Draconic Blood

15,000 Experience

Requires a Drive, chosen below.

The blood wants something, and it builds a body to go and get it. The body came down with the blood. What the blood wants is yours to name.

Where this sheet reads effective HD, that is your character level plus your Tier.

Your Drive

Choose with your GM what your blood will not let go of. Two Drives are printed below and a table may author a third. Name yours once at character creation; every rule that says your Drive means the one you named, and the choice is permanent.

The Avarice Drive

You hoard, and you grow.

Your Hoard. Declare a Hoard: wealth you hold — coin, gems, art objects, magic items, and the gear you wear all count — kept in one cache you control, carried on your person, or split between the two. Its worth is market value, counted at 1 gp = 1 Experience.

Hoard-gated leveling. To level up, your Hoard must be worth at least the Experience cost of the level you are buying.

Dragon’s Rest. You sleep better on gold. Eight hours of rest in contact with the whole of your Hoard counts as a full day of bed rest for recovering hit points and ability damage.

[Pride]. Pride is a chain. Whenever you are slighted — intentionally or not; a challenge, an unexpectedly large gift, a handout, an act of charity all count — you gain an additional level-up requirement, [Pride], that must be satisfied before you next level. It layers onto your mode’s normal track exactly as [Atonement] and [Defiance] do. You gain at most one [Pride] per scene; repeated slights in one scene are one slight.

Answering. A slight you answer before the scene ends never becomes [Pride]: refuse the gift or handout outright, repay it with at least double its value from your own Hoard, or meet the challenge and win.

Satisfying. Satisfy a standing [Pride] by delivering one of those answers late, or by giving away treasure worth one-tenth of your next level’s Experience cost from your own Hoard. Each [Pride] must be satisfied separately.

While you carry at least one unsatisfied [Pride], you gain a +2 Pride bonus on saving throws against fear effects.

The Defiance Drive

Your bloodline was a leash, and you turned it into an engine.

[Defiance]. Whenever you take a notable stand against an oppressor of worthy status, you earn one count of [Defiance]. [Defiance] is an additional level-up requirement: your GM sets how many counts each level demands alongside its normal requirements. It layers onto your mode’s normal track exactly as [Atonement] and [Pride] do.

[Defiance] is earned across the whole range of open opposition — a public refusal, a speech that costs you something, sabotage, a coup. The requirement is that the target hold real power over someone, and that the stand cost you. The GM rules what counts as “worthy.” Suggested floor: the target’s authority reaches people who cannot escape it.

While you hold at least one unspent count of [Defiance], you gain a +2 Defiance bonus on saving throws against all mind-affecting effects, and you cannot be magically compelled to abandon the stand you took. (Defiance is its own bonus type: it does not stack with itself, and it does stack with morale.)

[Defiance] is a soft price — it is incurred by doing what the character exists to do. A campaign stretch with no oppressor worth defying will stall a level.

Authoring a Drive

A third Drive names four things: its tag, printed in brackets and carrying a bonus type of its own name; what earns a count; how a count is cleared — either it is spent to level, as [Defiance] is, or it is a debt satisfied before you next level, as [Pride] is; and one +2 bonus of the tag’s own type on one save family, held while you carry a count. A Drive whose counts are earned by something the holder does not choose also names a cap and an answer, as [Pride] does.

Awakened Blood

You begin play with the following, all of it permanent.

Ability modifiers. Strength +4, Constitution +3, Intelligence +2, Charisma +2. These are racial ability modifiers — they adjust the scores themselves rather than granting typed bonuses, so the typing mandate and the Inherent cap do not reach them. They stack with your race’s own racial modifiers; if your race already grants a modifier to the same ability, add both.

Senses. Darkvision 60 feet and low-light vision.

Draconic Forms

These Forms are this power’s. Where another power grants something of the same name, the two do not stack: take the higher of any two like bonuses and the longer of any two ranges rather than adding them. A feat that names a grant means the one its own power gives.

Ability Realization

Double one of the ability modifiers from Awakened Blood — Strength becomes +8, Constitution +6, Intelligence or Charisma +4. If you take it on Intelligence or Charisma, you may also make Knowledge checks untrained, and once per day you may recall one fact a dragon of your line witnessed firsthand; the GM chooses the fact. May be selected once per ability score; each selection costs one Form pick.

Breath

Choose an energy type when you take this Form — acid, cold, electricity, or fire. As a standard action, exhale a 30-foot cone dealing 1d6 damage of that type per effective HD, Reflex half, DC 10 + ½ your effective HD + your Constitution modifier. Usable once every other round. Your Breath ignores an amount of energy resistance equal to your effective HD. At effective HD 8, you may use your Breath in place of one attack in a full attack.

Minor Magic

Choose two 0-level and three 1st-level spells from the sorcerer/wizard spell list when you take this Form; the choices are permanent. You cast them as spell-like abilities — the 0-level spells at will, each 1st-level spell once per day — with caster level equal to your effective HD and Charisma-based DCs. At effective HD 8, each 1st-level spell gains a second daily use.

Scales

+4 natural armor, a +2 Resistance bonus on saving throws against spells, spell-like abilities and supernatural abilities, and immunity to sleep and paralysis plus immunity to the energy type you would breathe (see Breath; if you did not take that Form, choose one of acid, cold, electricity, or fire when you take this one). (Natural armor takes the highest against other natural armor rather than adding, and it does stack with Tier AC.)

Tooth and Claw

You gain two claw attacks and a bite, primary natural attacks. Each claw deals damage as a claw one size category larger than you — 1d6 at Medium — and the bite deals damage by your size, 1d6 at Medium. All three count as magic and adamantine weapons for overcoming damage reduction, and the claws threaten a critical hit on 19–20/×2; effects that widen a threat range (keen, Improved Critical) widen it from 19–20. Their damage increases by one size step at effective HD 8 and again at effective HD 16. When you take a full attack with manufactured weapons or unarmed strikes, your claws stay primary at your full base attack bonus, and you may make one bite at your full base attack bonus as part of that full attack.

Wings

Fly speed 60 feet with average maneuverability. At effective HD 8, maneuverability improves to good and you can hover without a Fly check. May be taken a second time: your fly speed becomes twice your base land speed or 90 feet, whichever is greater, with good maneuverability and free hovering from the moment you take it.

The deeper Forms

Every dragon keeps its best trick in its body.

These two are on your list from the start and can be taken only with a pick earned by Consumption or by draconic kin, below.

Senses

Darkvision 120 feet and blindsense 30 feet.

Frightful Presence

Once per round when you charge or attack, each foe within 30 feet with fewer Hit Dice than your effective HD makes a Will save (DC 10 + ½ your effective HD + your Charisma modifier) or is shaken for 5d6 rounds; a foe that saves is immune to your Frightful Presence for 24 hours. This is a mind-affecting fear effect.

Growing the List

The blood learns what you feed it.

Picks. You choose two Forms at character creation, one more at effective HD 8, and one more at effective HD 16. Each Form may be taken once unless its own text says otherwise.

The cap. You may hold four Forms, from any combination of routes; a pick that would raise you past your cap is lost. Feats may raise the cap.

Learning. Spend 8 hours studying a living true dragon of CR at least your character level — its habits, its magic, its anatomy — or recovering and reading a work that dragon authored, and you earn one additional Form pick. No more than one pick per Tier by this route.

Consumption. Spend 8 hours consuming the remains of a slain true dragon of CR at least your character level. You gain one additional Form pick immediately, and you add one ability that dragon possessed to your Form list as a new option, keyed to your effective HD rather than the dragon’s and no stronger than the Forms printed here; taking it costs a pick like any other Form. A dragon’s spellcasting, Hit Dice, ability scores and damage reduction are not eligible. No more than one pick and one new option per Tier by this route.

Draconic kin. Dragon-type creatures that are not true dragons — drakes, wyverns, half-dragons, and whatever else the GM rules draconic — count at half rate: consuming two, each of CR at least your character level, grants one additional pick and adds one ability either possessed to your list as a new option. Kin picks count against the same per-Tier limit, and a kin you have consumed without a second stays credited until you consume another.

Feats

These Feats modify Draconic Blood.
FeatPrereqEffect
Hoardsense (Su) The Avarice Drive You always know the direction and distance to your Hoard, and one minute of handling tells you the exact market value of any coins, gems, or jewelry.
Deeper Blood Effective HD 8 Gain one additional Form pick, and your Form cap rises by one. May be taken a second time at effective HD 16.
Sated Blood — When you clear a count of your Drive, or when you earn one by an act you chose, you gain a +2 bonus of your Drive’s own type on attack rolls and saving throws for the rest of the scene.

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