Dragonblooded Disciple

DragonbloodedDiscipleDragons were once mortals who discarded their mortality to be something greater. All the dragons in the world make up a council that acts as a United Nations of sorts. When an act is needed on their part to help in the daily affairs of lesser beings, the council must have a three-fourths majority vote to put it into action. Any less is grounds to let the lesser beings deal with the matter on their own. It is not uncommon for dragonblooded disciples to be advisers to kings and queens and other notable figures of authority within a specified region.

Role: You are one of the few that have been chosen to be the voice and power of dragons in their absence. You are able to enforce their laws. Those around you might get a sense of sense of your elite status and will pull their act together so as to not be on the receiving end of the council's wrath. In addition to being an enforcer of the laws of dragon-kind, you also take on aspects that make you like your sponsor.

Alignment: As dragons come in all alignments, so too do dragonblooded disciples.

Hit Die: +10 hit points per paragon level gained.

Requirements

To qualify for the dragonblooded disciple paragon path, a character must fulfill all of the following criteria:
  • Skills: Knowledge (Arcana) 2 ranks, Knowledge (History) 2 ranks
  • Feats: Dragonblooded, Persuasive, Skill Focus (Diplomacy)
  • Languages: Draconic
  • Special: Must have met a dragon that will agree to sponsor you.

Class Skills

Diplomacy (Cha), Fly (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.



Fort Ref Will
Draconic Aspect
Level Base Attack Bonus Save Save Save Special Abilities 1st
2nd3rd
1st +1 +1 +1 +1 Aspect, Draconic Pesence, Hearty 1
2nd +1 +1 +1 +1 Revered Emissary 2
3rd +1 +1 +1 +1 Aspect 3
1
4th +1 +1 +1 +1 Expert Dragonrider 4 2
5th +1 +1 +1 +1 Aspect 5
3 1
6th +1 +1 +1 +1 Favored Disciple 6
4 2

Class Features

Weapon and Armor Proficiency: Dragon discipled do not gain prociency with any weapons or armor.

Aspect: At 1st level the dragonblooded disciple choose one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Draconic Presence (Ex): Dragonblooded disciples are treated as dragons for the purpose of being immune to other dragons frightful presence. In addition you project an draconic aura (60 foot radius + 10 feet per dragonblooded disciple class level); people who are not aware that you are an enforcer of draconic law receive a Will save (DC 22 minus twice your dragonblooded disciple class level) when they are within the radius draconic presence. Success on the roll means that they become aware of your status and may react differently around you.

Hearty (Ex): The dragonblooded disciple enjoys a +2 racial bonus to her Constitution score.

Revered Emissary (Ex): The dragon disciple commands and demands respect from mortals. Due to your stature you gain a +2 racial bonus on all Charisma and Charisma based checks. In addition you gain an immediate bonus equal to twice your character level on all Charisma based interaction checks when your authority is questioned.

Expert Dragonrider (Ex): When you ride a dragon that willingly allows you to do so, you never risk falling off.

Favored Disciple: Out of all the disciples your draconic sponsor has, you are among the limited few that he or she favors. Your rapport with your sponsor allows you to the privilege of being able to attend the debates of the draconic council. In addition your sponsor form a telepathic bond which only works when the two of you on the same plane. With your permission your sponsor can teleport you to their side (if you are unconscious they can do this automatically).

Draconic Aspects

Heart

This aspect toughens you up and allows you to make blasts of elemental might like that of your draconic sponsor.

1: You gain an elemental blast attack; this is a ranged touch attack that has a range of 60 feet. Your elemental blast deals 1d4 points of damage, plus an additional D4 of damage per 3 Hit Die you possess (up to a maximum of 10 dice). The type of damage your elemental blast deals is of the same elemental descriptor that your draconic sponsor has chosen for their breath weapon. You may use your elemental blast three times per day.

2: The damage die of your elemental blast increases to D6. In addition your elemental blast deals an extra amount of damage equal to half the total amount of hit dice you have (maximum +15).

3: You gain 15 additional hit points and you can use your elemental blast three additional times per day.

4: The damage die of your elemental blast increases to D8. In addition your elemental blast deals an extra amount of damage equal to the total amount of hit dice you have (maximum +30).

5: You gain 30 additional hit points and you can use your elemental blast three additional times per day.

6: The damage die of your elemental blast increases to D10. In addition your elemental blast deals an extra amount of damage equal to twice the total amount of hit dice you have (maximum +60) and you have no limit to the number of times per day you can use it.

Body

This aspect grants you some of the same resiliencies as your draconic sponsor.

1: The character gains a +2 natural armor bonus, a +4 racial hit point bonus and resistance 5 to the type of energy her draconic patron uses.

2: The characters natural armor bonus increases to +3, she gains an additional 8 hit points and her resistance increases to 10.

3: The characters natural armor bonus increases to +4, she gains an additional 12 hit points and her resistance increases to 15.

4: The characters natural armor bonus increases to +5, she gains an additional 16 hit points and her resistance increases to 20.

5: The characters natural armor bonus increases to +6 and she gains an additional 20 hit points.

6: The character gains immunity to the type of energy her draconic patron uses.

Mind

This aspect allows you to sharpen and hone your senses while also granting the mental abilities of your draconic sponsor.

1: You gain a +2 racial bonus on paralysis and magic sleep effects as well as gaining low-light vision and a +2 racial bonus on Perception checks.

2: Your racial bonus on paralysis and magic sleep effects increases to +3 and you gain darkvision out to 30 feet.

3: Your racial bonus on paralysis and magic sleep effects increases to +4 and the range of your gain darkvision increases to 60 feet.

4: Your racial bonus on paralysis and magic sleep effects increases to +5, the range of your gain darkvision increases to 90 feet and your low-light vision allows you to see three times as far as a human in shadowy illumination.

5: Your racial bonus on paralysis and magic sleep effects increases to +6 and the range of your gain darkvision increases to 120 feet.

6: You gain immunity to paralysis and magic sleep effects, blindsense out to 30 feet and your low-light vision allows you to see four times as far as a human in shadowy illumination.

Wings

You undergo an intense transformation for each step of this aspect that makes you more like your winged sponsor.

1: The character must spend at least one day in hibernation to take advantage of this aspects base ability plus each improvement upon it. When the character emerges from her base hibernation she does so with a pair of wings. These wings grant the character a +10 racial bonus on Jump checks.

2: The character gains the limited ability to glide using her wings. She is able to negate any damage from a fall of any height and glides 20 feet forward for every 5 feet of descent. When using her gliding as a mode of transportation, she must catch an updraft of she starts to descend; the character has a glide speed of 30 feet and has average maneuverability. A character cannot glide if she is carrying more than a light load.

If the character becomes unconscious or helpless whilst in the air her wings naturally unfurl and powerful ligaments stiffen them. While descending in this fashion, the character does so in a tight corkscrew and only takes 1D6 points of falling damage, no matter the actual distance descended.

3: The character begins to gain control over her wings; she gains a fly speed of 30 feet with average maneuverability. The character can only safely fly for a number of rounds per day equal to her Constitution score. The character can double this allotted time, but is fatigued is she spends longer than one hour per day flying. You can use your ability to glide before, after and in between rounds of actual flight and you can remain aloft for extended periods of time to temporarily relieve the stress of flight.

4: You are becoming quite adept at using your wings and can fly without tiring. Your fly speed and maneuverability do not change. You can dive (this is resolved like a charge), but you must move a minimum of 30 feet and descend at least 10 feet. You can only make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. You can run while flying, assuming you fly in a straight line.

5: Your wings allow you to fly faster and can support a heavier load; your fly speed increases to 60 feet and you are able of carrying up to a medium load while flying (encumbrance applies).

6: You are a true master of your wings and you feel as comfortable in the clouds as you do on your feet; your fly speed increases to 120 feet and you are able to carry a heavy load while flying (encumbrance applies).