    5/4
    5/4
    4/4
    4/3
    20th
    6/4
    5/4
    5/4
    5/4
    5/4
    5/4
    4/4
    Spoiler
    Show

    The Dragonsoul Champion spell list is identical to the sorcerer spell list, with the following modifications (any additions at a lower level than it appears on the sorcerer list removes it from the original spell level):
    0 - add magic fang
    1st - add calm emotions, command, make whole, and resist energy
    2nd - add clarity of mind, enthrall, fly, glibness, and greater magic fang
    3rd - add enduring flight, glyph of warding, stoneskin, and voice of the dragon
    4th - add delay death, dismissal, and spell immunity
    5th - add greater command, mass sanctuary, mass suggestion, true seeing, and valiant fury
    6th - add banishment, dragon ally, forbiddance, limited wish, and word of balance


    Draconic Enhancement (Ex): Beginning at 2nd level, the dragonsoul champion's body and mind regularly begin to improve as they take on the qualities of a true dragon. His ability scores improve at each level, as shown on the table above. These improvements are added to the base ability score, in the same way an ability score improves at every fourth character level.

    Overland Movement (Ex): Like true dragons, the dragonsoul champion is by nature a traveller, and so acclimated to the strain of continuous movement. If he attempts a hustle or forced march, check for nonlethal damage once every 2 hours instead of each hour (see page 164 of the Player's Handbook).

    Draconic Resistance (Ex): All dragons possess resistances which allow them to survive, even thrive, in their native environments, which can often be quite hostile. A dragonsoul champion does not take after any particular dragon variety, instead gaining a multitude of resistances against a variety of environmental hazards.
    At 3rd level, the dragonsoul champion gains resistance to acid, cold, electricity, fire, and sonic 5. At 7th level, and every fourth level thereafter, this resistance improves by 5, to a maximum of resistance 25 at level 19.
    Beginning at 6th level, the dragon soul champion adds 1/2 his class level as a resistance bonus on saves vs. paralysis and magical sleep effects.
    At 5th level, he gains immunity to mundane diseases. At 9th level, this immunity covers magical and supernatural diseases as well, and at 13th level, he is also immune to poisons.
    At 18th level, the champion is immune to all harmful planar traits, such as those present on the Negative Energy Plane or Elemental Plane of Fire. This ability does not protect him from weather effects, denizense of the plane, or any other danger not presented by the nature of the plane itself.

    Powerful Build (Ex): From 3rd level onward, a dragonsoul champion is considered to be one size category larger than he actually is for many functions. Whenever the champion is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is considered to be one size larger if doing so is advantageous to him. He is also considered to be one size larger when determinig whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject's size category.

    Keen Senses (Ex): At 4th level, a dragonsoul champion gains darkvision out to 60ft, low-light vision, and scent. At 9th level, the range of all sensory abilities doubles (including all forms of vision, as well as hearing and scent). At 14th level, the champion's nonvisual sensesfurther improve, granting him blindsense to a radius of 30ft. At 17th level, the range of the champion's blindsense increases to 60ft.

    Bonus Feats: At 5th and 12th levels, the dragonsoul champion may select a bonus feat. He need not meet the listed prerequisites for this feat, but it must be from among the following: Alertness, Blind-Fight, Cleave, Flyby Attack, Improved Initiative, Improved Sunder, Power Attack, Ride-By Attack, Shot on the Run, Spring Attack, Snatch, Weapon focus. Alternately, he may select any metamagic feat (except Rapid Spell and Quicken Spell), but must meet the prerequisites for those feats as normal.

    Speed Bonus (Ex): At 5th level, and every six levels thereafter (11th, 17th) the champion's base land speed increases by 10ft. At the champion's discretion, he may elect to receive a bonus to his fly speed instead. In this case, his maneuverability category decreases by one step (to a minimum of clumsy), but the speed bonus accumulates at 5th level and every third level after (rather than every six). In either case, this bonus only applies while the dragonsoul champion is wearing medium or lighter armor, or is unarmored.

    Specialized Adaptation (Ex): At 6th level, and again at 10th, 14th, and 18th level, the dragonsoul champion may select one of the following basic adaptations. This selection, once made, cannot be changed, and a given adaptation cannot be selected multiple times. When he would gain another basic adaptation, his existing basic adaptation improves, as described under the Advanced header for each adaptation. His final selection (at 18th level) advances upon his ascension (at 20th level).
    Adaptation of the Cave Dragon: Gain a burrow speed, equal to 1/2 your base land speed. If your base speed improves, so does this burrow speed, such that it is always equal to 1/2 your base land speed (rounded down). Advanced: Gain tremorsense to a range of 100ft.
    Adaptation of the Mountain Dragon: Gain a climb speed equal to your base land speed. Advanced: Gain slow fall, as the ability of a monk whose level equals your dragonsoul champion level.
    Adaptation of the Sage Dragon: Gain a resistance bonus equal to 1/2 your class level on saves vs. mind-affecting effects. Advanced: You are immune to mind-affecting effects of all kinds.
    Adaptation of the Nimble Dragon: You may ignore any and all movement penalties based on terrain or the environment, such as ice, rubble, undergrowth, or the effects of a grease or entangle spell. Advanced: 1/day, as a swift action, you may gain use of a Freedom of Movement spell as an extraordinary ability, as though cast by a sorcerer of your dragonsoul champion level. As a constant effect, you gain a bonus on all rolls made to resist effects which freedom of movement protects against, equal to 1/2 your class levels.
    Adaptation of the Water Dragon: Gain a swim speed equal to your base land speed, and the Hold Breath (Ex) special quality - you can hold your breath for a number of rounds equal to 6 x your Constitution modifier before you risks drowning. Advanced: You gain the water breathing and amphibious special qualities.
    Adaptation of the Massive Dragon: Your weight increases by 50%; you gain a +4 bonus on rolls to prevent being forcefully moved from your position, as when being bull rushed; additionally, whenever affected by a wind effect, you treat it as though it were one wind speed category lower than it truly is. Advanced: Treat wind effects as three categories lower, and your bonus on forceful-move effects increases to +10.
    Adaptation of the Brilliant Dragon: If you suffered from light blindness or similar light-based penalties due to your race, such penalties are removed. In addition, any spells or effects that use light to produce blinding or dazzling effects do not work on you. Finally, you are immune to the harmful effects of sun exposure, including dehydration and heat stroke. Advanced: You are also immune to the effects of all illusions of the pattern subschool, and take half damage from damage-dealing evocation [light] spells. If you are or become undead, you are not treated as such for resolving light-based effects that affect undead creatures differently.

    Damage Reduction (Ex): At 10th level, the dragonsoul champion gains the ability of dragons to shrug off lesser attacks. He gains DR 5/magic. At 13th level, and again at 16th and 19th levels, this damage reduction improves by 5.

    Spell Resistance (Ex): Also at 10th level, the champion begins to realize his ability to ward of the magical powers of those weaker than himself. He gains spell resistance equal to 10 + his character level.

    Frightful Presence (Ex):A dragonsoul champion of at least 11th level can unsettle foes with his mere presence. This ability takes effect automatically whenever the champion attacks, charges, or flies overhead (if applicable). Additionally, the champion can take a standard action to activate this ability at any time. Creatures within a radius of 15ft per class level are subject to the effect if they have fewer HD than the dragonsoul champion. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 class levels + Charisma modifer) remains immune to this dragonsoul champion's specific frightful presence for 24 hours. On a failure, creatures with 4HD or fewer become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. True dragons, and other dragonsoul champions of equal or higher level, ignore the frightful presence of the dragonsoul champion.

    Crush (Ex): At 12th level, the dragonsoul champion learns to put this extra heft behind him, and can make a Crush attack (see the dragon entry in Monster Manual) that deals damage equal to his unarmed strike damage, plus 1-1/2 his Strength modifier (save DC 10 + 1/2 dragonsoul champion level + Constitution modifier). He can affect any creature up to his size with this ability, or any number of smaller creatures that fit in his space.

    Draconic Aging (Ex): At 15th level, the dragonsoul champion's body becomes more thoroughly suffused with draconic essence. Henceforth, he ignores the normal aging rules for his race, instead taking on the aging qualities of the true dragons. His maximum lifespan increases by 1000 years. His starting dragon age category is determined by his current age category: an ordinary adult becomes a Young Adult; middle-aged individuals become Adult, old characters become Mature Adults, and venerable dragonsoul champions are considered as Old dragons for aging purposes. The champion advances age category when his total age (in years) meets the minimum value for the next age category, as given on the table under the dragon entry in the Monster Manual. He no longer accumulates penalties for aging (though any penalties already accumulated still apply), instead gaining +1 to each mental ability score for each age category beyond his current category.

    Draconic Prestige: Also at 15th level, the dragonsoul champion's connection and devotion to dragonkind has grown to the point as to be self-evident to those attuned to draconic nature. All true dragons, as well as creatures of the dragon type (but not those who simply possess the dragonblood subtype), any dragon gods (Bahamut and Tiamat in the default setting), and any clerics, paladins, or other devout worshippers of these dragon gods, immediately recognize the champion as a chosen representative of all dragons, and pay him due respect. Their default attitude toward him begins two categories higher than it normally would. If provoked, they may attack, but may not take any action that they would be aware would probably kill him, unless they succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier). If it is clear that the champion intends to kill them, they receive a +10 circumstance bonus on their saving throw. This is a mind-affecting (compulsion) effect. This ability may have roleplaying or other implications at the DM's discretion.

    Draconic Ascension (Ex): At 20th level, the dragonsoul champion's draconic essence fully overwhelms his soul and infuses every ounce of his body with pure dragon power. His type changes to dragon (he loses the dragonblood subtype), though he can choose to allow spells or other effects that specifically target his original creature type to affect him, at his discretion; as well, he is considered to be a true dragon for every situation or effect which refers to that specific distinction. His form does not change, and he does not gain any natural attacks or movement modes he did not already possess. However, his magic ability is enhanced: he gains one additional spell known and spell use per day for each dragonsoul champion spell level (not reflected in the statistics block above, which lists the 20th level spell advancement if this advancement is gained through means other than gaining 20th level in this class, such as by certain prestige classes), and learns any one metamagic feat, spell focus, greater spell focus, spell penetration, or greater spell penetration as a bonus feat (he must meet all prerequisites for the chosen feat).


    Ex-Dragonsoul Champions: A dragonsoul champion who shifts his worldview to one of the alignment extremes (LG, CG, LE, or CE) retains all class abilities but is unable to progress further in the class. If the fallen champion was 15th level or higher, the effects of the draconic prestige ability only apply to dragons who match one of the champion's alignment components.



    Edited: corrected some of the original table information (Strength bonuses should all have read +2, spellcasting did not allow for bonus spells by ability modifier; and to improve low-level balance and keep abilities in line with existing precedents. thanks Zaydos!
    Last edited by ezkajii; 2014-09-07 at 11:33 PM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  12. - Top - End - #42
    Ogre in the Playground
     
    boomwolf's Avatar

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

    Genesis Dragon



    My armor is like tenfold shields! My teeth like swords! My claws, spears! The shock of my tail, a thunderbolt! My wings, a hurricane! And my breath, death!

    Dragons. beings of wonder and of great power, far beyond the scale mere mortals can grasp, the biggest and strongest are the shapers of destinies, the bringers of calamity and the things legends are made of.
    But even the mightiest dragon came from somewhere, they were all hatchlings once, and not all survive the road to greatness. and what was once thought to be a simple species that has restricted paths of growth was soon discovered to be the most genetically diverse life on earth, with every dragon unique, and distinguishable from each other at a mere glance-with a relative simple beginning as an egg, the possibilities of a dragon at his prime are endless.

    Adventures: Dragon adventure for several reasons, and while most dragons do share a certain obsession with treasure that can be summarized as endless greed, younger dragons also have a sense of curiosity and simple desire to explore, adolescent dragons tend to develop a sense of morality in superiority and seek to either rule as they feel they deserve, or protect those they see as weak, and adults tend to seek out a place to carve to themselves into the world in the present, and the legends of the future, as benevolent protectors, glorious leaders, or merciless tyrants.

    Characteristics: The classical dragons, the ones who were once thought to be the only ones, are blessed with a wide verity of powers. from the gift of flight and his great size, to the power of elemental breath, resistances to many types of power and attack, magic included, to the many weapons his body is provided with and mental capabilities, with potent powers of magic to top it all off.
    With time other dragon breeds were discovered, the swiftwing features far more impressive flight speed and manuverability, yet is quite smaller and has less brute force or arcane skills, the pit dragons are nearly incapable of flight or magic but posses far more terrifying breath weapons and a bulky body, the magically impaired brutes are clumsy and of weaker breath than most, but have immense size and physical strength, and the spellscales possess far superior magical prowess, at the cost of weaker bodies.
    Truly, you can never know what to expect of a dragon unless you studied him carefully.

    Alignment: While dragons come from all alignments, their raw power makes it easy for them to fall into chaotic and evil alignments. while a classical is only slightly tilted toward chaotic and evil aligenments, a swiftwing is almost always chaotic and a brute or pit dragon are almost always evil, spellscales however tend to be lawful more often than not, befitting their heightened intelligence.

    Religion: As powerful, smug and often petty creatures, dragons are usually not very fund of religions as a whole, or gods in particular, not even the dragon gods. some may follow the path of a god of similar ideals, but they will not worship him in the mortal sense.
    Older dragons however, especially evil ones, are often quite fund of religions centered around themselves, as it feeds their feelings of self-importance and rulership over mortals.

    Background: A dragon is born, there is no way around it. you are either born one, or you are not.
    Some legends speak of people who have turned themselves into dragons, but these are mere fairy tales, and there is no know way to do so. if there IS such a way however, dragons do their very best to hide its existence, as the ability for a mortal to become a dragon would mean that they themselves are not as special as they wish to believe themselves to be.

    Other Races: Most dragons do not think much of the mortal races, and often precise them as nothing more than cattle. dragon-blooded races are viewed slightly higher than others, but not much.
    For a dragon who grew among mortals however, it is quite different. they often see them as companions, allies and even friends-this usually makes the sense of superiority dwindle, and allows benevolent good aligned dragons that sees themselves as protectors of mortals to flurish, given that they were raised in the right environment.

    Other Classes: Amusingly enough, the ones dragons think the lowest of, are those who mimic them. they consider it both an insult that a mortal compares himself to them, and pathetic that they attempt to be something that is different than what they truly are.
    Otherwise, they find something in common with nearly everyone, some more than others, depending on the breed.
    While a classical sees something in everyone, and especially respects generalists who grow versatile abilities, a swiftwing will often find himself attuned to stealth and mobility users, respecting their often greater skills at moving around, a brute will find a liking to the warrior types head-on approach and a spellscale will appreciate spellcaster's mental skills and love of magic. pit dragons have less natural friends, and only respect other with raw destructive forces.

    Role: While the specific role of a dragon in a team depends on the breed, one thing is in common for them all-they are the the attention seekers, the ones that present the obvious and immediate threat that draws the attention of the enemy to them, while others are free to do their work.
    A classical dragon uses his versatile powers to create multiple types of threats simultaneously, studying the enemy defensive abilities and striking where he is the weakest.
    A swiftwing is the "obvious assassin", you know where he is, you know he is coming for you-but he is too fast and agile, and too destructive to stop. he focuses down the fragile yet important enemies such as spellcasters or leaders.
    A brute is a warrior on steroids, charging head first into the fry and decimating everything within his reach, crushing his way through enemy forces and shattering their frontlines.
    Spellscales are much like other spellcasters, giving support magic and controlling effects, while resorting to his breath and body when an offensive edge is required rather than waste magic on it.
    Pit dragons are artillery pieces. they used their far superior breath weapons to decimate whole areas from afar at given intervals, and cause general mayhem. an exception are forge breath pit dragons, who
    act far more like brutes, yet rely on their forge breath to completely annihilate one enemy at a time, rather than trashing about with their body.
    These are all general descriptions though, depending on the unique combination of Breed, Breath type and Affinity-a unique fighting style develops for each dragon.


    Adaptation: These five dragon breeds are meant to be used as replacements for the old dragons in the monster manuals, and this cannot replicate them-it provides a more steady and flexible advancement to allow the creation of completely unique dragons. there are also accompanied randomization tables for creating a truly random dragon it order to keep even you off balance of what you throw on the players (just pick spells)
    These are also fitted for player usage though, and while they might be on the strong side and put simple melee classes into shame, they are not nearly as game braking as true spellcasters and PrC combos can be.
    Just remember that these are intended for a continues follow-up, these dragon classes are designed to be without the possibility of choosing PrCs or multiclassing, you get go all the way though them, collecting additional powers and strengthening the old ones. if a player ever goes beyond the 50th level, the system can no longer coup, and I'll advise leaving that character to legends, and starting a new one. maybe an offspring?


    GAME RULE INFORMATION

    Random Dragon Breed
    Spoiler
    Show
    d12 Result Breed
    1-3
    As father
    4-6
    As mother
    7-8
    Classical
    9
    Swiftwing
    10
    Spellscale
    11
    Dragon brute
    12
    Pit dragon

    This table is used for those who wishes to create true random dragons, PCs will probably prefer to pick one, and DMs might want a specific type for a specific dragon, feel free to ignore the table and pick one.
    The table however reveals that there is a slightly higher chance for classical dragons, and as the parental types tend to carry over, this cases a flux towards classical dragons, making them the majority over time.


    CLASSICAL DRAGON (spoiler for HUGE table)
    Spoiler
    Show

    Abilities: There is no ability that is vastly more important for a classical dragon due to his versatile nature. strength allows him to strike better, dexterity allows faster reaction and higher flight maneuverability, constitution is important for most breath types and to enhance defenses, intelligence is important for mastery of skills and charisma improves upon magic. wisdom however, is usually not quite important for most dragons.
    Alignment: Any, but slight deviation towards chaotic and evil.
    Hit Die: d10
    Starting Age: level 1 classical dragon assumes premature hatching, a level 3 or 4 classical dragon is the proper hatching representation.
    Starting Gold: at the lowest levels represent merely hatching, and even prematurely, the newborn probably has no property.

    Class Skills
    The Classical Dragon's class skills are: Appraise, Concentration, Diplomacy, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use magic device.
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +1 +1 +1 Affinity, Resistance level 1, Breath Dice 1, Dragon's Body
    2nd +1 +1 +1 +1 Wings-Leap, Resistance level 2
    3rd +2 +2 +2 +2 Breath Dice 2
    4th +3 +2 +2 +2 Resistance level 3
    5th +3 +3 +3 +3 Wings-Glide
    6th +4 +3 +3 +3 Resistance level 4, Breath Dice 3
    7th +5 +3 +3 +3 Wings-Flight
    8th +6/+1 +4 +4 +4 Resistance level 5, Growth
    9th +6/+1 +4 +4 +4 Breath Dice 4
    10th +7/+2 +5 +5 +5 Spell Resistance, Resistance level 6 1
    11th +8/+3 +5 +5 +5 Damage Reduction 5/magic 2
    12th +9/+4 +6 +6 +6 Resistance level 7, Breath Dice 5 3
    13th +9/+4 +6 +6 +6 Dragon's Legacy 3
    14th +10/+5 +6 +6 +6 Resistance level 8 4 0
    15th +11/+6/+1 +7 +7 +7 Breath Dice 6 4 1
    16th +12/+7/+2 +7 +7 +7 Resistance level 9 4 1 0
    17th +12/+7/+2 +8 +8 +8 Damage Reduction 10/magic 5 2 1
    18th +13/+8/+3 +8 +8 +8 Resistance level 10, Growth, Breath Dice 7 5 2 1
    19th +14/+9/+4 +8 +8 +8 Affinity Essence 5 2 2 0
    20th +15/+10/+5 +9 +9 +9 Resistance level 11 5 3 2 1
    21st +15/+10/+5 +9 +9 +9 Breath Dice 8 6 3 2 1
    22nd +16/+11/+6/+1 +10 +10 +10 Resistance level 12 6 3 3 2 0
    23rd +17/+12/+7/+2 +10 +10 +10 Damage Reduction 15/magic 6 3 3 2 1
    24th +18/+13/+8/+3 +11 +11 +11 Resistance level 13, Breath Dice 9 6 4 3 2 1
    25th +18/+13/+8/+3 +11 +11 +11 Dragon's Legacy 6 4 3 3 2 0
    26th +19/+14/+9/+4 +11 +11 +11 Resistance level 14 7 4 4 3 2 1
    27th +20/+15/+10/+5 +12 +12 +12 Breath Dice 10 7 4 4 3 2 1
    28th +21/+16/+11/+6/+1 +12 +12 +12 Resistance level 15, Growth 7 4 4 3 3 2 0
    29th +21/+16/+11/+6/+1 +13 +13 +13 Damage Reduction 20/magic 7 5 4 4 3 2 1
    30th +22/+17/+12/+7/+2 +13 +13 +13 Resistance level 16, Breath Dice 11 7 5 4 4 3 2 1
    31st +23/+18/+13/+8/+3 +13 +13 +13 Beta Status 7 5 5 4 3 3 2 0
    32nd +24/+19/+14/+9/+4 +14 +14 +14 Resistance level 17 8 5 5 4 4 3 2 1
    33rd +24/+19/+14/+9/+4 +14 +14 +14 Breath Dice 12 8 5 5 4 4 3 2 1
    34th +25/+20/+15/+10/+5 +15 +15 +15 Resistance level 18 8 5 5 5 4 3 3 2 0
    35th +26/+21/+16/+11/+6/+1 +15 +15 +15 Damage Reduction 25/magic 8 6 5 5 4 4 3 2 1
    36th +27/+22/+17/+12/+7/+2 +16 +16 +16 Resistance level 19, Breath Dice 13 8 6 5 5 4 4 3 2 1
    37th +27/+22/+17/+12/+7/+2 +16 +16 +16 Dragon's Legacy 8 6 6 5 5 4 3 3 2 0
    38th +28/+23/+18/+13/+8/+3 +16 +16 +16 Resistance level 20, Growth 8 6 6 5 5 4 4 3 2 1
    39th +29/+24/+19/+14/+9/+4 +17 +17 +17 Breath Dice 14 9 6 6 5 5 4 4 3 2 1
    40th +30/+25/+20/+15/+10/+5 +17 +17 +17 Resistance level 21 9 6 6 6 5 5 4 3 3 2
    41st +30/+25/+20/+15/+10/+5 +18 +18 +18 Damage Reduction 30/magic 9 6 6 6 5 5 4 4 3 2
    42nd +31/+26/+21/+16/+11/+6/+1 +18 +18 +18 Resistance level 22, Breath Dice 15 9 7 6 6 5 5 4 4 3 3
    43rd +32/+27/+22/+17/+12/+7/+2 +18 +18 +18 Alpha Status 9 7 6 6 6 5 5 4 3 3
    44th +33/+28/+23/+18/+13/+8/+3 +19 +19 +19 Resistance level 23 9 7 7 6 6 5 5 4 4 3
    45th +33/+28/+23/+18/+13/+8/+3 +19 +19 +19 Breath Dice 16 9 7 7 6 6 5 5 4 4 3
    46th +34/+29/+24/+19/+14/+9/+4 +20 +20 +20 Resistance level 24 9 7 7 6 6 6 5 5 4 4
    47th +35/+30/+25/+20/+15/+10/+5 +20 +20 +20 Damage Reduction 35/magic 10 7 7 7 6 6 5 5 4 4
    48th +36/+31/+26/+21/+16/+11/+6/+1 +21 +21 +21 Resistance level 25, Growth, Breath Dice 17 10 7 7 7 6 6 5 5 4 4
    49th +36/+31/+26/+21/+16/+11/+6/+1 +21 +21 +21 Dragon's Legacy 10 7 7 7 6 6 6 5 5 4
    50th +37/+32/+27/+22/+17/+12/+7/+2 +21 +21 +21 Resistance level 26 10 8 7 7 7 6 6 5 5 4


    SWIFTWING DRAGON (still not ready)
    SPELLSCALE DRAGON (still not ready)
    BRUTE DRAGON (still not ready)
    PIT DRAGON (still not ready)

    Dragon Features
    (here will be summery of what all them things in the class table means)

    Combinations of Note

    (Here I'll note special interactions of combinations and what they mean to a dragon, for example the above mentioned "forge breath" wielded by a "pit dragon", who any dragon other than "Spellscale" manage with "Arcane" affinity, especially the spell-less "Brute", how does a "Swiftwing" wield the long-ranged "Blast" breath, etc.


    Dragon Psychology
    (things about the mindset of dragons, and how to properly play one as PC or DM will be here)
    Last edited by boomwolf; 2014-09-09 at 06:11 AM.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  13. - Top - End - #43
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    Other; Gestalt Double Class and Epic Progression/Feats:

    Gestalt Dragonsoul Acolyte


    This variant Dragonsoul Acolyte is intended for use in Gestalt games where it counts as both classes for the gestalt. It could also be used as a higher powered version of Dragonsoul Acolyte for a higher optimization/tier game.

    Spoiler: Gestalt Changes
    Show

    HD: d12.

    BAB: Full.

    Skill Points: 6 + Int per level.

    Tutelary Dragon: You begin with 2 Tutelary Dragons a primary and a secondary.

    Tutelary Skills: You gain the Tutelary Skills of both dragons. If they have one or more overlapping skills treat one of Listen, Search, or Spot as a Tutelary Skill for each overlapping skill.

    Breath Weapon: You begin with your Primary Tutelary Dragon's breath weapon. You gain your Secondary Tutelary Dragon's at 2nd level.

    Energy Resistance: You gain your Primary Tutelary Dragon's Energy Resistance abilities 1 level earlier than you normally would, and your Secondary Tutelary Dragon's at the regular level. If they are identical choose another energy type (acid/cold/electricity/fire/sonic) and gain Energy Resistance/Immunity to it as your Secondary Tutelary Dragon's.

    Spell Pool: Your Spell Pool Points are equal to the higher of the two Tutelary Dragon's + 50% of the other Tutelary Dragon's (unless it offers incarnum these should be equal) + 2 (8 at 4th, 9 at 5th, 11 at 6th ... 47 at 20th).

    If your Tutelary Dragons offer different spell pools (such as Sorcerer spells and Cleric spells) you gain both, highest level spell uses tracked separately for each list.

    If they both offer the same spell pool list (or one's list completely includes the other's) you gain a greatly accelerated access to it. At 4th level you can use 2nd level spells with it, increasing to 3rd at 7th, 4th at 9th, 5th at 11th, 6th at 14th, 7th at 16th, 8th at 18th, and 9th at 20th. You do not gain the ability to use multiple spells of your highest level each day at 20th (instead gaining 9th level spells). 8th and 9th level spells do not count for determining the cost of your lower level spells (instead treating your max level as 7th), but cost 6 and 8 spell pool points respectively.

    If they both offer Infusions they follow this progression but whenever you would gain a new level beyond 6th you instead gain a bonus Item Creation feat and at 16th level you gain a Craft Pool as a 4th level Artificer increasing by 2 levels each Dragonsoul Acolyte level beyond 16th (to 12th at 20th).

    If they both offer Soulbinding you gain access to vestiges as a binder of your Dragonsoul Acolyte level, and gain the ability to bind a 2nd vestige at the same time at 10th level and a 3rd at 20th.

    If they both offer Incarnum; you treat them as different lists as no two of the incarnum using dragons are the same, and treat it as gestalting two incarnum using classes.

    If they are both Sublime dragons you may access all granted disciplines and gain 2 maneuvers known from those disciplines at 4th level and gain one more every odd level thereafter with the ability to ready half as many maneuvers as you know, you also gain 1 Stance at Lv 4, and another at Lv 14. You must meet the prerequisites for these maneuvers and stances, and your Dragonsoul Acolyte grants you a full initiator level as an initiating class. Using these maneuvers and stances does not cost you Spell Pool Points and you can recover them like a Warblade; you do not use these maneuvers through your spell pool.

    Lesser Draconic Aspect: You gain the Lesser Draconic Aspect of your Primary Tutelary Dragon at 4th level as normal, and that of your Secondary Tutelary Dragon at 5th.

    Skill Aptitude: You gain Skill Focus in one of your Tutelary Skills at 5th level and another every level thereafter until 10th.

    "2nd" Draconic Aspect: You gain this ability at 8th level and may select either of your Tutelary Dragons' Specialized Skills or a Lesser Aspect. At 10th level you gain this ability again.

    Draconic Wings: You gain this ability at 9th level instead of 10th.

    Talented Spells: You may select 2nd level spells as Talented Spells and gain 1 at 11th and another at 12th and 13th.

    Greater Draconic Aspect: You gain your Primary Tutelary Dragon's Greater Draconic Aspect at 16th and your Secondary Tutelary Dragon's at 18th, if they are the same then you can gain the Greater Draconic Aspect of any dragon which you have the Lesser Draconic Aspect for, or any 2 Lesser Draconic Aspects.

    Signature Spell: At 17th level you gain a 3rd level or lower spell as a signature spell. At 19th you gain a 4th level or lower spell as one.

    Skill Mastery: You gain Skill Mastery in 2 of your Tutelary Skills at 18th level, 2 at 19th, and the last 2 at 20th.

    Altered Table Spell Pool numbers assume 2 non-incarnum dragons, just as normal spell pool numbers assume a non-incarnum dragon.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell Pool Hoard Size (GP)
    1st
    +1
    +2
    +0
    +2
    Tutelary Dragons, Tutelary Skills, Primary Dragon's Breath Weapon (1dX+1/2 Charisma modifier), Darkvision, Dragonblooded, Hoard - 250
    2nd
    +2
    +3
    +0
    +3
    Cantrips, Claws, Fundamentalis Diet, Secondary Dragon's Breath Weapon, Primary Lesser Energy Resistance - 1000
    3rd
    +3
    +3
    +1
    +3
    Breath Weapon (2dX+1/2 Charisma modifier), Secondary Lesser Energy Resistance, Draconic Immunities - 2250
    4th
    +4
    +4
    +1
    +4
    Scales (+1), Spell Pool (1st or doubled up 2nd), Primary Lesser Draconic Aspect 6 4000
    5th
    +5
    +4
    +1
    +4
    +2 Strength, Skill Aptitude, Secondary Lesser Draconic Aspect, Breath Weapon (3dX+Charisma modifier) 7 6250
    6th
    +6
    +5
    +2
    +5
    Dragon Form 1/day, +2 Charisma, Skill Aptitude, Primary Energy Resistance 9 9000
    7th
    +7
    +5
    +2
    +5
    DragonType, Secondary Energy Resistance, Skill Aptitude, Spell Pool (2nd level or doubled up 3rd), Breath Weapon (4dX+Charisma modifier) 12 12,250
    8th
    +8
    +6
    +2
    +6
    Scales (+2), Dragon Form 2/day, Skill Aptitude, Superior Low-Light Vision, 2nd Primary Draconic Aspect 13 16,000
    9th
    +9
    +6
    +3
    +6
    Draconic Winds, Penetrate Resistance, Skill Aptitude, Dragon Form (Large), Spell Pool (4th doubled up), Breath Weapon (5dX+Charisma modifier) 15 20,250
    10th
    +10
    +7
    +3
    +7
    +2 Strength, 2nd Secondary Draconic Aspect, Primary Greater Energy Resistance, Skill Aptitude 16 25,000
    11th
    +11
    +7
    +3
    +7
    Dragon Form 3/day, Secondary Greater Energy Resistance, Spell Pool (3rd level or 5th doubled up), Talented Spell, Breath Weapon (6dX+Charisma modifier) 18 30,250
    12th
    +12
    +8
    +4
    +8
    Fangs, Scales (+3), Talented Spell 19 36,000
    13th
    +13
    +8
    +4
    +8
    +2 Constitution, Dragon Form (Huge) 4/day, Talented Spell, Breath Weapon (7dX+Charisma modifier) 21 42,250
    14th
    +14
    +9
    +4
    +9
    Second Breath Weapon, Primary Energy Immunity, Spell Pool (4th level or 6th level doubled up) 24 49,000
    15th
    +15
    +9
    +5
    +9
    +2 Strength, Draconic Senses, Secondary Energy Immunity, Breath Weapon (8dX+Charisma modifier) 27 56,250
    16th
    +16
    +10
    +5
    +10
    Dragon Form 5/day, Primary Greater Draconic Aspect, Scales (+4), Spell Pool (doubled up 7th) 30 64,000
    17th
    +17
    +10
    +5
    +10
    +2 Intelligence, Tail, Dragon Form (Improved Huge), Signature Spell (Lv 3), Breath Weapon (9dX+Charisma modifier) 33 72,250
    18th
    +18
    +11
    +6
    +11
    Blindsense, Dragon Form 6/day, Secondary Greater Draconic Aspect, Spell Pool (5th or doubled up 8th), Skill Mastery 36 81,000
    19th
    +19
    +11
    +6
    +11
    Signature Spell (4th level), Skill Mastery, Breath Weapon (10dX+Charisma modifier) 39 92,250
    20th
    +20
    +12
    +6
    +12
    +2 Strength, Scales (+5), Improved Spell Pool or Spell Pool (doubled up 9th), Skill Mastery 45 100,000


    Dragonsoul Acolyte Epic Progression and Feats


    Spoiler: Epic Progression and Feats
    Show
    Level Special Spell Pool Points Hoard
    21 +1 dice breath weapon 32 110,250
    22 Extra Tutelary (Lesser Aspect), Dragonform +1/day 34 121,000
    23 +1 dice breath weapon 36 132,250
    24 Bonus Epic Feat, Dragonform +1/day, Scales +6 38 144,000
    25 +1 die breath weapon 40 156,250
    26 Extra Tutelary (Specialized Aspect), Dragonform +1/day 42 169,000
    27 +1 die breath weapon 44 182,250
    28 Bonus Epic Feat, Dragonform +1/day, Scales +7 46 196,000
    29 +1 die breath weapon 48 210,250
    30 Extra Tutelary (Greater Aspect), Dragonform +1/day 50 225,000
    31 +1 dice breath weapon 52 240,250
    32 Extra Tutelary (Lesser Aspect), Dragonform +1/day, Scales +8 54 256,000
    33 +1 dice breath weapon 56 272,250
    34 Bonus Epic Feat, Dragonform +1/day 58 289,000
    35 +1 die breath weapon 60 306,250
    36 Extra Tutelary (Specialized Aspect), Dragonform +1/day, Scales +9 62 324,000
    37 +1 die breath weapon 64 342,250
    38 Bonus Epic Feat, Dragonform +1/day 66 361,000
    39 +1 die breath weapon 68 380,250
    40 Extra Tutelary (Greater Aspect), Dragonform +1/day, Scales +10 70 400,000

    +1 die breath weapon: At 21st level and every odd level you gain +1 die of damage with your breath weapon(s).

    Spell Pool Points: You gain 2 Spell Pool Points each level beyond 20th.

    Hoard: Your hoard quantity continues to increase, keeping a value of Class Level squared x 250 GP.

    Extra Tutelary (Lesser Aspect): At 22nd level and every 10th level afterwards (32, 42, 52, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill, you gain its Lesser Draconic Aspect.

    Dragonform +1/day: At 22nd level and every even level you gain an extra daily use of your dragonform ability.

    Bonus Epic Feat: At 24th level, 28th level and every 10th level after each of them (34, 38, 44, 48, 54, 58, etc) you may select one from the list below:
    Any epic feat listed below, Additional Magic Item Space, Armor Skin, Damage Reduction, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Fast Healing, Great Charisma, Great Constitution, Great Intelligence, Great Strength, Perfect Health, Superior Initiative.

    Scales: At 24th level and every 4th level thereafter your scales ability improves by +1.

    Extra Tutelary (Specialized Aspect): At 26th level and every 10th level afterwards (36, 46, 56, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill and which you have the Lesser Draconic Aspect of, you gain its Specialized Draconic Aspect. Alternatively you may select any Lesser Draconic Aspect.

    Extra Tutelary (Greater Aspect): At 30th level and every 10th level afterwards (40, 50, 60, etc) you may select one Tutelary Dragon whose alignment prerequisites you fulfill and which you have the Lesser Draconic Aspect of, you gain its Greater Draconic Aspect or Specialized Draconic Aspect (your choice). Alternatively you may select any Lesser Draconic Aspect.

    Epic Feats

    Deepen Spell Pool
    You can draw upon more powerful spells from the spell pool.
    Prerequisites: Knowledge (Arcana) 24 ranks, ability to cast spells,, utterances, mysteries, invocations, infusions, or powers from the spell pool.
    Benefits: The highest level of spell you can access from the spell pool improves by one. If you can access 6th level spells 4th and 3rd cost 2 Spell Pool Points, and 2nd or lower cost 1. If you can access 7th level spells 5th and 4th cost 2 Spell Pool Points, and 3rd or lower cost 1. Gaining access to 8th level or higher spells does not reduce the cost of lower level spells; instead 8th level spells cost 6 Spell Pool Points to use, and 9th level spells cost 8. Dark invocations (regardless of actual level) are considered 8th level for Invocation using Dragonsoul Acolytes.
    Special: You may take this feat multiple times, each time its Knowledge (Arcana) prerequisite increases by 3 ranks.

    Epic Emulate Value
    You can create powerful magical effects which normally would require expensive components.
    Prerequisites: Knowledge (Arcana) 24 ranks, Charisma 21+, Emulate Value.
    Benefits: You can use spells and spell-like effects through your Spell Pool regardless of any material component or focus they'd normally have and with XP costs of up to 100 XP per Dragonsoul Acolyte level.

    Epic Spell Pool Power
    You can draw out even more energy from your Spell Pool each day.
    Prerequisites: Spell Pool.
    Benefits: You gain 5 Spell Pool Points.
    Special: You may take this feat multiple times, each time you take it its effect increases by 1 (the 2nd time you take it it gives you 6 Spell Pool Points for a total of 11 from the 2 instances, the 3rd 7, and the nth 4 + n).

    Epic Spellcasting:
    You are capable of casting epic spells.
    Special: You can substitute 9th level spell pool access to select this feat.

    Fabled Hoard:
    You are able to draw upon a larger hoard to gain your power.
    Prerequisites: Hoard capacity 100,000 GP or larger.
    Benefits: Your hoard capacity doubles.
    Special: You may take this feat multiple times, its effects stack (twice gives you triple, seven times gives you octuple).

    Gargantuan Dragon Form:
    Your dragonform is more powerful.
    Prerequisites: Dragonform (Improved Huge) 6/day, Dragonsoul Acolyte Level 21+.
    Benefits: Your dragonform can be gargantuan. It gains 4 more Strength, 2 more Constitution, and 2 more natural armor than as Huge, and is gargantuan gaining natural attacks as appropriate.

    Hoard Mastery:
    You have finer control over your hoard's effects.
    Prerequisites: Use Magic Device 24 ranks, Hoard value over 100,000 GP.
    Benefits: You may have your Hoard grant you the benefits of any magic item that does not have a limited number of uses/charges (it may have a limited number of daily uses/charges however). This costs the same amount of Hoard value as the item's cost and can be changed each day as normal for your hoard benefits.

    Improved Dragon Form:
    Your dragonform is more powerful.
    Prerequisites: Dragonform (Improved Huge) 6/day, Dragonsoul Acolyte Level 21+.
    Benefits: Your Strength, Constitution, and Natural Armor when using your Dragonform ability increase by +2.
    Special: You may take this feat multiple times each time you do it requires your Dragonsoul Acolyte level to be 3 higher.

    Intensify Breath: (Meta-Breath)
    You can release a sorcerously super-charged breath.
    Prerequisites: Constitution 21+, 11+ dice breath weapon, Concentration 27 ranks, access to the spell pool.
    Benefits: You may release a single breath weapon which deals twice the regular damage. You must pay 3 Spell Pool Points to do so, and must wait an extra 2 rounds before using it again.

    Spell Font Discipline:
    You can draw upon the battle skills of a certain sublime discipline.
    Prerequisites: Martial Lore 13 ranks, ability to use 9th level maneuvers from the spell pool.
    Benefits: Select one martial discipline. You can access maneuvers and stances from that discipline with your Spell Pool.

    Spell Font School:
    You can draw upon all magic of a certain school.
    Prerequisites: Knowledge (Arcana) 27 ranks, ability to cast 5th level or higher spells, utterances, mysteries, infusions, or powers from the spell pool.
    Benefits: Select one from the following: Abjuration, Conjuration (Healing) and (Creation), Conjuration (Calling) and (Summoning) and (Teleportation), Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You may use your Spell Pool to cast any spell from that school or subschools of a level you have access to regardless of which base class's list it appears on; you must still abide by limitations on Foci, XP, and Material Component costs. This also extends to using Mysteries and Infusions of the selected school or subschools. If you select Conjuration (Healing) and (Creation) you also gain access to powers of the Metacreativity discipline. If you select Conjuration (Calling), (Summoning), and (Teleporation) you also gain access to the Psychoportation discipline. If you select Divination you also gain access to the Clairsentience discipline. If you select Enchantment you also gain access to the Telepathy discipline. If you select Evocation you also gain access to the Psychokinesis discipline. If you select Transmutation you also gain access to the Psychometabolism discipline.
    Special: You may select this feat multiple times, choosing a different school or subschool each time.
    Last edited by Zaydos; 2014-09-11 at 07:18 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  14. - Top - End - #44
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    Default Re: Base Class Contest XXIV - Will Breed for Class

    DRAGON HUNTER


    image by burnz08

    ”The thrill of the hunt is only matched by the joy of taking a hoard.”

    Is a dragon hunter one who hunts dragons, or a dragon which hunts? Perhaps a little bit of both. The dragon hunter knows so much about his prey he has unlocked its secrets, for better or for worse. While a dragon hunter doesn’t limit himself to only fighting dragons, he aspires to kill dragons and take their hoards for his own. A dragon hunter is not greedy in the traditional sense, but has, through their frequent contact with dragons, acquired many of the traits of dragons, including the dragon’s need to acquire and maintain a hoard. The dragon hunter has a deep connection with his hoard, and much of his power comes from his hoard, and increases as his hoard increases. The dragon hunter is adept at fighting large enemies and can even the odds with his supernatural abilities.

    Adventures: A dragon hunter are generally concerned with increasing their personal wealth and use their skills to accomplish this goal. Usually this involves hunting and slaying dragons, but a dragon hunter will seek other methods of increasing his wealth through any means. For example, a dragon hunter might take on mercenary work, or fight large, and preferably wealthy, creatures in order to take advantage of his skill in dealing with them. Either way, dragon hunters tend to prefer to travel a lot in order to find more monsters to conquer.

    Characteristics: A dragon hunter is a formidable combatant, but is also competent in social and other non-combat situations. A dragon hunter gains impressive supernatural abilities, and limited tracking abilities. While a fighter may attain power through rigorous training, or a barbarian through sheer force of will, the dragon hunter gains power through life experience and trial and error, pushing through difficulties with their strong ambition.

    Alignment: The motives and alignment of a dragon hunter vary, but they are never lawful as they prefer to make their own way in life without being held down by anyone who would claim authority over them. Some dragon hunters are good, and use their powers and skills to rid the world of evil dragons and help people (while still increasing their personal wealth). Some are evil, and will kill any kind of dragon in order to get what they want, or even focus their efforts on destroying good dragons. A neutral dragon hunter is simply out to attain power and wealth, and sees destroying dragons as the most efficient means to an end.

    Religion: Dragon hunters worship a variety of gods, with some even choosing to worship dragon gods such as Bahamut. The most common god a dragon hunter worships is Astilabor, who represents the draconic hoard. An evil dragon hunter might worship Tiamat. Dragon hunters often have a complicated relationship with dragons. Other dragon hunters might worship gods of martial strength in order to gain their favor in combat.

    Background: A dragon hunter is born of someone who seeks great personal power through conquest. A dragon hunter is generally the kind of person who will do whatever it takes to get what they want, and aren’t often deterred by details that would dissuade others, such as the overwhelming size and power of a dragon. Dragon hunters usually have some rudimentary training in combat, but most of their skills are learned throughout their travels.

    Races: Any race can become a dragon hunter, but most dragon hunters are humans or dwarves due to their ambition and greed. Elves tend to not be dragon hunters as they tend to be less interested in wealth than other races, but this does not preclude the possibility.

    Other Classes: Dragon hunters get along best with other martial classes. A dragon hunter can see the value in a spellcaster, but tends to regard them as weak or cowardly. However, any class that seeks power or wealth above all else is easy for a dragon hunter to relate to.

    Role: A dragon hunter would most likely take the role of melee combatant in a party, and possibly even tracker in a dragon-focused campaign. While a dragon hunter focuses on the slaying of dragons, their abilities make them versatile combatants with plenty to offer to the party.

    Adaptation: If a campaign doesn’t have dragons, a dragon hunter would most likely be hard to adapt, but another powerful and greedy race could be substituted for dragons if needed.

    GAME RULE INFORMATION
    Dragon hunters have the following game statistics.
    Abilities: Dragon hunters value Strength and Constitution most, as these stats allow them to increase their strength in combat. A high Dexterity score can be helpful for avoiding the breath weapons of dragons. A high Charisma score helps the dragon hunter to be more diplomatic and persuasive, and also affects some of the dragon hunter’s abilities.
    Alignment: Any non-lawful.
    Hit Die: d10
    Starting Age: As fighter.
    Starting Gold: 12d4x10 gp.

    Class Skills
    The dragon hunter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

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

    Dragon Hunter

    Level
    Base
    Attack Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save

    Special
    Maneuvers
    Known
    Maneuvers
    Readied
    Stances
    Known
    1st
    +1
    +2
    +0
    +2
    Draconic knowledge +1, exotic weapon proficiency, favored dragon, track
    4
    3
    1
    2nd
    +2
    +3
    +0
    +3
    Hoard
    5
    3
    1
    3rd
    +3
    +3
    +1
    +3
    Track property
    6
    4
    2
    4th
    +4
    +4
    +1
    +4
    Leap of the heavens
    6
    4
    2
    5th
    +5
    +4
    +1
    +4
    Draconic knowledge +2
    7
    4
    2
    6th
    +6/+1
    +5
    +2
    +5
    Golden luck
    8
    4
    2
    7th
    +7/+2
    +5
    +2
    +5
    9
    4
    2
    8th
    +8/+3
    +6
    +2
    +6
    Prosperous power
    9
    5
    3
    9th
    +9/+4
    +6
    +3
    +6
    Draconic knowledge +3
    10
    5
    3
    10th
    +10/+5
    +7
    +3
    +7
    Eagle claw
    11
    5
    3
    11th
    +11/+6/+1
    +7
    +3
    +7
    12
    5
    3
    12th
    +12/+7/+2
    +8
    +4
    +8
    Cache of knowledge
    12
    6
    3
    13th
    +13/+8/+3
    +8
    +4
    +8
    Draconic knowledge +4
    13
    6
    4
    14th
    +14/+9/+4
    +9
    +4
    +9
    14
    6
    4
    15th
    +15/+10/+5
    +9
    +5
    +9
    Draconic might
    15
    6
    4
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    15
    7
    4
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Draconic knowledge +5
    16
    7
    4
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    Temporal affluence
    17
    7
    5
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    18
    7
    5
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    Draconic transformation
    18
    8
    5

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

    Weapon and Armor Proficiencies: The dragon hunter is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.

    Maneuvers: A dragon hunter begins his career with knowledge of four martial maneuvers. The disciplines available to you are Breath of Fire, Desert Wind, Hero’s Edge, Iron Heart, Stone Dragon, and Tiger Claw.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by dragon hunters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it. See page 39 of the Tome of Battle to determine the highest-level maneuvers you can learn.

    Upon reaching 4th level, and at every even-numbered dragon hunter level thereafter (6th, 8th, 10th, etc.), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe normal level restrictions; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

    Maneuvers Readied: At level 1, a dragon hunter may ready three maneuvers. As you gain in level, you may ready additional maneuvers. Maneuvers are readied by by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes meditating, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

    An expended maneuver is recovered 1d4 rounds after it is expended. The number of rounds a maneuver takes to recover must be determined immediately after its use. Additionally, you may use a standard action to recover a single expended maneuver.

    Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to dragon hunters. At 3rd, 8th, 13th, and 18th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of ones you already know.

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

    Draconic Knowledge: A dragon hunter has devoted much of their lives to hunting dragons, and has garnered substantial knowledge of dragons. Starting at level 1, a dragon hunter gains a +1 modifier on various checks and rolls concerning dragons. This bonus increases by 1 at level 5, and every 4 levels thereafter. For the purposes of this ability, any creature with the dragon type is considered a dragon (e.g. this ability does not only affect true dragons). Creatures with the dragonblood subtype and any living creature whose size exceeds the dragon hunter’s are also considered dragons for the purposes of this ability, but the draconic knowledge bonus is halved (minimum 0).

    A dragon hunter gains his draconic knowledge bonus on Gather Information and Knowledge (arcana) checks when used to gather information on or to check his knowledge of dragons. Add the dragon hunter’s draconic knowledge bonus to all Survival checks made to track dragons.

    Due to his extensive knowledge of dragons, a dragon hunter is aware of the weaknesses of many types of dragons. The dragon hunter adds his draconic knowledge bonus to any attack rolls made against dragons.

    Exotic Weapon Proficiency: Since dragon hunters tend to be nomadic, traveling the world to hunt dragons and take their power, they pick up more exotic skills than most warriors. At level 1, the dragon hunter gains Exotic Weapon Proficiency as a bonus feat.

    Favored Dragon: While the dragon hunter has a great deal of knowledge about most dragons, he has one type of dragon that he is especially knowledgeable about. Pick one type of dragon (red dragon, gold dragon, black dragon, etc.). You may take 10 on all Knowledge checks concerning this type of dragon, and on all Gather Information checks about this type of dragon. Additionally, when in combat with his favored dragon, the dragon hunter may apply his draconic knowledge bonus to all damage rolls made against it.

    The dragon hunter’s favored dragon also affects the type of attacks the dragon hunter has at his disposal. All of the dragon hunter’s abilities that deal energy damage (fire, cold, electric, acid, or sonic) are replaced with an energy type determined by his favored dragon. This energy type can either coincide with or counter his favored dragon. If the energy type used by the ability is not one of the five listed above, this ability does not affect it. This ability only affects abilities (including maneuvers) gained from the dragon hunter class. For example, if the dragon hunter gains maneuvers that deal energy damage from another source, those maneuvers are not affected.

    For example, if the dragon hunter were to use a Desert Wind maneuver that deals fire damage, but has selected the silver dragon as his favored dragon as well as choosing to have his energy type coincide with his selection, the maneuver would instead deal cold damage. If the dragon hunter’s favored dragon’s breath weapon has a type not affected by this ability (i.e. not fire, cold, electric, acid, or sonic), or his favored dragon has no subtype, the dragon hunter can choose from any of the five options or simply leave energy damage as its natural type.

    If the dragon hunter chooses to have the energy type of his abilities oppose his favored dragon, consult the following table:

    Favored Dragon’s
    Subtype

    Energy Type
    Air Acid
    Cold Fire
    Earth Sonic
    Fire Cold
    Water Electric

    At level 5, and every 5 levels thereafter, the dragon hunter may change his favored dragon.

    Track: A dragon hunter gains Track as a bonus feat.

    Hoard (Ex): A dragon hunter has acquired a dragon’s zest for gold and collects a hoard. The dragon hunter’s deep connection with his hoard has inextricably linked his power to his hoard based on the dragon hunter’s appraisal of its worth. To a dragon hunter, a dragon’s hoard is the source of its power, and by stealing the hoard of a dragon he gains its power for his own. Starting at level 2, any currency carried by the dragon hunter does not count towards his carrying capacity. Any art objects, gems, or similar items that are used as currency or for aesthetic value also have their weight reduced by half.

    Additionally, the overall value of the dragon hunter’s hoard improves his power. Each day, when first meditating to select his maneuvers, the dragon hunter adds up the value of all currency, gems, precious metals, and art objects. The total value is determined the first time the dragon hunter meditates each day, regardless of when he does so. To determine this value, use the listed price of the objects. Additionally, any masterwork or magical items are added to this value, but instead use half the listed price of the item.

    The total value of the dragon hunter’s hoard is used to determine the number of hoard points the dragon hunter has, which can be used to power the special abilities of the dragon hunter. Hoard points are equal to the value of the dragon hunter’s hoard (as determined above) divided by 3,000. Hoard points cannot exceed class level. Hoard points reset each day, and the dragon hunter does not recover his hoard points until he has meditated at least once in order to select his maneuvers.

    The more gold the dragon hunter has, the more resilient he is. Starting at level 2, the dragon hunter may expend a hoard point in order to gain a +1d6 bonus on a single saving throw. The dragon hunter must decide whether or not to use this ability before making the roll, and the hoard point is expended even if the roll is failed.

    If the dragon hunter’s hoard is stolen, misplaced, lost, or otherwise removed from his person, he loses access to his hoard points. This does not include selling or utilizing parts of his hoard, although his hoard points would be reduced the next day as normal, based on the value of his hoard. If the dragon hunter loses access to only part of his hoard, he loses hoard points for the day based on the treasure lost. If at least 50% of the dragon hunter’s hoard is lost, he must succeed on a DC 10+level Will save every hour he remains separated from his hoard or he suffers a -3 penalty on all rolls.

    Track Property (Sp): The dragon hunter can easily track those whose property he obtains. At level 3, once per day, a dragon hunter may use marked object (Spell Compendium 139) as a spell-like ability. Use the dragon hunter’s class level to determine caster level for this spell-like ability.

    Leap of the Heavens: At level 4, a dragon hunter gains the Leap of the Heavens feat (PHBII pg. 80) as a bonus feat.

    Golden Luck (Ex): The dragon hunter’s hoard improves his luck in and out of combat. Starting at level 6, the dragon hunter can expend a hoard point to gain a bonus on an attack roll, damage roll, or skill check. This bonus is equal to 1 per two dragon hunter levels (minimum 1, maximum 5). The dragon hunter must decide whether or not to use this bonus before making the roll, and the hoard point is expended at this point.

    Prosperous Power (Ex): The dragon hunter’s connection to his hoard allows him to use his abilities more frequently. At level 8, as a free action, the dragon hunter may recover any expended maneuver at the cost of one hoard point. This ability may also be used to switch stances as a free action.

    Eagle Claw: At 10th level, a dragon hunter gains access to the Eagle Claw prestige discipline, even if he doesn’t meet the prerequisites. All Eagle Claw maneuvers are available to select whenever you are able to learn a new maneuver. The dragon hunter must meet all maneuver prerequisites as normal.

    Cache of Knowledge (Sp): At level 12, the dragon hunter can sense the location of creatures. By expending a hoard point, the dragon hunter can use locate creature or locate object as a spell-like ability. Use the dragon hunter’s class level to determine caster level for this spell-like ability.

    Draconic Might (Ex): The dragon hunter’s hoard powers his ability to endure damage. At level 15, the dragon hunter can expend a hoard point as a swift action to reduce damage taken. When he elects to use this power, the dragon hunter must choose between damage reduction and energy resistance. For one round, the dragon hunter gains either DR 10/-, 10 energy resistance (to all types of energies), or spell resistance equal to his class level.

    Additionally, the dragon hunter may choose to reduce all incoming damage by 5, regardless of type. If the dragon hunter chooses this option, the damage reduction stacks with any physical damage reduction as well as applying to all other forms of damage. Like standard damage reduction, this reduction applies to each individual source of damage separately.

    If the dragon hunter expends two hoard points, he may instead, as an immediate action, entirely negate the last attack he suffered in its entirety, even if it would have killed him. Any effects caused by this attack are negated as well.

    Temporal Affluence (Ex): Through the power of his hoard, the dragon hunter can alter the flow of time. Starting at level 18, the dragon hunter can expend three hoard points in order to speed up his own actions. This ability grants the dragon hunter an extra full round in addition to the normal round. This ability can’t be used to grant more than one additional round in any given round. For example, at the start of his turn, the dragon hunter could activate this ability and then would have two full rounds’ worth of actions in which to act in place of the normal one round.

    Draconic Transformation (Su): By hunting dragons, he has become one. At level 20, the dragon hunter gains the ability to take on the form of a dragon once per day. He becomes scaly grows wings, and increases in size, but overall remains roughly the same shape. The color of his scales match those of his favored dragon. The dragon hunter’s type changes to Dragon, and he gains the following bonuses:

    • +5 natural armor
    • DR 10/-
    • Spell resistance 20
    • Energy resistance 10 (all types)
    • Size increases by one step (maximum Huge)
    • Flight speed 40 ft. (good)
    • Breath weapon: 1d6 damage/HD (maximum 15d6), 30 ft. cone, damage type matches favored dragon, useable once per round as a standard action
    • Base movement speed increased by 50%
    • +4 bonus to Strength and Constitution

    The effects of this ability last for 4 rounds, and requires a swift action to activate.
    Last edited by Vaynor; 2014-09-15 at 02:37 AM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

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