Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

Dragon Type Energy Type Breath Shape
Black Acid 60 ft line
Blue Electricity 60 ft line
Green Acid 30 ft cone
Red Fire 30 ft cone
White Cold 30 ft cone
Brass Fire 60 ft line
Bronze Electricity 60 ft line
Copper Acid 60 ft line
Gold Fire 30 ft cone
Silver Cold 30 ft cone
  • Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
  • Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
  • Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
  • Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
  • Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Wildblooded

Linnorm

Your draconic heritage stems from a mighty, primordial linnorm rather than from the more common, somewhat civilized dragons.

Associated Bloodline: Draconic.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your linnorm bloodline’s energy type, you gain a natural armor bonus equal to the spell’s level for 1d4 rounds.

Bloodline Powers: True dragons blast their foes with rays of energy.

  • Elemental Spit (Su): Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline’s energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces claws.

Bloodrager

Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.

Bonus Spells: shield (7th), resist energy (10th), fly (13th), fear (16th).

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone
  • Claws (Su): Starting at 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. Each of these attacks deals 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 4th level, these claws are considered magic weapons for the purpose of overcoming DR. At 8th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit.
  • Draconic Resistance (Ex): At 4th level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 8th level, your energy resistance increases to 10 and natural armor bonus to +2, At 16th level, your natural armor bonus increases to +4.
  • Breath Weapon (Su): At 8th level you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
  • Dragon Wings (Su): At 12th level, when you enter a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 30 feet with average maneuverability. At 16th level, your fly speed increases to 60 feet with a maneuverability of good.
  • Dragon Form (Su): At 16th level, when you enter a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II).
  • Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep and damage of your energy type. You also gain blindsense 60 feet. You have these benefits constantly, even when not bloodraging.
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