Calamitous Gaze:
Prerequisites: Dragonborn Race, 'Baleful Onyx Eye' Alternate Racial Trait, Character level 5th
Effects: While a hostile target is affected by 'Baleful Onyx Eye', they cannot go invisible or stealth or benefit from any illusion spells(Such as mirror image) - and any such beneficial illusion and invisibility are suppressed for the duration and each targeted with a Targeted Dispel Check(CL equal to your HD) to dispel them. Additionally, the range needed to trigger 'Baleful Onyx Eye' is empowered to line of sight - so long as you have line of sight to a target creature(Even through a Scrying spell or the like), you can trigger the effects of 'Baleful Onyx Eye' on them(And thusly, yourself).
Though their gaze still pales in comparison to the power once wielded by the mighty and once-invincible dragon Voruzaad the Onyx Inferno, these Dragonborn who carry his taint inside of them and develop the famous "Third Eye of Calamity" that Voruzaad himself once possessed often find themselves delving deeper into the profane Dragon Magicks wrought into their bones and flesh in an effort to better understand their origins - and in doing so, manage to learn how to evoke another barest fraction of Voruzaad's infinite power.
True Dragon's Tail:
Prerequisites: Dragonborn Race, 'Draconic Tail' Alternate Racial Trait, Character level 5th
Effects: Your tail slap now deals 1.5x your ability modifier for damage(In exception to the normal secondary attack rules), and you gain an identical tail slap attack you may make each round(Also a secondary attack). As a standard action, you may make a Tail Sweep Attack extending outwards from any intersection at the edge of your space in a direction of your choosing up to a distance equal to the natural reach of a creature two sizes larger than you as a cone attack(15ft for a medium sized dragonborn) - all creatures within this radius must make a Reflex Save(DC equal to Breath Weapon) or take your tail's damage, taking half on success.
Their tails growing stronger and even more durable, these Dragons learn to use their tails as their mighty True Dragon ancestors do - in mighty sweeping motions that crash into their foes with vicious abandon. In addition, they gain enough prowess with their tail to make two attacks with it as quickly as others can make one.
Wingbeat of Giant Dragon:
Prerequisites: Dragonborn Race, 'True Dragon's Wings' Alternate Racial Trait
Effects: You gain the Turbulent Takeoff or Flyby Attack as a bonus feat ignoring prerequisites. In addition, you gain two wing attacks as secondary natural attacks - each dealing 1d6 damage at base for a medium creature with a 20/x2 critical threat range and multiplier.
Their obsession with flight growing ever deeper as they indulge in their draconic desire for flight and speed, these Dragonborn often find themselves growing more used to fighting with their wings - both in support of their existing battle strategies and by attacking with the wings themselves.
Last of the Old Guard:
Prerequisites: Dragonborn Race, 'Son of the Scourge' Alternate Racial Trait
Effects: Whenever you slay a creature and trigger the effect of 'Scourge of Gods', you may as a free action scourge your foe's body alongside their soul by offering them up to the Spirits that dance among the Reeds - using the innate energies of their body to trigger a Plant Growth effect centered on the square in which they fell, which takes hold over the course of the next 24 hours as their corpse is slowly decayed into nothing to fuel the effect. This effect, if triggered on ground normally unable to support life, will cause plantlife and/or greenery to grow in the area by any means necessary, including creating or summoning such life from nothing if need be. If you spend an immediate action instead and offer the foe's weapons(if any) as well(Destroying them), their corpse is consumed immediately and a plant of your choice(Not a plant creature) of up to gargantuan size grows from the square in which they fell. 24 hours after this plant is grown, a fruit grows from its branches that, if consumed, allows the creature consuming it to replicate either a Divination, Blood Bioraphy(On the slain foe, No Save), Speak with Dead(On the slain foe, No Save), or to crystallize the fruit into a slotless wondrous item that allows any who take a bite from it as a standard action to take on an extraordinary disguise to resemble the slain creature for 1 hour after use. These spells take hold at CL 10.
The fully inducted members of the Old Guard that once fought at the side of Khaasin Baatar himself, these Dragonborn are virtually extinct in the modern day - descended from those who once served the Scourge of Gods as an honored brother and fought at his side during his many wars across Khadagar, these Dragonborn carry on a small scrap of the techniques their ancestors once developed during those brutal, bloody wars; Techniques developed during long meditation sessions where they communed with the Spirits who dance among the Reeds with their honored leader to ensure their foes' death would rejuvenate and revitalize the beloved spirits of the reeds above all else.
Platinum Metalmorph:
Prerequisites: Dragonborn Race, 'Platinum Purpose' Alternate Racial Trait, Character level 7th
Effects: You may select a third breath weapon from the breath weapon chart to switch between dynamically as per 'Platinum Purpose'. By taking CON Drain instead of Damage, you may use all three breath weapons at the same time with 'Platinum Purpose.
A further sign of blessing by the mighty King of the Yema, these Dragonborn are rarely seen on Zheng-Kitar - for they are often hunted down and slain long before they can reach this level of mastery over their unique gifts by their fellows for their association, knowing or not, with the Yema. Those who survive into adulthood often find themselves driven, rather ironically, into the arms of the Yema or otherwise driven into exile and isolation to avoid being hunted down and slain.
Dragon Queen's Blessing:
Prerequisites: Dragonborn Race, 'Brand of Tiamat' Alternate Racial Trait, Character level 7th
Effects: Rather than simply changing the damage type of an existing breath weapon with 'Brand of Tiamat', you are now treated as having four separate breath weapons - each matching the size and shape of the original but with each of the four unique damage types listed in 'Brand of Tiamat', each with its own separate cooldown. However, for each Breath Weapon you use while another is already on cooldown, the cooldown doubles for each breath weapon already on cooldown(Potentially doubling multiple times). You may now use your breath weapon as an immediate action, though doing so increases the cooldown duration by 50%.
A further sign of blessing by the mysterious Chromatic Dragon Queen thought long dead, these Dragonborn trudge ever onwards with the knowledge their queen watches over them, greedily watching their progress and seeing them towards their true destiny. Unfortunately, they are rarely tolerated in civilized lands - finding solace only in Solitude, each other, or Dragonborn blessed by the Platinum King of the Yema.
Ward of Leonidas:
Prerequisites: Dragonborn Race, 'Bunker Breathing' Alternate Racial Trait
Effects: While you are using your 'Bunker Breathing' alternate racial trait, you gain resistance to your chosen element equal to 10, plus an additional 10 at 5HD and 10HD to a maximum of Resist 30. Once you reach 10HD, half of this resistance applies your element's corresponding true element as well. At 15HD, it applies in full.
Pursuing the ultimate mastery over Bunker Breathing, these Dragonborn often spend much of their lives pursuing the ways and teachings of the legendary Aenai Prince, Prince Leonidas - sole son of The Scalequeen and father of the Dragonborn people. For those who reach a deeper understanding of the technique, greater abilities invariably await them.
Lance of Leonidas:
Prerequisites: Dragonborn Race, 'Bunker Breathing' Alternate Racial Trait
Effects: While you are using your 'Bunker Breathing' alternate racial trait, one natural or wielded weapon you possess gains 1d4 extra damage of the corresponding elemental type. This damage upgrades by one step at the same intervals that the damage from 'Bunker Breathing' does, to a maximum of 4d6 elemental damage at level 20. This damage does not stack with the damage afforded by the elemental weapon special qualities(Flaming, Frost, Etc), but taking the "-Burst" Quality allows this damage to apply on a crit. This damage also does not stack with the bonus damage from the Draak Weapon Material - instead, the number of damage die normally afforded by the Draak material instead allows that number of die of damage from this feat to function as the corresponding True Elemental Damage.
Yet another deeper technique recovered in recent centuries by devotees of the Aenai Prince Leonidas and the teachings the fearsome dragon knight left behind in ages past, the art of the lance allows prospective Dragonborn who learn it to coat their wielded weapon in a burst of elemental energy for a short time to enhance the damage of their attacks.
Skybreather's Lost Rite(Cloudseeding):
Prerequisites: Dragonborn Race, 'Khaasin's Skybreathers' Alternate Racial Trait, Character level 7th
Effects: By spending ten minutes releasing bursts of elemental energy from your breath weapon into the sky high above, you can seed the weather systems of the surrounding area with calamitous elemental energy and create a powerful storm whose nature matches the elemental damage type of your breath weapon - the GM is the ultimately arbiter of how these storms manifest, but they generally occupy an area and last at least as long as if you had cast Control Weather with a CL equal to your HD + 3, though abnormalities may occur in both of these factors and more. You must be outside with clear line of effect to the sky to use this feat. These storms should be dangerous and intense enough to cause damage or impede the movement or efficacy of all creatures within its radius. Multiple Dragonborn with this feat working together can bring about such storms exponentially quicker and more powerful. At GM discretion, this ability might be able to be used indoors, underground, or in normally impossible areas - though the effects may vary wildly.
One of the only lost rites of the Skybreathers that has been recovered since the death of Khaasin Baatar long ago(Despite the continuing efforts of Skybreathers to seek out and recover these powerful lost rites), this powerful lost rite allows its users to seed the weather in the surrounding area with dangerous elemental power - which the Skybreather of yore once used to mighty effect to create enormous superstorms that roil with such power that they often scoured entire battlefields clean before the arrival of Khaasin Baatar's mighty armies. In the modern day, these Skybreathers often put these storms to excellent use when facing the unending mechanized legions of the Technocracy along Khadagar's southern border, to ravage the metallic men with electric superstorms to aid their fellows in battle.
Leashed Ego:
Prerequisites: Dragonborn Race, 'True Dragon's Scales' Alternate Racial Trait, Character level 7th
Effects: Your Spell Resistance from 'True Dragon's Scales' now functions as normal spell resistance.
For the Dragonborn who put in the effort to leash their inner Dragon and gain a greater degree of understanding and mastery over themselves, it is with only some difficulty that they learn to focus the magical resilience of their scales into a more normal function.
True Dragon's Claws:
Prerequisites: Dragonborn Race
Effects: You gain two claw attacks as primary natural attacks that each deal 1d6 damage at base for a medium sized creature, with a 20/x2 critical threat range and multiplier. You gain the rend universal monster rule with these claws, dealing another instance of claw damage when you strike the same target with two claw attacks in one round. However, you must spend a swift action to activate these claws by transforming your forearms and hands(With an identical action to transform them back) - during which time you cannot hold anything or use the hands for anything but attacking, and are struck by a strong urge to walk and move around on all fours(Though doing so is not required).
Though many Dragonborn are capable of using their claws for attacking just as Dragons do, not as many learn the rites and rituals to do so as one would imagine - unfortunately, due to their own biological and mental egos, these Dragonborn often find that they simply cannot find it in themselves to tolerate holding any meager weapons or items while using their hands as claws in this manner; their inner Draconic arrogance like a mental disorder that simply will not allow them to dare sully their hands with 'mortal toys'.
Dragon Senses:
Prerequisites: Dragonborn Race, Character level 3rd
Effects: You gain +60ft to your existing darkvision, your low-light allows you to see four times as well as a human in dim light and twice as well in normal light, and you gain blindsense out to 60ft. By pouring a vial of Dragon's Blood over your opened eyes as a swift action, you can activate an Arcane Sight effect on yourself that lasts for 1 minute. At 10HD, this becomes a greater Arcane Sight effect, and at 15HD doing so also grants you a True Sight Effect for the same duration. These effects have a CL equal to your HD + 5.
While not as impressive as their blood nor as mythically mighty as their hearts, the famed Senses of the True Dragons were said to be mighty weapons unto themselves - and while the Dragonborn who inherits such power is rare, they are said to have sight beyond sight, and vision so keen and sharp as to pinpoint a needle drop within a sandstorm.
Improved Draconic Attack:
Prerequisites: Dragonborn Race, At least one natural attack, Character Level 5th
Effects: One of your natural attacks(Chosen when this feat is taken) increases its' damage by one step, and increases its critical threat range by 1(Max 15-20). If such a natural attack deals elemental damage matching your breath weapon's element, it deals +1 damage per die. If the natural attack was given to you by the Dragonborn Race, the damage increases by two steps instead of one.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack. This feat does not stack with Improved Natural Attack.
A lethality unique to the Dragonborn brought on by potent Draconic Heritage, this ability is gained through months or years of intense study attempting to commune with one's 'inner dragon' - though some Dragonborn are lucky enough to stumble into this ability via sudden Draconic awakening or via other methods.
Dragon Buster Ritual:
Prerequisites: Dragonborn Race, Character level 7th
Effects: All weapons you wield and natural attacks you possess are treated as possessing the Bane(Dragon) weapon special quality. You gain +2 on Reflex Saves made versus burst effects originating outside your square(s) and on Will Saves vs fear effects - these bonuses double against Draconic breath Weapons and the Frightening Presence Ability of True Dragons. You gain a +2 bonus on all saves made versus the spells and SLA's of creatures with the Dragon Type. By feasting on the heart and/or blood of a creature with the Dragon Type, you can choose to gain one of the following bonuses. However, the more you use this ability the more you risk falling into the depths of Dragon-Madness - and potentially, if you feast enough, a permanent transformation into a Dragon(After which you become an NPC under the GM's control). The GM is final arbiter on how your Dragon-Madness may manifest or when you begin to risk permanent transformation into a dragon. You may forgo bonuses gained from this feat by spending 24 hours in contemplation attempting to refind and refocus upon your mortality and 'humanity'.
- A +1 alchemical bonus to one of your ability scores(Cannot exceed a total cumulative bonus equal to 1/2 your HD).
- Gain one of the creature's known spells or SLA's as an SLA usable 1/day. The spell or SLA's level cannot exceed 1/2 your HD.
- Gain a +1 on attack and damage rolls vs living creatures (Cannot exceed a total bonus for each equal to your HD).
- Gain +1 natural armor(Cannot exceed a total cumulative bonus equal to 1/2 your HD).
- Increase your resistance to the dragon's element by 1(Max 30).
- Increase your maximum HP by 5.
- Read your fallen foe's mind and ask them 1d4 questions as per Speak with Dead(No save). This bonus does not risk you losing your humanity.
A vile, twisted ritual of ancient Draconic magicks first pioneered by the infamous dragon Voruzaad the Onyx Inferno(And supposedly, according to some myths, later stolen and utilized by Khaasin Baatar), the Dragon Buster Ritual was once the key to his invincible armies - a method of creating supersoldiers focused on slaying and dominating other draconic creatures at all costs. Now, even after his death, the ritual sees use primarily amongst the Blackscale tribes of Khadagar - where the descendants and those touched by the tainted bloodline of Voruzaad use it to help them in battle.
Thunderous Breath:
Prerequisites: Dragonborn Race, Must not have replaced the original Dragonborn Breath Weapon Racial Trait, Character level 11th
Effects: You may move up to your move speed by using your breath weapon as a full-round action - keeping your breath weapon active during the move and increasing the area in which it covers correspondingly. The movement provokes attacks of opportunity accordingly.
An exceptionally difficult technique to master, the art of "Thunder Breathing" was named for the deafening sound the user's throat and vocal cords make while employing this technique - based upon the techniques used by the mightiest of Great Wyrm Dragons to sustain their breath weapons during supersonic flight to incinerate entire countrysides in one mighty bellow, these Dragonborn go through incredible torment and agony to master this technique but are rewarded with unbelievable power as a result.
Heir to Paradise:
Prerequisites: Dragonborn Race
Effects: You gain the "Palm Sensors" racial trait of the High Human race. You also gain Blindsense 120ft against creatures of the Construct Type, and the following spells as SLAs a corresponding number of times per day with a Caster Level equal to your HD. If you take the deific obedience for the Lesser Idol Contender, you count as 5 levels higher for determining when you gain access to Contender's Obedience boons.
- At-Will: Mending, Resonate
- 3/day: Drain Construct, Shatter
- 1/day: Rusting Grasp, Make Whole
More of an unconfirmed myth or legend than verifiable fact, the myth of the "Heirs of Paradise" has pervaded Khadagarian Culture for thousands of years - virtually ever since the Dragonborn first arrived on the shores of Zheng-Kitar eons ago. In it, the existence of the mythical "Heirs of Paradise" are spoken of as living gateways(Some myths tell of them as knowing guardians, while other and more unsettling myths speak of them as unknowing of their own duty and nature) to a higher plane of existence spoken of as paradise for Dragonborn - a land made for them by their True Dragon ancestors that, should they manage to reach it, will grant them eternal life, eternal happiness, transformations into True Dragons, infinite riches, and anything they could possibly imagine...one can imagine, then, that many Dragonborn have chased the myths of these Heirs and the Paradise they supposedly guard their entire lives. However, to this day, no true heirs nor the paths they guard to paradise have ever been found - although perhaps, the heirs themselves are not aware of their own nature...or, perhaps, hide it well...
Guidance of the Dragon Khan:
Prerequisites: Dragonborn Race
Effects: When you take this feat, you may select one Hunter's Trick from the skirmisher ranger archetype - thereafter, you may use this trick with any animal you use as a mount, familiar, or animal companion. The DC for this trick, if it possesses one, is based off your Charisma Modifier. Additionally, if you could not already, you gain the ability to empathetically communicate with your mounts, familiars, and animal companions, and gain a constant extraordinary Status Effect on them for as long as you remain on the same plane as each other for as long as you remain mounted or otherwise bonded(In the case of Familiars and Animal Companions).
Special: You may take this feat multiple times - each time beyond the first, you gain an additional Hunter's Trick to use in the same manner.
Natural animal handlers and masters of all things beast, many Dragonborn find it natural as a matter of course to hone their Draconic instincts over the course of their adolescence and adulthood until they learn how to utilize the natural Draconic authority that allows them such masterful control over animals to greater heights - literally imparting teachings and techniques into the minds of their mounts, familiars, or companions with nothing but unspoken glare and gentle physical contact.
Khadagarian Horse Archer:
Prerequisites: Dragonborn Race, Precise Shot Feat, Character level 5th
Effects: As a full-round action, you can move up to your speed or direct a mount you are currently riding to move up to its speed immediately and make a single ranged projectile attack at any point during this movement. If you do so, this range increment of your attack doubles and the attack ignores all miss chances and bypasses all illusion effects active on the target such as Mirror Image. If this ranged attack misses, a small seedling or sapling of a plant type native to the local area sprouts from the impact point of the projectile and the ground.
Special: This feat counts as "Shot on the Run" for the purposes for Feat Prerequisites.
A unique technique developed by the Khadagarian Horse Archers to utilized the roaring wind to enhance their arrow shots, this unique method of bowmanship allows savvy Dragonborn to range their shots nearly twice as far as they could otherwise - and by entrusting the arrow to the spirits of the reeds and wind, ensure that the arrow pierces all illusion and misdirection without fail.
Khaasin's Weaving:
Prerequisites: Dragonborn Race, Character level 7th
Effects: By spending one minute harvesting a feather, scale, or other body part from a non-humanoid slain within the past hour, you can create a shamanistic item of power imbued with a fraction of that creature's energy - when this trinket is attached to a weapon as a full-round action, the trinket grants a unique weapon special quality of a type depending on the nature of the beast it came from. A creature's body must be largely intact and its soul undamaged to qualify for this feat. While the specific nature of the trinket's ability should be somewhat random and subject to GM discretion as well as player input, common themes may include avian creatures granting the Cyclonic Weapon Special Quality, dragon creatures granting the appropriate Elemental or Elemental Burst Quality, reptilian creatures granting the agile special quality, and so on. You may have a total number of trinkets infused in this way at once equal to 2 + 1 for every 3 HD you possess beyond 7. These trinkets are considered slotless wondrous items, and the abilities they grant are supernatural in nature - and any number may be attached to weapons at once. If you make more trinkets than you can sustain, the oldest one(s) begin to become mundane. These trinkets can be sundered and/or destroyed, and effectively have 1HP and 0 Hardness.
Perhaps one of the only blessings that originated with the infamous warlord Khaasin Baatar that still sees common use across Khadagar, the art of 'Khaasin's Weaving' or 'Spirit Weaving' allows Dragonborn Shamans to harvest the body parts of slain creatures and transform them into potent magical items to bestow onto the warriors of their tribe.
Horse Soldier, Horse Soldier:
Prerequisites: Dragonborn Race, Mounted Combat Feat, Character level 9th
Effects: Whenever your mount double moves while you are mounted upon them, the next attack you make while so mounted in the following round automatically threatens a critical hit. If your mount instead Ran as a full-round action on the prior round, you automatically score a confirmed critical hit instead. If this critical hit is negated in any way(Such as via critical immunity, fortification, or so on), you automatically take 1d4 Strength or Dexterity Damage(Whichever you used for the weapon's damage). If you are immune to ability damage or simply choose to not take it, you are instead knocked from your mount.
A technique mastered only after years of fighting on horseback in the most brutal of conditions, the greatest strike of the Khadagarian Horse Soldier is the infamous "Decapitation Strike" feared by armies all across Zheng-Kitar - a strike performed at such high speeds that it is an unnervingly common sight to see the head of the target roll from their shoulders in a single, masterful stroke taken at deadly high speeds. However, the difficulty lies in not only aiming the strike, but enduring it - for performing it without the proper wrist control or hand movement will almost invariably result in broken wrists and hands, or sometimes being thrown from one's mount entirely.
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