Ibis Empire Races: Dragonsoul

Long ago, the angelic race sinned. Remorseful and horrified by the sin they enacted, the only fitting punishment was to expunge their sins from their bodies. The angelic race sacrificed themselves, splitting their physical forms into man and dragon. The progeny of their sin, the beastmen, still roam the earth as a reminder of man's sin. 

But not all is lost. The connection between man and dragon is physically weak but strong in soul, only found in those with pure hearts and blood. The dragonsoul, a human race with very strong draonic blood originating from the angels rule the Dragonsland, a war-torn land with pure-blooded nobles. The mark of the dragonsoul, black skin, are said to be purer and more suited to rule. 

Those of stronger blood have a deeper connection with dragons, able to create a "dragon bond" granting a series of unique abilities. Dynasties are created by kings who pass down his unique dragon from son to son. Weaker blood does not allow the breaking of a bond, often causing the death of his bonded dragon.

Dragon Knights are pure-blooded warriors fighting the wars of the Dragonlands king, all attempting to prove their place and the right to be given a dragon. Instead of inheriting a dragon, a desperate few decide to hunt their own. Court sorcerers with weaker, but known blood, try to find a place within their society by using their dragon blood for arcane support. Those with unknown blood, the Errants, hide in common society, using their skills as spies to furthur the cause of their lord. Many Errants do not know they carry the blood within themselves. Their mental powers are writen off as a hidden madness, only to be confirmed as blooded when they become more aware of the larger world. 

Dragonsoul Value

Value

Dragonsoul

XP Cost

4

Dragonsoul + royal dragon bond

1500

3

Dragonsoul + strong dragon bond

1200

2

Dragonsoul + dragon bond

600

1

Dragonsoul + weak dragon bond

300

0

Dragonsoul

150

Dragonsoul 0: At Dragonsoul 0, all dragonsouls gain the following four custom powers:

  • Dragon Friend: Dragons find kinship in a dragonsoul's presence giving +2 to reaction rolls with dragons.

  • Dragon Kin: The dragonsoul is born with the natural instincts against dragon's signature attack He gains +4 saving throws to blast and breath weapons.

  • Dragon Mind: The dragonsoul gains the ability to read the thoughts of any dragon within 90' at will. Furthermore, he can send telepathic messages to any dragon whose surface thoughts he is reading (allowing two-way communication). In addition, once per day, the dragonsoul can detect dragons. The dragonsoul can detect the presence of a dragon in a 24 mile range, but does not know the direction or specific information. If within 6-miles, the dragonsoul knows the dragon's general direction, hit dice and spells. If within 60' the dragonsoul knows the hit points, dragon type, spells and general physical state of dragon, such as if he is sleeping or wounded.

  • Dragon Language. The dragonsoul knows the Draconic language.

Dragonsoul 1: The dragonsoul may make a weak dragon bond with a single dragon of twice his level in hit dice, to a maximum of 8 hit dice. The process takes a week per hit die to bond a dragon, after which the process is non-reversible, with only death breaking the bond. In the instance of death of one of the bonded, the other character must make a Save versus Death, or die as well.

While under a weak dragon bond, both dragon and dragonsoul will share soul. While within 10” of each other, the dragon and rider go off the dragonsoul's initiative value, +1 to initiative, surprise, AC and hear noises. As long as the dragon is on your dimensional plane, the dragonsoul gains long-range telepathy, which allows telepathic communication over any distance. A dragon and dragonsoul can impair his bondmate called a disdainful barrage, canceling the benefits of share soul and penalties both the dragon and the dragonborn with -1 to attack throws, saving throws, proficiency throws and reaction tests.

Dragonsoul 2: The dragonsoul may make a dragon bond with a maximum of 12 hit dice, which has all the properties of a weak dragon bond including two special abilities. The dragonsoul gains Riding for his bonded dragon. In addition, the dragonsoul gains the riding proficiency with a dragon he is bonded. While riding, the dragon and rider slaughter in tandem, giving both dragon and dragonsoul +1 to attack throw and damage. Just like dual wielding, if the rider is carrying a magic weapon, the dragon may add the weapon's magical bonus to his attacks. Disdainful barrage penalty can be up to -2 penalties, instead of -1.

Dragonsoul 3: The dragonsoul can make a strong dragon bond with a maximum of 16 hit dice, which allows all the abilities of a weak and strong dragon bonds, but share soul also grants +2 to all saving throws. Disdainful barrage can up to -3 penalties.

In addition, the rider or dragon can become the spell's source. While within 100' of each other, the dragon and rider can cast spells through their bondmate as they were the point of origin.

Dragonsoul 4: The dragonsoul is of royal blood, and can make a royal dragon bond with no maximum hit dice. A dragon never dies from the death of a royal dragon bond in the event of the death of his bondmate. As well, the dragonsoul becomes to immune to mundane and magical fear. In addition, the royal blood allows one extra maximum levels.

Dragonsoul Dragon Knight

Prime Requisite: STR

Requirements: CHA 9

Hit Dice: 1d8

Maximum Level: 11

Experience

Title

Level

Hit Dice

Damage Bonus

0

Gentleman

1

1d8

1

2,700

Esquire

2

2d8

1

5,400

Of the Many

3

3d8

2

10,800

Gecko Knight

4

4d8

2

21,600

Mantle Knight

5

5d8

2

43,200

Hydra Knight

6

6d8

3

85,000

Turtle Knight

7

7d8

3

170,000

Wyvern Knight

8

8d8

3

290,000

Dragon Knight

9

9d8

4

410,000

Dragon Knight, 10th level

10

9d8+2

4

 

The dragonsoul dragon knight is trained in the use of all weapons and armor. They may fight wielding a weapon and a shield, wielding a two-handed weapon, or wield a weapon in each hand. At first level, dragonsoul dragon knight hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience. Dragon knights also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level.

The dragon knight is called a dragon friend giving him +2 to Reactions rolls involving dragons. Dragon knights are known to be dragon kin, having innate defensive instincts from the attacks of dragons, have knowledge of dragons giving +4 saving throws to blast and breath weapons.

Most dragonsouls with any blood are known to possess the dragon mind, granting the ability to read the thoughts of any dragon within 90' at will. Furthermore, he can send telepathic messages to any dragon whose surface thoughts he is reading (allowing two-way communication). Once per day, the dragon mind allows the dragonsoul to detect dragons. If a dragon is within 60', the dragonsoul knows the direction, hit dice, dragon type, spell, special abilities and general physical state of dragon, such as if it is sleeping or wounded. If the dragon is instead up to 6 miles away, the dragonsoul knows the direction and hit dice of the dragon. If the dragon is up to 24 miles away, the dragonsoul knows the presence of a dragon, but no other details.

The dragon knight may make a strong dragon bond with up to twice the hit dice twice per level of the dragon knight, up to a maximum of 16 hit dice. The process takes one week per hit die to bond a captured or willing dragon, after which the process is non-reversible. Only death breaks the bond; if the dragon or dragonsoul dies, the bond-mate must make a save versus death throw, or die as well. Finding a dragon which matches the character's alignment is not necessary but recommended. A dragon or dragon knight can impair his bondmate's competency by using mental discouragement, called a disdainful barrage. While under the effects, both dragon and the dragonborn receive -1 to attack throws, saving throws, proficiency throws and reaction tests. This lasts for a day and cannot be revoked, it must expired. Each day, the disdainful barrage's penalty may be increased up to another -1, to a maximum of -3.

While under a weak dragon bond, both dragon and dragonsoul will share soul. While within 10” of each other, the dragon and rider use the dragonsoul's initiative value, gain +1 to initiative, surprise, AC and hear noises and +2 to all saving throws. As long as the dragon is on your dimensional plane, the dragonsoul gains long-range telepathy, which allows telepathic communication over any distance. A dragon and dragonsoul can impair his bondmate called a disdainful barrage, canceling the benefits of share soul and penalties both the dragon and the dragonborn with -1 to attack throws, saving throws, proficiency throws and reaction tests. The telepathy also allows the knight or bonded dragon act as a spell source, while within 60' of each other, the dragonsoul or dragon can use the other character as his point of origin for his spells.

The dragonsoul gains the riding proficiency with a dragon he is bonded. While riding, the dragon and rider slaughter in tandem, giving both dragon and dragonsoul +1 to attack throw and damage. Just like dual wielding, if the rider is carrying a magic weapon, the dragon may add the weapon's magical bonus to his attacks.

The dragon knight instinctively knows the draconic language.

When a dragon knight reaches 5th level, his draconic bloodline is fully expressed, inspiring others to greatness. Any henchmen and mercenaries hired by the dragon knight gain +1 bonus to morale score whenever he personally leads them. At 9th level, a dragon knight can build a castle and take his place as the landed dragonsoul elite. When he does so, up to 1d4+1x10 0th level mercenaries and 1d6 dragonsoul dragon knights will come to bend the knee of fealty. If hired, they must be paid standard rates for mercenaries.

 

Dragon Knight Proficiency List: Acrobatics, Alertness, Beast Friend, Blind Fighting, Breakfall, Combat Reflexes, Combat Trickery (disarm, force back, knock down, incapacitate, overrun, sunder), Command, Dragon Slaying, Dual Eyes, Dungeon Bashing, Endurance, Fighting Style, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Mountaineer, Mystic Aura, Precise Shooting, Riding, Running, Siege Engineering, Shield Defense, Survival, Swashbuckling, Weapon Focus

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1

15+

14+

12+

16+

17+

10+

2-3

14+

13+

11+

15+

16+

9+

4

13+

12+

10+

14+

15+

8+

5-6

12+

11+

9+

13+

14+

7+

7

11+

10+

8+

12+

13+

6+

8-9

10+

9+

7+

11+

12+

5+

10

9+

8+

6+

10+

11+

4+

 

Breakfall: The character takes half damage from falling and may get up from being prone on his turn without losing his move action.

Dragon-Slaying: The character receives +1 on attack rolls against dragons. At level 7, this bonus increases to +2, and at level 13, it increases to +3.

Four Eyes: When you gain the bonus of share soul, medium range is always considered short range.

Shield Defense: A character which passes a successful saving throw with a Blast & Breath using a shield, takes no damage, instead of half.

 

Dragonsoul Court Sorcerer

Prime Requisite: INT

Requirements: CHA 9

Hit Dice: 1d4

Maximum Level: 10

Experience

Title

Level

Hit Dice

1

2

3

4

5

6

0

Occultist

1

1d4

1

-

-

-

-

-

3,100

Mage-Advisor

2

2d4

2

-

-

-

-

-

6,200

Sorcerer

3

3d4

2

1

-

-

-

-

12,400

Mantle Acolyte

4

4d4

2

2

-

-

-

-

24,800

Skimmer

5

5d4

2

2

1

-

-

-

49,600

Scalemind

6

6d4

3

2

2

-

-

-

100,000

Fireblood

7

7d4

3

2

2

1

-

-

200,000

Of the Few

8

8d4

3

2

2

2

-

 

350,000

Dragon Sorcerer

9

9d4

4

3

3

2

1

-

500,000

Dragon Sorcerer

10

9d4+1

4

3

3

3

2

-

650,000

Dragon Sorcerer

11

9d4+1

4

3

3

3

2

1

The dragonsoul court sorcerer is not given classical knight training in the use of lance and shield. They may fight with a spears, polearms, bolas, nets, saps, quarterstaffs, clubs, daggers and darts. At first level, dragonsoul court sorcerer hit an unarmored foe (AC 0) with an attack throw of 10+. They can use use shields and fight with two weapons, but cannot fight with a weapon in each hand or wear any kind of armor. They advance in attack throws and saving throws only two points every six levels of experience.

The court sorcerer is called a dragon friend giving him +2 to Reactions rolls involving dragons. court sorcerers are known to be dragon kin, having innate defensive instincts from the attacks of dragons, have knowledge of dragons giving +4 saving throws to blast and breath weapons.

Most dragonsouls with any blood are known to possess the dragon mind, granting the ability to read the thoughts of any dragon within 90' at will. Furthermore, he can send telepathic messages to any dragon whose surface thoughts he is reading (allowing two-way communication). Once per day, the dragon mind allows the dragonsoul to detect dragons. If a dragon is within 60', the dragonsoul knows the direction, hit dice, dragon type, spell, special abilities and general physical state of dragon, such as if it is sleeping or wounded. If the dragon is instead up to 6 miles away, the dragonsoul knows the direction and hit dice of the dragon. If the dragon is up to 24 miles away, the dragonsoul knows the presence of a dragon, but no other details.

The court sorcerer may make a dragon bond with up to twice the hit dice twice per level of the court sorcerer, up to a maximum of 12 hit dice. The process takes one week per hit die to bond a captured or willing dragon, after which the process is non-reversible. Only death breaks the bond; if the dragon or dragonsoul dies, the bond-mate must make a save versus death throw, or die as well. Finding a dragon which matches the character's alignment is not necessary but recommended. A dragon or court sorcerer can impair his bondmate's competency by using mental discouragement, called a disdainful barrage. While under the effects, both dragon and the dragonborn receive -1 to attack throws, saving throws, proficiency throws and reaction tests. This lasts for a day and cannot be revoked, it must expired. Each day, the disdainful barrage's penalty may be increased up to another -1, to a maximum of -2.

While under a weak dragon bond, both dragon and dragonsoul will share soul. While within 10” of each other, the dragon and rider use the dragonsoul's initiative value, gain +1 to initiative, surprise, AC and hear noises and +2 to all saving throws. As long as the dragon is on your dimensional plane, the dragonsoul gains long-range telepathy, which allows telepathic communication over any distance. A dragon and dragonsoul can impair his bondmate called a disdainful barrage, canceling the benefits of share soul and penalties both the dragon and the dragonborn with -1 to attack throws, saving throws, proficiency throws and reaction tests. The telepathy also allows the sorcerer or bonded dragon act as a spell source, while within 60' of each other, the dragonsoul or dragon can use the other character as his point of origin for his spells.

The dragonsoul gains the riding proficiency with a dragon he is bonded. While riding, the dragon and rider slaughter in tandem, giving both dragon and dragonsoul +1 to attack throw and damage. Just like dual wielding, if the rider is carrying a magic weapon, the dragon may add the weapon's magical bonus to his attacks.

The court sorcerer instinctively knows the draconic language.

The court sorcerer has the blood of dragons, giving him the ability to learn and cast many powerful arcane spells. The number of levels and spells the sorcerer can use in a single day are listed in the court sorcerer Progression table. A sorcerer's spell selection is limited to spells in his repertoire. A sorcerer's repertoire can include a number of spells up to the number and level of spells listed by his level, increased by his Intelligence bonus.

At 5th level, he may begin to research spells, scribe magical scrolls, and brew potions. When a sorcerer reaches 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs. A mage may also build a sanctum, often a great tower stable, when he reaches 9th level. He will attract apprentices of 1st-3rd level plus 2d6 dragonsouls who might have the blood of dragons. Their intelligence score will be above average, but many will be turned away from not having the pedigree and after 1d6 months. While in the sorcerer's service, apprentices must be provided with food and lodging, but need be paid wages. If the sorcerer builds a dungeon beneath of near his tower, monsters will start to arrive to dwell within.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1-3

13+

13+

11+

11+

12+

10+

4-6

12+

12+

10+

10+

11+

9+

7-9

11+

11+

9+

9+

10+

8+

10

10+

9+

8+

8+

8+

7+

Proficiency List: Alchemy, Battle Magic, Beast Friendship, Breakfall, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Engineering, Familiar, Healing, Illusion Resistance, Knight Training, Knowledge, Language, Loremastery, Magical Engineering, Mystic Aura, Naturalism, One Eye Open, Overcharge Spell, Quiet Magic, Prestidigitation, Profession, Sensing Power, Shield Defense, Siphon Spell, Transmogirification, Soothsaying, Spell Soul, Unflappable Casting

Knight Training: The sorcerer gains access to polearms and shields. The sorcerer may also cast spells while carrying a shield.

Siphon Spell: The sorcerer ignites the fires of communication inside his dragon's mind. The character's bonded dragon gains access to speech and spells. The sorcerer can learn to tap into his inner draconic blood, being able to siphon spells from his bonded dragon. The dragon sorcerer is always considered to have his dragon's spells in his repertoire. He may not switch the dragon's spells for other spells, but many change his own spells to reduce redundancy.

Overcharge Spell: While within 10' of each other and casting a spell in which bonded dragon and sorcerer have in their repertoires can overcharge a spell. Both dragon and sorcerer expend a spell, forcing targets to suffer -4 to saving throws and the spell is considered four levels higher. Overcharged spells also do +2 damage per die.

One Eye Open: When sleeping, the dragonsoul is not considered helpless. Instead, when found asleep, the dragonsoul is considered surprised. In addition, the dragonsoul can enter a hibernation sleep. While in such a state, he can survive without food, water and mundane extreme colds for up to a year.

Spell Soul: When the sorcerer gains the effect of a spell and his bonded dragon is within 10”, the dragon may also the bonus, including “range: self”spells.

Dragonsoul Errant Soul

Prime Requisite: DEX

Requirements: CHA 9

Hit Dice: 1d4

Maximum Level: 12

Experience

Title

Level

Hit Dice

0

Stray

1

1d4

1500

Knave

2

2d4

3000

Rambler

3

3d4

6000

Rover

4

4d4

12000

Wanderer

5

5d4

24000

Cuckoo

6

6d4

48000

Wayward Son

7

7d4

96000

Weak Blood

8

8d4

195000

Unblooded

9

9d4

295000

Unblooded, 10th level

10

9d4+1

395000

Unblooded, 11th level

11

9d4+2

495000

Unblooded, 12th level

12

9d4+3

An errant is a non-accounted dragonsoul with weak dragon blood. He lives as a spy for his noble superiors, a rogue on the street or a known dragonsoul in hiding. As they have no formal training, they may not wear armor heavier than leather and can use any missile weapons and one-handed melee weapon and wield a weapon in each hand. They cannot use a shield or fight with a weapon two-handed. At first level, dragonsoul errant hit an unarmored foe (AC 0) with an attack throw of 10+. They can use use shields and fight with two weapons, but cannot fight with a weapon in each hand or wear any kind of armor. They advance in attack throws and saving throws only two points every four levels of experience.

Discovering the identity of the errant may be dangerous, so he has learned a variety of techniques to protect his cover, or simply as survival techniques. The errant may open locks, move silently, hide in shadows, hear noises, read languages and backstab as a thief of the same level. At 7th level, the errant gains the ability to climb walls and read and cast magic scrolls.

An errant is unassuming, always appearing when they are least expected. Opponents suffer a -1 penalty to surprise when encountering the errant.

Errants have learned to survive through subtle charisma and keeping people on their good side. Any henchmen or mercenaries hired by the character gain a +1 bonus to morale score whenever he personally leads them.

The court sorcerer is called a dragon friend giving him +2 to Reactions rolls involving dragons. Errants are known to be dragon kin, having innate defensive instincts from the attacks of dragons, have knowledge of dragons giving +4 saving throws to blast and breath weapons.

Dragonsouls with any blood are known to possess the dragon mind, granting the ability to read the thoughts of any dragon within 90' at will. Furthermore, he can send telepathic messages to any dragon whose surface thoughts he is reading (allowing two-way communication). Once per day, the dragon mind allows the dragonsoul to detect dragons. If a dragon is within 60', the dragonsoul knows the direction, hit dice, dragon type, spell, special abilities and general physical state of dragon, such as if it is sleeping or wounded. If the dragon is instead up to 6 miles away, the dragonsoul knows the direction and hit dice of the dragon. If the dragon is up to 24 miles away, the dragonsoul knows the presence of a dragon, but no other details.

The errant may make a weak dragon bond with up to twice the hit dice twice per level of the errant, up to a maximum of 8 hit dice. The process takes one week per hit die to bond a captured or willing dragon, after which the process is non-reversible. Only death breaks the bond; if the dragon or dragonsoul dies, the bond-mate must make a save versus death throw, or die as well. Finding a dragon which matches the character's alignment is not necessary but recommended. A dragon or errant can impair his bondmate's competency by using mental discouragement, called a disdainful barrage. While under the effects, both dragon and the dragonsoul receive -1 to attack throws, saving throws, proficiency throws and reaction tests. This lasts for a day and cannot be revoked, it must expired.

While under a weak dragon bond, both dragon and dragonsoul will share soul. While within 10” of each other, the dragon and rider use the dragonsoul's initiative value, gain +1 to initiative, surprise, AC and hear noises and +2 to all saving throws. As long as the dragon is on your dimensional plane, the dragonsoul gains long-range telepathy, which allows telepathic communication over any distance. A dragon and dragonsoul can impair his bondmate called a disdainful barrage, canceling the benefits of share soul and penalties both the dragon and the dragonborn with -1 to attack throws, saving throws, proficiency throws and reaction tests.

Because the bond is not as strong as purer blooded dragonsoul, an errant can create multiple dragon bonds instead of a single powerful bond. The advantages of creating a weaker bond is in the errant or bonded can still use long-range telepathy, never have to roll morale and does not need to make a death save when the other dies. As well, the bond mate cannot use distasteful barrage. The disadvantages is the bonded dragon and errant does not gain the initiative, surprise, AC and hear noise bonus from share soul.

The errant instinctively knows the draconic language.

Proficiency List: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Break Fall, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Diplomacy, Fighting Style, Four Eyes, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, One Eye Open, Precise Shooting, Riding, Running, Skirmishing, Skulking, Sniping, Stable Master, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus

Bond Break: The errant may break a dragon bond without death. The process takes one weeks time.

Stable Master: When using multiple dragon bonds, your bond-mates gain +1 AC.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1-2

13+

13+

12+

14+

15+

10+

3-4

12+

12+

11+

13+

14+

9+

5-6

11+

11+

10+

12+

13+

8+

7-8

10+

10+

9+

11+

12+

7+

9-10

9+

9+

8+

10+

11+

6+

11-12

8+

8+

7+

9+

10+

5+