Draconic Ascendancy

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Summary

The blood of dragons is a powerful substance that resonates with even greater power when it is allowed to flow. Dragon blood runs deep, and the spark of its magic can awaken even a thousand generations after the seed was planted. While anyone with enough drive and knowledge can learn the other disciplines of dracomancy, the magic of the blood is accessible only to sorcerers or those who can claim a dragon as an ancestor.

Ascendancy is the magical equivalent of heraldry, a discipline of dragon magic that searches within the self for traces of draconic blood that will power abilities. Because of its very nature, it is a restricted field of study, one with very few scholars devoted to it. The few masters who have studied it often pass their knowledge on through oral tradition rather than writing it down, and the few texts that describe how to tap the inner power of draconic heritage discuss it more in philosophical and metaphorical terms than giving precise guidelines.

Anyone may be directly or indirectly descended from a dragon but only those who learn to channel arcane energies can truly enjoy the benefits of such heritage. People without magical training can only hope to gain one or two small gifts, if the blood boils to the surface. In other cases, draconic blood can manifest suddenly and violently, transforming the hapless descendant into a hybrid of his draconic ancestor and his own race. The rules of ascendancy are poorly understood.

Ascendancy Features

The children of dragons have their ancestor’s power locked inside their heart, and only those aware of their heritage and willing to explore it can release fractions of it. Draconic ascendancy features are a cross between feats and extraordinary, supernatural and spell-like abilities. Characters that meet the prerequisites and pay the cost can awaken and use them freely, although most of them are restricted to those who can channel arcane energy, for that is the only way to ignite the traces of draconic blood that power ascendancy features.

Learning Ascendancy Features

All the following draconic ascendancy features include in their description how to learn them and use them. Learning a feature is called ‘unlocking’, as it already lies dormant in the character’s blood by virtue of his draconic heritage.

To unlock ascendancy features, the character must meet certain prerequisites before paying the cost. Some features require that the character be of certain level, as the dormant blood will only awaken in strong individuals. Many features also require that the character is able to cast arcane spells of a certain level, for they require arcane energy to even awaken, let alone be activated. Finally, certain features require that the character already possess a feat or another ascendancy feature. Some features are equivalent to feats, and a character who has either is considered to meet the prerequisite. Each feature indicates what feat it is equivalent to.

If the character meets the prerequisites, he can pay the unlocking cost. Most costs are paid for in experience points, either a fixed amount or a result of the character’s current level. Other costs are expressed in devoted spell slots. Like the mental strain incurred by learning High Draconic, some ascendancy features require arcane energy to remain restrained. The devoted spell slot remains unavailable to the caster as if he had used it for the day. For wizards, this means they cannot prepare spells of the devoted levels; bards and sorcerers cannot use the devoted spells’ slots to cast their spells.

If the caster uses the spell slot he devoted to unlock the ascendancy feature, it goes dormant and the character must pay the cost of unlocking it again.

Using Features

Features are considered extraordinary, supernatural or spell-like ability, and their activation time depends on their nature and is defined in their description after the method of activation. There are two main methods of activating a feature:

Spell Slots

The character burns a spell slot just as if he were casting a spell. The feature’s description indicates the level of the spell slot that must be sacrificed in this way. Wizards must discard one of their prepared spells of the appropriate level, while sorcerers and bards simply use one of their daily spell slots. If a dragon-blooded cleric has access to the Magic domain, he can use his domain spell to activate an ascendancy feature. Sorcerers can sacrifice a higher level spell slot to activate a feature or a number of lower level slots that add up to the required level but other casters must sacrifice a slot of the right level.

Die Roll

The character is required to succeed at a skill check, ability check or saving throw. The difficulty of these rolls is indicated in the feature’s description. Particularly powerful features require spell slots and a die roll. The feature remains activated for a limited time, although some features can alter this duration.

Appearance

Appearance There is no way to hide the use of an ascendancy feature. As the character invokes the power of his blood to activate it, his appearance changes slightly to reflect his lineage. Anatomical features carry their appearance change with them, as the character shifts part of his body to resemble that of a dragon but other features have more subtle, though no less impressive, secondary effects. Eyes may change color and the pupils become slitted, the tongue may fork, the character may exude an odor corresponding to his ancestral species or a ghostly image of his ancestor may appear behind him, revealing that he has the soul of a dragon. This appearance change is different for each feature, and it fades away as its duration comes to an end, but some may wish to make the change permanent, to reflect the power of their blood and enjoy its benefits.

Dragons who witness the changes will react depending on their disposition and the species the dragon-blooded character is descended from. The only certainty is that dragons do not remain passive and indifferent at the spectacle of a mortal harnessing the power of their blood, showing by his deeds that he is dragonkin.

Universal Features

Draconic Age

You may extend your life and age more slowly.

Unlocking Cost

Current level x 500 XP.

Activation

None.

Duration

Permanent.

Appearance

Exude a faint smell according to species.

Effect

When the character unlocks this feature, all the numbers in the Aging Effects table are multiplied by two. That is a dragon-blooded human with the age feature unlocked will reach middle age at 70 years, will become old when he is 106 years old and venerable at 140, with a maximum age of +4d20. This feature may be unlocked several times, each time increasing the factor by which the numbers are multiplied by 1 (x3, then x4, etc.).

Permanent Change

You fix one feature, so it becomes permanent.

Prerequisites

Any one feature.

Unlocking Cost

See text.

Activation

Same as base feature.

Duration

Permanent.

Appearance

Same as base feature.

Effect

One of the previous features the character has unlocked becomes permanent. Sensory features are always active, anatomical features are irreversible, and special features are available at all times. To fix a feature, the character must sacrifice 500 XP plus the same experience cost as the original feature. If the feature has a spell slot unlocking cost, the character pays an additional 500 XP per spell level, and the slot is freed for normal use. Sensory and anatomical features become permanently active. Special features are available for use once per day per half the character’s level, with no activation cost necessary, although if there is a die roll the character must still succeed at it. Spell-like abilities still require activation as normal.

Sensory Features

Keen Sight

You see better than other members of your race.

Prerequisites

Wis 12+.

Unlocking Cost

Current level x 250 XP.

Activation

Spot check (DC 15); 1 action.

Duration

1 hour/character level.

Appearance

Pupils become slitted.

Effect

When the character activates this feature, he gains the keen senses of a dragon. He can see four times as well as a human in low light, and twice as well in normal light.

Darkvision

You can see perfectly in the dark.

Prerequisites

Wis 15+.

Unlocking Cost

2nd level spell slot.

Activation

Spot check (DC 15); 1 action.

Duration

10 minutes/character level.

Appearance

Eyes glow softly with a color according to ancestor species.

Effect

The character gains the ability to see 60 feet even in total darkness. Darkvision is black-and-white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Scent

Your sense of smell is as good as your sight or hearing.

Prerequisites

Wis 15+

Unlocking Cost

2nd level spell slot

Activation

Wisdom check (DC 12); 1 action.

Duration

1 hour/character level.

Appearance

Small and faint scales of the ancestor’s color grow around the nose.

Effect

The character can use the scent special ability.

Keen Hearing

Your sense of hearing is superior to that of others of your race.

Prerequisites

Wis 15+

Unlocking Cost

Current level x 250 XP

Activation

Listen check (DC 15); 1 action

Duration

1 hour/character level

Appearance

Leathery frills and soft bony ridges extend a fraction of an inch around the ears resembling those of the ancestor dragon’s.

Effect

When the character activates this feature, his sense of hearing becomes inhumanly sharp. He gains a +10 racial bonus to all Listen checks and can now perceive sounds beyond his race’s normal range. He suffers a -4 racial penalty to saves against sonic attacks.

Blindsight

You can perceive your surroundings without sight.

Prerequisites

Keen Sight or Darkvision, Scent and Keen Hearing

Unlocking Cost

Current level x 500 XP; 2nd level spell slot

Activation

1st level spell slot; 1 action

Duration

1 minute/character level

Appearance

Combine the appearance changes of Keen Sight/Darkvision, Scent and Hearing.

Effect

The character can ascertain creatures by nonvisual means (mostly hearing and scent but also by noticing vibrations and other environmental clues) with a range of 30 feet. This ability makes invisibility and darkness (even magical darkness) irrelevant to the character (though it still cannot see ethereal creatures). Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight but it is not subject to gaze attacks nor is it penalized by blinding attacks. Deafening attacks partially thwart draconic blindsight, reducing it to a range of 15 feet. Blindsight works underwater but not in a vacuum.

Anatomical Features

Claws

You grow strong talons at the end of your fingertips.

Prerequisites

Con 12+

Unlocking Cost

Current level x 100 XP; 1st level spell slot

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 round/character level

Effect

The character gains a claw attack, performed at his normal attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well.

Table 1-1: Claw Damage by Size
Size Claw Damage
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Fangs

Your teeth become pointed and sharp.

Prerequisites

Con 12+

Unlocking Cost

Current level x 100 XP; 1st level spell slot

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 round/character level

Effect

The character gains a bite attack, performed at his normal attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well.

Table 1-2: Bite Damage by Size
Size Bite Damage
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Neck

Your neck lengthens to resemble a dragon’s.

Prerequisites

Fangs feature

Unlocking Cost

Current level x 100 XP

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 minute/character level

Effect

The character’s bite attack has a reach that is 5 feet longer than normal.


Tail

You grow a spiny tail.

Prerequisites

Con 12+

Unlocking Cost

Current level x 100 XP; 1st level spell slot

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 round/character level

Effect

The character gains an additional tail slap attack, performed at -5 to his highest attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well. In addition, the character gains a +2 inherent bonus to all Balance checks.

Table 1-3: Tail Slap Damage by Size
Size Tail Slap Damage
Small
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Wings

You grow long, leathery wings.

Prerequisites

Con 12+, Str 13+

Unlocking Cost

Current level x 300 XP; 2nd level spell slot

Activation

Constitution check (DC 15) or a 2nd level spell slot; 1 full round

Duration

1 hour/character level

Effect

The character gains a fly movement rate equal to double his walk speed. His maneuverability is average if he is of Medium or Large size and poor if he is Huge or larger. Flying for a long time is the same as walking at a hustle. The character suffers 1 point of subdual damage in the second continuous hour of flying and suffers additional subdual damage equal to double the amount suffered in the previous hour. A winged character suffers a size modifier to AC as if he was one size category larger (-1 for Large, -2 for Huge, -4 for Gargantuan and -8 for Colossal).

Scaly Hide

You grow scales all over your body.

Prerequisites

Con 12+

Unlocking Cost

Current level x 250 XP; 1st level spell slot

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 minute/character level

Appearance

The scales are the color of a juvenile dragon of character’s draconic ancestor species.

Effect

The character gains a +4 natural armor bonus to AC but suffers a -4 penalty to all Charisma-based rolls when dealing with non-reptilian intelligent creatures.

Bony Ridges

You grow horns and bony spikes all over your body.

Prerequisites

Scaly Hide

Unlocking Cost

Current level x 250 XP

Activation

Constitution check (DC 15) or a 1st level spell slot; 1 full round

Duration

1 minute/character level

Appearance

The horns and ridges follow the pattern of the character’s draconic ancestor. The character’s skin erupts with bony ridges along the spine, arms, face and legs.

Effect

The character gains a +2 circumstance bonus to grapple checks and deals +1d4 damage when grappling. The character deals this damage to an opponent that is pinning him.

Ability Increase

You use the power of your blood to increase your physical potential.

Prerequisites

Hidden Strength

Unlocking Cost

Current level x 250 XP; 2nd level spell slot

Activation

2nd level spell slot; 1 action

Duration

1 round/character level.

Appearance

The character’s muscles ripple beneath his skin

Effect

The character chooses one of his physical abilities (Strength, Dexterity or Constitution) and, upon activating this feature, gains a racial bonus to that ability of 1d4+1 points, adding the usual benefits to melee or ranged attack rolls, melee damage rolls, AC and initiative bonuses, temporary hit points, bonuses to Reflex or Fortitude saves and other uses of the ability modifier. If this feature is made permanent by the permanent change feature, the character increases a chosen ability by 2 points.

Partial Transformation

You use your knowledge of your draconic ancestry to partially transform into a dragon hybrid.

Prerequisites

Any three anatomic or sensory features

Unlocking Cost

Current level x 500 XP; 3rd level spell slot

Activation

2nd level spell slot; 1 full round

Duration

1 round/character level

Appearance

As the base features.

Effect

The character can group a combination of up to three unlocked anatomic or sensory features into a single transformation, spending only a 2nd level spell slot to activate all three at the same time. Ability increase and size increase cannot be part of a partial transformation.

Size Increase

You grow in size

Prerequisites

Con 15+, Hidden Strength

Unlocking Cost

Current level x 500 XP; 3rd level spell slot

Activation

Constitution check (DC 18) and 2nd level spell slot; 1 full round

Duration

1 round/character level

Effect

The character tries to emulate a dragon’s great stature, growing to the minimum dimensions of the next size category. Unlike Transmutation magic, the character’s equipment does not change size, with clothes ripping into useless rags and armor suffering damage that reduces their effectiveness by -2 armor bonus until repaired. Of course, the character may remove such items before transforming. He gains all the bonus of his new size according to the table.

Table 1-4: Shapechange Results
Old Size New Size STR DEX CON Natural Armor AC/Attack
Small Medium +4 -2 +2 Same -1
Medium Large +8 -2 +4 +2 -1
Large Huge +8 -2 +4 +3 -1
Huge Gargantuan +8 Same +4 +4 -2
Gargantuan Colossal +8 Same +4 +5 -4

Special Features

Breath Weapon

You can use a breath weapon as your dragon ancestor.

Unlocking Cost

Current level x 500 XP; 3rd level spell slot

Activation

2nd level spell slot; 1 action

Duration

Instantaneous

Effect

The character conjures the ancient power of his dragon blood and spews forth an equivalent of his ancestor’s breath weapon. He can use this ability only once per day. Use all rules for dragon breath except as specified in the table below. If this feature is made permanent with the permanent change feature, the character can use the breath weapon three times per day, with no activation cost. A line is always 5 ft. high, 5 ft. wide, and 60 ft. long. A cone is always 30 ft. long.

Table 1-5: Breath Weapon Damage
Dragon Species Breath Weapon Damage DC
Black Line of Acid 6d4 17
Blue Line of Lightning 6d8 18
Green Cone of Gas 6d6 17
Red Cone of Fire 6d10 19
White Cone of Cold 3d6 16
Brass Line of Fire 3d6 17
Bronze Line of Lightning 6d6 18
Copper Line of Acid 6d4 17
Gold Cone of Fire 6d10 20
Silver Cone of Cold 6d8 18
Magical Immunity

You become immune to certain magical effects.

Prerequisites

Iron Will

Unlocking Cost

Current level x 100 XP

Activation

2nd level spell slot; 1 action

Duration

1 minute/character level

Appearance

The ghostly aura of a nondescript dragon hovers around the character, this aura has no other effect and is the same size as the character.

Effect

The character is immune to sleep and paralysis effects. This feature is always active if it is made permanent with the permanent change feature.

Energy Immunity

You become immune to attacks from an energy type.

Prerequisites

Magical Immunity

Unlocking Cost

Current level x 250 XP

Activation

3rd level spell slot; 1 action

Duration

1 minute/character level

Appearance

Same as Magical Immunity but the dragon is the shape and color of the character’s ancestor.

Effect

After activating this feature, the character is protected from attacks from the same energy type as his dragon species. He ignores the first 15 points of elemental damage from an attack. The character can activate this feature three times per day if it is made permanent with the permanent change feature.

Table 1-6: Dragon Energy Immunity
Dragon Species Immunity
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Brass Fire
Bronze Electricity
Copper Acid
Gold Fire
Silver Cold
Frightful Presence

Your presence fills others with awe… or dread.

Prerequisites

Cha 15+.

Unlocking Cost

Current level x 250 XP; 1st level spell slot.

Activation

Intimidation check (special) or 1st level spell slot; 1 action.

Duration

10 minutes/character level.

Appearance

The character’s mien takes on an awe inspiring or frightening air.

Effect

The character conjures the majesty of dragonkind to put others in their place. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the character has levels. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 character’s level + Charisma modifier) remains immune to his frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the character’s frightful presence and, while this feature is active, the character ignores the frightful presence of dragons.

Spell Resistance

You can resist magic.

Prerequisites

Magical Immunity, Caster level 9th

Unlocking Cost

Current level x 500 XP; 3rd level spell slot

Activation

Caster check; free action

Duration

1 minute/character level

Appearance

The ghostly image of a roaring dragon of the character’s chosen species appears around him.

Effect

The character can will the power of his draconic heritage to burst forth and protect him from incoming magic attacks. He must beat his attacker in an opposed caster check to negate the effects of a magical attack if such attack is subject to Spell Resistance. The character is not countering the attack, so it might still affect others if it has more than one target. He can try to resist as many magical attacks in a round as his spellcasting ability modifier (Intelligence for wizards, Wisdom for divine casters. and Charisma for sorcerers and bards). He can only resist 3 attacks plus his spellcasting ability modifier per day but if this feature is made permanent, he can try as many times as he likes. The character must be aware of the incoming attack in order to resist it.

Damage Reduction

Your skin gains the magical resistance of dragonkind.

Prerequisites

Scaly Hide, Toughness

Unlocking Cost

Current level x 250 XP; 3rd level spell slot

Activation

Fortitude save (DC 15 + enhancement bonus needed to pierce the DR); 1 action

Duration

1 round/character level

Appearance

The character grows scales the color of a juvenile dragon of character’s draconic ancestor species.

Effect

The character can give his skin the supernatural resistance to damage of all dragons. For the feature’s duration, he gains a Damage Reduction rating according to his current level. He can only use this feature three times per day, if this feature is made permanent, he can use it once per day per half his character level, whichever is higher.

Table 1-7: Damage Reduction
Character Level Damage Reduction
1-5 5/+1
6-10 10/+1
11-15 15/+2
16-20 20/+2
Spell-like Abilities

You gain the arcane adeptness of your ancestor dragon.

Prerequisites

Arcane caster level sufficient to cast the spell

Unlocking Cost

Current level x 300 XP

Activation

Spellcasting; as the spell

Duration

As the spell

Appearance

A ghostly image of a dragon appears around the character while he casts the dragon spell.

Effect

The character can learn the spell-like abilities of a dragon of his chosen species as if he learned it normally. He adds the spells to his spellbook or repertoire of known spells even if they are not on his class spell list. This spell does not count against the maximum known spells of sorcerers and bards but is an extra spell they learn by virtue of their draconic heritage. The character learns a dragon’s spell-like ability as soon as he is able to cast spells of that level. The character uses the spell-like ability as if he was casting the spell of the same name, using his spell slots or preparing the spell normally. Consult the following table for the different dragon species’ spell-like abilities and their spell level equivalents.

Table 1-8: Chromatic Spell Like Abilities
Species Spell Spell Level
Black Curse Water 1st
Black Darkness 2nd
Black Plant Growth 3rd
Black Insect Plague 5th
Black Horrid Wilting 8th
Blue Ventriloquism 1st
Blue Water Shock 2nd
Blue Hallucinatory Terrain 4th
Blue Mirage Arcana 5th
Blue Veil 6th
Green Suggestion 3rd
Green Plant Growth 3rd
Green Dominate Person 5th
Green Control Plants 8th
Red Suggestion 3rd
Red Locate Object 3rd
Red Find the Path 6th
Red Discern Location 8th
White Fog Cloud 1st
White Gust of Wind 3rd
White Wall of Ice 4th
White Freezing Fog 5th
Table 1-9: Metallic Spell Like Abilities
Species Spell Spell Level
Brass Endure Elements 1st
Brass Suggestion 3rd
Brass Control Winds 5th
Brass Planar Ally 6th
Brass Control Weather 7th
Bronze Speak With Animals 1st
Bronze Fog Cloud 2nd
Bronze Create Food and Water 3rd
Bronze Polymorph 4th
Bronze Control Water 6th
Bronze Control Weather 7th
Copper Stone Shape 4th
Copper Transmute Rock to Mud 5th
Copper Transmute Mud to Rock 5th
Copper Wall of Stone 5th
Copper Move Earth 6th
Gold Bless 1st
Gold Detect Gold 1st
Gold Twilight Luck 1st
Gold Polymorph 4th
Gold Geas 6th
Gold Sunburst 8th
Gold Foresight 9th
Silver Feather Fall 1st
Silver Fog Cloud 2nd
Silver Polymorph 4th
Silver Control Winds 5th
Silver Control Weather 7th
Silver Reverse Gravity 8th
Other Abilities

You gain one of the secrets of your ancestor’s species.

Prerequisites

Energy Immunity.

Unlocking Cost

Varies.

Activation

Varies; 1 action.

Duration

10 minutes/character level.

Appearance

Same as magical immunities but the dragon is the shape and colour of the character’s ancestor.

Effect

Depending on the species of his dragon ancestor, the character may activate one of the following features:

Cloudwalking (Su): The character can tread on clouds or fog as though on solid ground. The character activates this feature with a Will save (DC 15). Descendants of silver dragons may unlock this ability.

Fire Subtype (Ex): The character gains fire immunity but takes double damage from cold except on a successful save. The character activates this feature with a Fortitude save (DC 15). Descendants of red, brass and gold dragons may unlock this ability.

Icewalking (Ex): This ability works like the spider climb spell but the surfaces the character climbs must be icy. The character activates this feature with a Fortitude save (DC 15). Descendants of white dragons may unlock this ability.

Spider Climb (Ex): The character can climb on stone surfaces as though using the spider climb spell. The character activates this feature with a Fortitude save (DC 15). Descendants of copper dragons may unlock this ability.

Sound Imitation (Ex): The character can mimic any voice or sound it has heard, anytime it likes. The character activates this feature with a Perform or Bluff check (result becomes listeners’ DC on opposed Listen or Sense Motive checks to detect the ruse). Descendants of blue dragons may unlock this ability.

Water breathing (Ex): The character can breathe underwater and can freely use the breath weapon feature, spells, and other abilities while submerged. The character activates this feature with a Fortitude save (DC 15). Descendants of black, green, bronze and gold dragons may unlock this ability. Spell

Table 1-10: Other Abilities by Dragon Species
Species Abilities XP Cost Spell Slot
Black Water Breathing 900 XP 2nd Level
Blue Sound Imitation 900 XP 1st Level
Green Water Breathing 900 XP 2nd Level
Red Fire Breathing 1200 XP 3rd Level
White Icewalking 300 XP 1st Level
Brass Fire Breathing 1200 XP 3rd Level
Bronze Water Breathing 900 XP 2nd Level
Copper Spider Climb 450 XP 1st Level
Gold Water Breathing 900 XP 2nd Level
Silver Cloudwalking 900 XP 3rd Level

Ascendancy Templates

Dragon-blooded characters can acquire such a deep knowledge of the relationship between their blood and that of a true dragon that they abandon the barriers imposed by their race of birth. These masters of draconic ascendancy boast a much greater control over their heritage than other dragon blooded.

Once a character has spent enough experience on ascendancy features, he may aspire to become a different sort of creature, something neither dragon nor of his original race but a creature sharing the best of both heritages. Ascendancy templates are just like other creature templates, marking the base creature as one whose heart throbs strongly at the beat of a dragon’s.

The Games Master may use any of these templates for encounters, but players may also aspire to use them for their characters. To gain an ascendancy template, the character must have unlocked a certain number of ascendancy features already and enact a ritual that will lock them in place and grant their advantages as if he was born using them.

Each template has different prerequisites but all of them have an experience point cost. In order to gain a template, the character must sacrifice a number of XP equal to his current level multiplied by the template’s Challenge Rating increase (if the CR remains the same, he halves his current level by rounding down), multiplied by 1,000 XP. He cannot spend so much experience that he looses a level but for the purpose of gaining a template, he can forego gaining levels even if he has enough experience to gain them, until he has enough XPs to pay for the template. In this way, a 6th level sorcerer wishing to become a half-dragon must save 12,000 XPs, which is almost enough to take him to 8th level but, instead of doing so, he saves those points to change himself into a half-dragon.

Once the template is applied, the character’s level is altered. He adds the template’s CR increase to his own level to get his total character level. The character in the example becomes an 8th level character, being a 6th level sorcerer / 2nd level half dragon. He cannot ‘gain’ more levels in the template and they do not count when figuring out XP penalties for multiclassing, just as if they were a prestige class.

If the prerequisite ascendancy features required that the character devote spell slots to unlock them, applying the template frees them, as those features are now an intrinsic part of what the character is and no longer need the arcane energy to sustain them. The character can use those spell slots available again. Once the character applies an ascendancy template, he can never apply a second one. If he is willing, a wish or miracle can remove the template but he also loses the ascendancy features he had previously unlocked that are part of the template’s prerequisites.

Dragon Aspected

The dragon aspected are usually spellcasters who only explore the tip of their draconic heritage but they have been known to be born in communities standing where dragons were once active. They share some of the dragon’s superior senses and their blood is strong enough to grant them one of their ancestor’s special abilities but no more.

‘Dragon aspected’ is a template that can be added to any corporeal creature (referred to hereafter as the ‘base creature’). The creature’s type remains the same. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Increase by one die type, to a maximum of d12. If the base creature has more than one die type as a result of multiclassing, use the class or type with the highest levels or HD. Whenever the creature gains additional levels or HD for that class or creature type, use the dragon-enhanced die type to roll for hit points. Use the normal die types for all other classes.

Special Qualities

Dragon aspected creatures can have one sense inherited from their draconic ancestor. Choose one or roll from the following table (see the descriptions in the first part of this page).

Table 1-11: d20 Sensory Features
d20 Quality
1-6 Keen Sight
7-12 Darkvision
13-16 Scent
17-19 Keen Hearing
20 Blindsight

In addition, the creature can possess a special gift from his draconic forefather. Choose one or roll from the following table (see the descriptions in the first part of this page).

Table 1-12: d20 Special Features
d20 Quality
1-4 Magical Immunity
5-8 Energy Immunity
9-13 Frightful Presence
14-16 Spell Resistance
17-18 Damage Reduction
19-20 Other Ability
Saves

Same as the base creature

Abilities

Increase from the base creature as follows: Str +1d4+1.

Climate/Terrain

Same as the base creature.

Organization

Same as the base creature.

Challenge Rating

Same as the base creature +1.

Treasure

Same as the base creature.

Alignment

Same as the base creature.

Advancement

Same as the base creature.

Dragonchild

Mothers in lands where dragons once roamed fear that their children might be born with the ‘dragon’s curse’, children who bear the mark of the dragon on their body. Some of these children are killed the moment they are born but others live one to explore the potential of their bloodline. Spellcasters see this as a form that gives many of a dragon’s abilities without the usually alien appearance of the half dragons. Dragonchildren look like members of their parent race but have a dragon’s eyes and skin, plus an air of mystery and wonder about them.

‘Dragonchild’ is a template that can be added to any corporeal creature (referred to hereafter as the ‘base creature’). The creature’s type becomes ‘monstrous humanoid’ if the base creature is a humanoid, ‘magical beast’ if the base creature is an animal or a beast, or otherwise retains its type. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Increase by one die type, to a maximum of d12. If the base creature has more than one die type as a result of multiclassing, use the class or type with the highest levels or HD. Whenever the creature gains additional levels or HD for that class or creature type, use the dragon-enhanced die type to roll for hit points. Use the normal die types for all other classes.

AC

Natural armor improves by +4.

Special Qualities

A dragonchild has all the special qualities of the base creature, plus low light vision and darkvision with a range of 60 feet. Dragonchildren are immune to sleep and paralysis effects, and have additional immunities based on their dragon species.

Table 1-13: Immunity by Dragon Species
Dragon Species Immunities
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Brass Fire
Bronze Electricity
Copper Acid
Gold Fire
Silver Cold
Frightful Presence (Ex)

Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the creature has levels or HD. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 creature’s level or HD + Charisma modifier) remains immune to his frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons and other dragonchildren ignore the creature’s frightful presence and it ignores the frightful presence of dragons as well.

Saves

Same as the base creature.

Abilities

Same as the base creature.

Climate/Terrain

Same as the base creature.

Organization

Same as the base creature.

Challenge Rating

Base creature +1

Treasure

Same as the base creature

Alignment

Same as the base creature.

Advancement

Same as the base creature.

Half-dragon

"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

A half-dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.

Hit Dice

Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.

Speed

A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.

Armor Class

Natural armor improves by +4.

Attack

A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack

A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage

Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Special Attacks

A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety, usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.

Special Qualities

A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.

Abilities

Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.

Skills

A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Environment

Same as either the base creature or the dragon variety.

Challenge Rating

Same as the base creature + 2 (minimum 3).

Alignment

Same as the dragon variety.

Level Adjustment

Same as base creature +3.