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Wiki Note: This class is from Lost Spheres Publishing and is not official Spheres content. For the Mageknight archetype, see Dragoon.
Known as masters of powers far beyond the control of others, dragoons are the product of fusing martial might with the magical strength of dragons. Blessed with the magical talents of dragons, dragoons are also given an incredible gift by their scaled patrons, a drake companion to assist them. This drake is a loyal (if at times self serving) partner to the dragoon. Some confuse the drake’s role, assuming it is a servant, but that is far from the truth. The two are partners in every sense of the word, although the drake is loyal beyond all else to its draconic liege. The one thing that all dragoons share is the ability to call on the power of their dragon, taking its form in a limited fashion. Considered beyond human by some, dragoons often take to the sky, their might raining down on those they would consider beneath them. Rightly feared by others, dragoons run the gamut from strategic generals to dangerous loners. Filled with the might of impossible creatures of scale and magic, dragoons stand as a testament to the awe inspiring might of dragons.
Role: Dragoons serve as shock troops in most engagements, their physical prowess being backed up by their incredible teamwork with their drakes. Able to wield considerable magical might, the true power of dragoons lay in their bonds with dragons, enhancing them beyond their normal forms. Mixing steel and magic, dragoons stand in the front lines of combat, using their bond with their drakes to survive any onslaught they could face.
Alignment: Any.
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The dragoon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.
Class Abilities
Table: DragoonLevel | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Combat & Magic Talents | Caster Level |
---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Casting, blended training, spell pool, dragon bond, drake companion, brutal bond | 1 (+2 magic) | +0 (1) |
2nd | +1 | +3 | +0 | +3 | Drake talent, share spells | 2 | +1 |
3rd | +2 | +3 | +1 | +3 | Draconic might +1, dragon bond (bite) | 3 | +2 |
4th | +3 | +4 | +1 | +4 | Drake talent, shared vigor | 4 | +3 |
5th | +3 | +4 | +1 | +4 | Dragon caller (close) | 5 | +3 |
6th | +4 | +5 | +2 | +5 | Dragon bond (wings), drake talent | 6 | +4 |
7th | +5 | +5 | +2 | +5 | Draconic might +2 | 7 | +5 |
8th | +6/+1 | +6 | +2 | +6 | Drake talent, improved dragon bond | 8 | +6 |
9th | +6/+1 | +6 | +3 | +6 | Dragon bond (hit points) dragon caller (medium) | 9 | +6 |
10th | +7/+2 | +7 | +3 | +7 | Drake talent | 10 | +7 |
11th | +8/+3 | +7 | +3 | +7 | Draconic might +3 | 11 | +8 |
12th | +9/+4 | +8 | +4 | +8 | Dragon bond (bonded might), drake talent | 12 | +9 |
13th | +9/+4 | +8 | +4 | +8 | Deathless bond | 13 | +9 |
14th | +10/+5 | +9 | +4 | +9 | Drake talent | 14 | +10 |
15th | +11/+6/+1 | +9 | +5 | +9 | Draconic might +4, dragon bond (advanced bite) | 15 | +11 |
16th | +12/+7/+2 | +10 | +5 | +10 | Drake talent, greater dragon bond | 16 | +12 |
17th | +12/+7/+2 | +10 | +5 | +10 | United healing | 17 | +12 |
18th | +13/+8/+3 | +11 | +6 | +11 | Dragon bond (swift), drake talent | 18 | +13 |
19th | +14/+9/+4 | +11 | +6 | +11 | Draconic might +5 | 19 | +14 |
20th | +15/+10/+5 | +12 | +6 | +12 | Dragon soul, drake talent | 20 | +15 |
Proficiencies
Dragoons are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.
Casting
A dragoon may combine spheres and talents to create magical effects. A dragoon is considered a Mid-Caster. She may use either Wisdom or Charisma as her casting ability modifier and must make this choice at 1st level. (Note: all casters may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
A dragoon gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training
A dragoon gains combat or magic talents according to Table: Dragoon, gaining her choice of combat or magic talents at each level she would gain a talent. Dragoons use their casting ability modifier as their practitioner modifier.
Dragon Bond (Su)
At 1st level, as long as a dragoon is adjacent to her drake companion, she can spend 1 spell point as a move action action to draw upon its draconic might to empower herself for 1 minute. If she does so, she gains a +2 bonus to either her Strength, Dexterity, or Charisma score and she gains temporary hit points equal to her class level + her casting modifier which last until this ability ends. She can expend her martial focus as a free action to refresh these temporary hit points. At 8th level and again at 16th level, these bonuses increases by +2 (to +4 at 8th level and +6 at 16th level).
At 3rd level, she also gains a bite attack as a primary natural weapon which deals 1d6 natural damage. Due to the mystical nature of the transformation, the damage of this natural attack is unaffected by her size.
At 6th level, she also grows a pair of wings which give her a flight speed of 60 feet (good maneuverability).
At 9th level, whenever she uses her draconic bond, as long as her drake companion is within 60 feet of her when she does, it gains temporary hit points equal to her class level + her casting modifier for the duration of this ability. It can expend its martial focus as a free action to refresh these temporary hit points.
At 12th level, whenever she uses her draconic bond, as long as her drake companion is with 60 feet of her, it gains the benefit of her draconic might class feature.
At 15th level, her bite attack instead deals 1d10 damage and has its critical range increased to 19-20/x2.
At 18th level, she can instead use this ability as a swift action.
Drake Companion
At 1st level, a dragoon forms a close bond. A dragoon gains a legendary drake companion (see below).
Brutal Bond
At 1st level, both the dragoon and her drake companion gain the Berserker sphere as a bonus talent. In addition, the dragoon uses her class level in place of her base attack bonus to determine the effects of Berserker sphere abilities.
Drake Talent (Ex)
At 2nd level and every even level thereafter, a dragoon’s drake companion gains a combat talent; although it may not select the beastmastery sphere or any other sphere talent which would grant it a familiar, animal companion, eidolon, or drake companion. A dragoon's drake uses Strength as its practitioner ability modifier.
Share Spells (Ex)
At 2nd level, a dragoon may use a magical sphere ability with a target of “You” on her drake companion (as a touch range spell) instead of on herself. A dragoon may use a magical sphere ability on her drake companion even if it would normally not affect creatures of the companion’s type (dragon).
Draconic Might (Ex)
At 3rd level, as long as a dragoon is within 60 feet of her drake companion, she treats her base attack bonus as 1 higher for the purpose of her combat maneuver bonus and the effects of combat talents which rely on her base attack bonus. At 7th level and every four levels afterwards, this increase to her base attack bonus increases by 1, to a maximum of 5 at 19th level (this does not allow her to treat her base attack bonus as though it was higher than her dragoon level).
Shared Vigor (Su)
At 4th level, as long as a dragoon's drake companion is within 60 feet of her, whenever the dragoon or her drake companion would take damage, they can choose to reduce the other’s temporary hit points instead of taking the damage themselves.
Dragon Caller (Su)
At 5th level, as a standard action, a dragoon can call her drake companion. This functions as teleport ability of the warp sphere, using the dragoon’s caster level. When used, the drake companion appears adjacent to the dragoon (or as close as possible if all adjacent spaces are occupied). If the drake companion is out of range, the ability is wasted. The dragoon can spend 1 spell point to increase the range of this ability to medium.
At 9th level, this ability’s default range increases to medium, and the dragoon can spend 1 spell point to increase its range to long.
Deathless Bond (Su)
At 13th level, if a dragoon is reduced to 0 or fewer hit points (but is not dead) and her drake companion has 1 or more hit points, she gains the benefits of the Diehard and Deathless Initiate feats.
United Healing (Su)
At 17th level, as long as a dragoon is within 60 feet of her drake companion, if either herself or her drake companion would recover hit points, she may choose to allocate that healing to whomever she wishes.
Dragon Soul (Ex)
At 20th level, a dragoon changes her type to dragon (if it wasn’t already). Whenever she uses her draconic bond, she no longer has to select a single ability score, gaining the listed effects for all of the listed ability scores. In addition, she no longer needs to expend her martial focus to recover the temporary hit points gained from draconic bond, instead refreshing them instantly at the beginning of her turn.
Archetypes
-Mech Dragoon
-Spellscale
-Violent Brute
Favored Class Bonuses
A dragoon belonging to an indicated species below can gain the listed benefit in place of normal benefits (if it is that character’s favored class).
AasimarARG: +1/5 of a Life sphere talent.
CeptuCo7S: +1/5 of a Mind or Telekinesis sphere talent.
ChangelingARG: +1/5 of an Illusion sphere talent.
DhampirARG: +1/5 of an Death sphere talent.
Dwarf: +1/2 point of damage from a charge while mounted.
Elf: +1/6 of a new magical talent.
FetchlingARG: +1/5 of a Dark sphere talent.
Gnome: +1/5 of an Illusion sphere talent.
GoblinARG: +1/5 of an Destruction or Scoundrel sphere talent.
Halfling: +1/5 of a Scout sphere talent.
Half-Elf: +1/6 of an Extra Drake Power feat.
Human: +1/6 of a combat sphere talent.
IfritARG: +1/5 of a Destruction or Fire Nature sphere talent.
JudowCo7S:SoH: +1/5 of a Dark sphere talent.
KitsuneARG: +1/5 of an Alteration or Illusion sphere talent.
KoboldARG: +1/6 of an Extra Drake Power feat.
MirrorkinCo7S: +1/5 of an Alteration or Fate sphere talent.
OrcARG: +1/2 damage on damage from a Destruction talent.
OreadARG: +1/5 of an Earth or Metal Nature sphere talent.
RhyzalaCo7S:SoH: +1/5 of a Time sphere talent.
Shadow FeyCo7S: +1/5 of a Warp sphere talent.
SylphARG: +1/5 of a Weather sphere talent.
TieflingARG: +1/6 of a Extra Drake Power feat.
UndineARG: +1/5 of a Spirit or Water Nature sphere talent.
VanaraARG: +1/5 of an Athletics sphere talent.
VeryxCo7S: +1/5 of a Mind sphere talent.
XodaiCo7S: +1/5 of a Fate sphere talent.
Legendary Drakes
While there is a large variety of drakesLOD which take on mortal charges, the variety of such noble creatures is far more expansive than one would assume at first glance, as pariahs of the drake lineage often find themselves accepting charges more readily than others. Wyrmtouched themselves share a kinship with drakes, being able to draw even more power and prestige from these mighty beasts. The following section details legendary drakes; archetypes which would be allowed to gain a drake companion can choose to gain a legendary drake in place of a normal drake.
Drakes are brutish lesser kindred of true dragons. Though they aren’t particularly intelligent, drakes’ significantly faster breeding allows their kind to survive in harsh environments.
A few organizations have developed methods for rearing and training drakes. Their techniques allow some to transform these wild dragonkin into allies as devoted as they are deadly.
A drake can be a powerful ally to one who understands how to deal with its surly and obstinate attitude. Such a character is called the drake’s “charge,” as drakes refuse to refer to another being as their master. Due to their body structure, drakes only have the following magical item slots: head, headband, eyes, shoulder, neck, body, chest, and two rings.
Legendary drake companions are not animal companions and don’t count as animal companions for any purpose, including Handle Animal checks and tricks. While a drake can be mounted, it is only willing to be mounted by its charge, and must at least be 1 size larger than its charge. Legendary drake companions are extreme oddities among drakes and irreplaceable to their charges, as it takes years to win a drake’s trust. As such, should a legendary drake companion die, her charge doesn’t gain a replacement legendary drake companion and must restore the companion from the dead.
At the GM’s discretion, a charge who lost his drake might be able to bond with a new drake after going on a quest to find another special drake and spending several years bonding with the new drake.
Table: Legendary DrakeCharge's Level | HD | BAB | Saves | Skills | Feats | Special |
---|---|---|---|---|---|---|
1st | 1 | +1 | +2 | 3 | 1 | Darkvision, drake power, low-light vision, immunities |
2nd | 2 | +2 | +3 | 6 | 1 | — |
3rd | 3 | +3 | +3 | 9 | 2 | Natural armor |
4th | 3 | +3 | +3 | 12 | 2 | Drake power |
5th | 4 | +4 | +4 | 15 | 2 | Ability score increase |
6th | 5 | +5 | +4 | 18 | 3 | Natural armor, size increase |
7th | 6 | +6 | +5 | 21 | 3 | Drake power |
8th | 6 | +6 | +5 | 24 | 3 | — |
9th | 7 | +7 | +5 | 27 | 4 | Natural armor |
10th | 8 | +8 | +6 | 30 | 4 | Ability score increase, drake power |
11th | 9 | +9 | +6 | 33 | 5 | — |
12th | 9 | +9 | +6 | 36 | 5 | Natural armor |
13th | 10 | +10 | +7 | 39 | 5 | Drake power, size increase |
14th | 11 | +11 | +7 | 42 | 6 | — |
15th | 12 | +12 | +8 | 45 | 6 | Ability score increase, natural armor |
16th | 12 | +12 | +8 | 48 | 6 | — |
17th | 13 | +13 | +8 | 51 | 7 | Drake power |
18th | 14 | +14 | +9 | 54 | 7 | Natural armor |
19th | 15 | +15 | +9 | 57 | 8 | — |
20th | 15 | +15 | +9 | 60 | 8 | Ability score increase, drake power, size increase |
Legendary Drake Companion Base Statistics
A legendary drake companion has the following features.
Charge’s Level: This is the class level of the drake’s charge in the class that grants the legendary drake companion (or character level if the drake was obtained through feats).
HD: This is the drake’s total number of 12-sided (d12) Hit Dice.
BAB: This is the base attack bonus of the drake, which is equal to its number of Hit Dice.
Saves: These are the drake’s base saving throw bonuses.
Skills: This entry lists the drake’s total number of skill ranks. A drake with a high Intelligence score modifies this total as normal (for each Hit Die it has, it gains a number of skill ranks equal to 6 + its Intelligence modifier). A drake can’t have more ranks in a skill than it has HD.
The following skills are class skills for a drake: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate(Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Feats: This is the drake’s total number of feats.
Special: As the drake increases in power, it gains the special abilities described below.
Darkvision (Ex): The drake has darkvision out to a range of 60 feet.
Low-Light Vision (Ex): Drakes see twice as far as humans in dim light.
Immunities: Drakes are immune to sleep and paralysis.
Drake Power: The drake gains a power for which it qualifies from the list of drake powers. A drake gains a drake power when its charge gains its first level and every 3 levels thereafter; each power can be chosen only once unless otherwise listed.
Natural Armor: The drake’s natural armor bonus to its AC increases by 2 when the charge reaches 3rd level and every 3 levels thereafter.
Ability Score Increase (Ex): The drake adds 1 to one of its ability scores when its charge reaches 5th level and every 5 levels thereafter.
Size Increase: The drake matures further and advances a size category when the charge reaches 6th level and every seven levels thereafter. Each time this occurs, the drake’s natural armor bonus to its AC increases by 2, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +2.
Drake Starting Statistics
Size Medium; Alignment any; Speed 30 ft.; AC +2 natural armor; Attack bite (1d4), tail* (1d4); Ability Scores Str 14, Dex 15, Con 13, Int 7, Wis 11, Cha 9; Languages Draconic.
*This is a secondary natural attack.
Legendary Drake Variants
Considering the incredible variety among dragons, drakes are also a varied lot, allowing for alterations in drakes unknown by most charges. A drake can select any number of variants as long as they do not alter the same features:
Agile Variant
Drakes with this variant do not lose Dexterity when they increase in size. Due to their more slender figures, they possess a poor Fortitude save.
Armored Variant
Drakes with this variant possess DR 2/-. At 3rd level and every three levels afterwards, this damage reduction increases by 1. Due to their altered physiology, they do not gain the natural armor feature or advancements to it.
Construct Variant
Drakes with this variant change their type to construct, lose their Constitution score, gain construct traits (including additional hit points for their size), and do not reduce their Dexterity score upon increasing in size. If a construct drake is destroyed, it can be repaired with a Craft (blacksmith) check equal to 10 + its hit dice and costing materials equal to 100 gp x its hit dice. Due to their machine construction, they possess all poor saves, their hit die is reduced to a d10, and they gain 2 less skill points whenever they would gain skill points.
Undead Variant
Drakes with this variant change their type to undead and lose their Constitution score, gaining undead traits (including gaining hit points based on their Charisma modifier), and increasing their Charisma score whenever they would normally increase their Constitution. If an undead drake is destroyed, it can be returned to life with a Knowledge (religion) check equal to 10 + its hit dice and costing materials equal to 100 gp x its hit dice. Due to their undead origin, they possess a poor fortitude and will save, their hit die is reduced to a d8, their base attack bonus is reduced to that of a normal animal companion, and they gain 1 less skill point whenever they would gain skill points.
Legendary Drake Powers
Legendary drake companions can select from the following drake powers.
Aligned Drake (Su): Select 1 alignment (chaos, evil, good, or law); your drake’s attacks count as that alignment for the purpose of penetrating damage reduction. Your drake’s alignment also shifts to that alignment. This drake power can be selected twice, the second time requiring an alignment on a different axis to be selected (a drake could select chaos and good, but not chaos and law).
Aqualung (Ex and Su): The drake can breathe in water as well as in air; if the drake has mount, any creature using it as a mount gains the effects of this drake power (granting this benefit is a supernatural ability). To select this, a drake must have swim.
Breath Weapon (Su): The drake gains the draconic breath weapon racial trait, selecting a damage type upon selecting this legendary drake power, and treating their charge’s level as their character level for the purposes of how much damage their breath weapon deals.
Draconic Breath Weapon (Su): Wyrmtouched select one of the following energy types: acid, cold, electricity, or fire. A number of times per day equal to the wyrmtouched’s Constitution modifier (minimum 1), as a standard action they can release a gout of elemental energy from their mouth in either a 15 foot cone or 30 foot line and deals 1d6 + their Constitution modifier (Reflex for half damage) although they must wait 1 round in between uses of it. At 4th level and every four levels afterwards, this breath weapon deals an additional +1d6 damage.
Blindsight (Ex): The drake gains blindsight 30 feet and its blindsense increases to 60 feet. To select this, the drake must have dragon senses and their charge must be 15th level or higher.
Bloody Bite* (Ex): Whenever the drake makes a successful bite attack against an opponent, that opponent must make a Reflex save (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Strength modifier) or take bleed damage equal to the drake’s Strength modifier.
Breath Master (Ex): The drake gains the Expanded Breath Weapon and Powerful Breath Weapon feats, even if they do not meet the prerequisite for them. The drake can choose to use their breath weapon as either a line, cone, or to as it normally would be. To select this, the drake must possess breath weapon.
Burrow (Ex or Su): The drake gains a burrow speed of 30 feet and can breathe while underground; if the drake has mount, any creature using it as a mount can be carried while it is burrowing and can also breathe while underground (granting this benefit is a supernatural ability). When its charge reaches 11th level or higher, this speed increases to 60 feet.
Dragon Senses (Ex): The drake gains darkvision 120 feet. They also see four times as well as a human in dim light and twice as well in normal light. When the drake’s charge is 7th level, it also gains blindsense 30 feet.
Earth Glide (Sp): The drake is treated as though under the constant effect of the earth glideARG spell; if the drake has mount, any creature using it as a mount it also gains the benefits of this drake power. To select this, the drake must have burrow and its charge must be at least 11th level.
Enchanted Attacks (Su): The drake gains a +1 enhancement bonus to attack and damage rolls with its natural attacks and its attacks count as magic for the purpose of penetrating damage reduction. For every eight levels the drake’s charge possesses, this enhancement bonus increases by +1.
Energy Bite* (Su): The drake’s bite deals 2d6 extra points of damage of the same energy type as its breath weapon. When the drake’s charge is 15th level, this damage increases to 4d6. To select energy bite, a drake must have breath weapon its charge must be at least 7th level.
Energy Resistance (Ex): Select 1 energy type, the drake gains resist 5 against that energy type . For every five levels the drake’s charge possesses, this energy resistance increases by 5. When the drake’s charge reaches 20th level, this instead becomes immunity to that energy type.
Flight (Ex): The drake gains a fly speed of 40 feet (clumsy). When its charge reaches 7th level, the drake’s fly speed improves to 60 feet (average), and when its charge reaches 15th level, its fly speed improves to 80 feet (good) To select flight, a drake must have glide and its charge must be at least 4th level.
Glide (Ex): The drake is able to take ranks in Fly. It can slow its fall to 60 feet per round, and it takes no falling damage as long as it can take actions and succeeds at a DC 15 Fly check each round. As it falls, it can take a move action to move up to 30 feet laterally in a straight line, or two move actions to move up to 60 feet laterally in a straight line. The drake can’t gain height while gliding.
Iron Scales (Ex): The drake gains DR 2/-. For every eight levels the drake’s charge possesses, this damage reduction increases by 2. This drake power stacks with the armored variant.
Keen Mind (Ex): The drake’s Intelligence, Wisdom, and Charisma scores each increase by 2. This drake power can be selected multiple times; its effects stack.
Magic Bite* (Su): The drake’s bite applies 1-1/2 × its Strength modifier to the damage dealt by its bite attack, and its bite attack deals full damage to incorporeal creatures. To select magic bite, a drake must have enchanted attacks and the drake’s charge must be at least 7th level.
Mount (Ex): The drake can carry a rider of its own size and will allow creatures other than its charge to use it as a mount.
Pounce (Ex): The drake gains pounce. To select this, the drake’s charge must be 7th level or higher.
Powerful Claws (Ex): The drake gains two claw attacks which deal 1d4 damage; these attacks are treated as secondary natural weapons.
Rend (Ex): The drake gains a rend attack with its claws. To select this power, the drake must have powerful claws and its charge must be 7th level or higher.
Scent (Ex): The drake gains the scent ability and a +6 competence bonus to Perception checks
Shadowed Drake (Su): The drake permanently reduces the lighting levels of its squares and all adjacent squares by 1 step, the drake can end or reactivate it as a free action on its turn. To select this, the drake’s charge must be 3rd level or higher.
Sharpened Attacks (Ex): Select 1 natural attack, the drake’s critical threat range with that natural attack increases by 1 (this stacks with the Improved Critical feat and the keen weapon enhancement but is applied last.) This drake power can be selected multiple times, each time selecting a different natural attack.
Sickening Bite* (Ex): Whenever the drake makes a successful bite attack against an opponent, that opponent must make a Fortitude save (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier) or be sickened for a number of rounds equal to the drake’s Constitution modifier (or Charisma modifier if the drake has the undead variant).
Swim (Ex): The drake gain a 60-ft swim speed.
Tremorsense (Ex): The drake gains tremorsense 30 feet. When the drake’s charge reaches 15th level or higher, this increases to 60 feet. To select this, the drake must have dragon senses and its charge must be 7th level or higher.
Tripping Bite* (Ex): Whenever the drake makes a successful bite attack against an opponent, that opponent must make a Reflex save (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Strength modifier) or be knocked prone. A drake can only apply one drake power that modifies their bite attack at a time.
*: A drake can only apply one drake power that modifies their bite attack at a time.
New Drake Feat
The following feat can only be taken by drakes with charges.
Expanded Breath Weapon
Tapping into your inner dragon, you learn how to better harness your elemental power.
Prerequisite: Draconic breath weapon racial trait, character level 3rd.
Benefit: You can increase the area of your breath weapon to a 30 foot cone or 60 foot line.
Extra Drake Power
Your power and that of your charge flows through you more easily than most.
Prerequisites: Drake, must have a charge.
Benefit: You gain an additional drake power.
Special: You can select this feat multiple times.
Powerful Breath Weapon
Drawing on your heritage, you can empower your breath weapon.
Prerequisites: Draconic breath weapon racial trait, character level 5th.
Benefit: The damage your breath weapon deals increases to d8s. At 10th level, it instead deals d10s, and at 15th level it deals d12s.
New Magical Items
The following magic items are intended for drakes or to assist drakes.
Drake's Heart
Aura strong conjuration; CL 15th
Slot none; Price 1,000 gp
This fist sized gem shines with a dull spark inside of it, and must be attuned to a drake with a charge over the course of 1 week. If the attuned drake dies, its charge can touch the drake’s heart and take 1 point of damage per level they possess to imbue it with their life energy. After 1 week, the attuned drake is brought back to life, shattering the drake’s heart.
Construction Requirements
Craft Wondrous Item, raise dead; Cost 500 gp
Drake's Regalia
Aura moderate transmutation; CL 5th
Slot shoulders; Price 4,000 gp (simple), 16,000 gp (ornate)
This ornate body covering appears to be blank at first until worn by a drake, taking on a color and theme of importance to the wearer, imbuing them with a sense of pride and devotion towards their charge.
The wearer of this regalia gains one drake power decided when this item is created; if a drake wears a regalia which would grant them a drake power for which they do not qualify, it has no effect upon them, and drake powers gained through regalia may be used as prerequisites for other drake powers provided the drake has worn the regalia for 24 hours. An ornate drake regalia instead bestows two drake powers. A drake which does not have a charge gains no benefit from this item.
Construction Requirements
Craft Wondrous Item, form of the dragon I; Cost 2,000 gp (simple), 8,000 gp (ornate)
Drake Saddle
Aura moderate transmutation; CL 5th
Slot body; Price 6,000 gp
This fine leather saddle is adorned with various designs of drakes and dragons along its sides. The wearer of this saddle must be a drake, granting them the mount drake power. The drake is also treated as one size larger when determining its carrying capacity.
Construction Requirements
Craft Wondrous Item, mount; Cost 3,000 gp
Reduction Harness
Aura moderate transmutation; CL 5th
Slot chest; Price 6,000
Made of intricately woven copper and silver depicting a mighty beast being reduced to a small cub, this harness can only be worn by a drake with a charge or an animal companion. Upon being activated with a command word, the wearer’s size is reduced to Tiny, remaining so indefinitely until the command word is spoken again. This does not count against the limit of magical items a drake may wear.
Construction Requirements
Craft Wondrous Item, reduce person; Cost 3,000 gp
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book