Dark Days in Sion
Half Sky Dragon Bloodline
|Half Sky Dragon Bloodline|
|1||Str -3, Bite/Claw Attacks||Str -3, Fort +1, Bite/Claw Attacks||Str -3, Int +1, Wis +1, Cha +1, Fort +1, Bite/Claw Attacks, Draconic Insight, Low-Light Vision (Ex), Flight (20ft)|
|2||Int +1, Wis +1, Fort +1, Low-Light Vision (Ex)||Int +1, Wis +1, Cha +1, Draconic Insight, Low-Light Vision (Ex), Flight (20ft)||Ref +1, Will +1, Immunity (Sleep), Natural Armor (Ex) +1|
|3||Cha +1, Draconic Insight, Flight (20ft)||Ref +1, Will +1, Immunity (Sleep), Natural Armor (Ex) +1||Awaken Spell Resistance, Breath Weapon, Fort +2|
|4||Ref +1, Will +1, Immunity (Sleep)||Fort +2, Awaken Spell Resistance, Breath Weapon||Int +2, Ref +2, Will +2, Low-Light Vision (Ex, x2)|
|5||Fort +2, Awaken Spell Resistance, Natural Armor (Ex) +1||Int +2, Ref +2, Will +2, Low-Light Vision (Ex, x2)||Wis +2, Immunity (Paralysis), Huitzil Familiar, Flight (40ft)|
|6||Int +2, Ref +2, Will +2, Breath Weapon, Low-Light Vision (Ex, x2)||Wis +2, Immunity (Paralysis), Huitzil Familiar, Flight (40ft)||Cha +2, Fort +3, Ref +3, Will +3, Control Weather (Sp)|
|7||Wis +2, Immunity (Paralysis)||Cha +2, Fort +3, Ref +3, Will +3, Control Weather (Sp)||Int +3, Wis +3, Dragon Sight, Natural Armor (Ex) +2|
|8||Cha +2, Fort +3, Ref +3, Will +3, Huitzil Familiar, Flight (40ft)||Int +3, Wis +3, Natural Armor (Ex) +2,||Cha +3, Immunity (Electricity), Flight (60ft)|
|9||Int +3, Wis +3, Control Weather (Sp)||Cha +3, Dragon Sight||Int +4, Comprehend Languages (Sp)|
|10||Cha +3, Natural Armor (Ex) +2||Immunity (Electricity), Flight (60ft)||Flight +10ft every 5HD|
|11||Dragon Sight, Immunity (Electricity)||Comprehend Languages (Sp)||Wis +4, Draconic Power|
|12||Flight (60ft)||Flight +10ft every 5HD||Cha +4, Draconic Presence|
Creature Type: Creature’s type adds dragon type. Size is unchanged.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12.
|Natural Weapon Damage|
|Size||Bite Damage||Claw Damage|
A Half Sky Dragon has all the special qualities of the base creature; plus:
A Half Sky Dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day. A Half Sky Dragon’s breath weapon is a 60ft line of electricity which deals 1d8 points of damage per HD. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.
Immunity to Sleep: Spells and spell-like effects.
Immunity to Paralysis: Spells and spell-like effects.
Immunity to Electricity: Spells and spell-like effects.
Comprehend Languages (Sp): You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Control Weather (Sp): A Half Sky Dragon can use this ability a number of times per day equal to half their HD.
You change the weather in the local area. It takes 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather. Such as where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for up to one hour.
Using a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later) does not increase the duration of the effect. You can lengthen the effect rather than stopping it if you have another use of control weather available, but once your uses for the day are done the weather manipulation will eventually die out and return to normal. Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
|Spring||Tornado, thunderstorm, sleet storm, or hot weather|
|Summer||Torrential rain, heat wave, or hailstorm|
|Autumn||Hot or cold weather, fog, or sleet|
|Winter||Frigid cold, blizzard, or thaw|
|Late winter||Hurricane-force winds or early spring (coastal area)|
Dragon Sight: Half Dragons see extremely well in all lighting conditions.
In normal light, a Half Dragon sees twice as well has a human. In game terms, this means that a dragon can detect the presence of a potential encounter at twice the distance given in the Dungeon Master’s Guide (see Stealth and Detection in a Forest, page 87, and other similar sections). Also, when a half dragon makes a Spot check, it takes only half the penalty for distance: a -1 penalty per 20 feet of distance rather than the standard -1 per 10 feet of distance.
In dim light, a half dragon sees four times as well as a human. The half dragon’s low-light vision is exactly like that of other creatures with the low-light ability, except that the dragon sees four times as far when using artificial illumination. For example, from a half dragon’s point of view a light spell produces bright illumination in a 40-foot radius around the affected object and dim light for an additional 40 feet.
In complete darkness, a Half Sky Dragon is blind. For this reason they abhor cramped, lightless spaces, especially underground.
Awaken Spell Resistance (Draconic Feat)
- Prerequisites: Con 13, dragon type.
- Benefit: You gain innate spell resistance equal to your racial Hit Dice.
- Special: If your racial Hit Dice increase after you gain this feat, your spell resistance increases as well. If you have this feat and you also have (or later gain) spell resistance
as a racial ability, your spell resistance is equal to your new Hit Dice total or your racial spell resistance +2, whichever is higher.
You can take this feat multiple times. Each time you take the feat, your innate spell resistance increases by 2.
Draconic Insight (Draconic Feat)
- Prerequisites: Cha 13, Int 13, Wis 13, dragon type.
- Benefit: You gain inherent knowledge of the Draconic language, a bonus to knowledge checks involving draconic creatures, items and lore, and a bonus to affect the attitudes of other creatures with the dragon type.
- Draconic Knowledge
A half sky dragon may make a special draconic knowledge check with a bonus equal to his HD + his Intelligence modifier to see whether he knows some relevant information about anything draconic.
A successful draconic knowledge check will not reveal the powers of an item but may give a hint as to its general history and/or function. A half sky dragon may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
- Draconic Empathy (Ex)
A half sky dragon can improve the attitude of other creatures with the dragon type. This ability functions just like a Diplomacy check made to improve the attitude of a person. The half sky dragon rolls 1d20 and adds her HD and her Charisma modifier to determine the check result.
The typical draconic creature has a starting attitude of indifferent towards a half sky dragon, while towards others they are usually unfriendly.
To use this ability the half sky dragon and the other draconic creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a draconic creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
Draconic Power (Draconic Feat)
- Prerequisites: Draconic Heritage
- Benefit: Your caster level increases by one and you add 1 to the save DC of all arcane spells.
- Special: This feat works in conjunction with the Energy Substitution feat (Complete Arcane, page 79) as long as the substituted energy matches the electricity energy type.
Draconic Presence (Draconic Feat)
- Prerequisites: Draconic Heritage
- Benefit: Whenever you attempt an Intimidation Check, opponents within 10 feet of, and with fewer Hit Dice than you, become shaken for a number of rounds equal to your HD. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save indicates that your opponent is immune to your draconic presence for this encounter. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.
Huitzil Familiar (As Per page 114 Dragon Magic.)
A Huitzil behaves as a normal familiar and grants its master a +3 bonus on Sleight of Hand checks when the half sky dragon and familiar are within 1 mile of each other.