Dragonbloods are humanoids of mostly elven or human stock that have manifested a dominant taint of their ancestor dragon’s blood. Less than a half-dragon, and far more able to blend in with typical society, the dragonblood are a race unto themselves, surfacing an unknown number of generations after the original mating of dragon and two-legger. The resurgence of draconic power in these beings gives them power and abilities beyond those of their stock race, or at least different, and takes them in directions definitely divergent
from the society around them. It is possible that some of the magnetic figures in history were secretly dragonbloods, and that some of the great personages that were so bold to claim the blood of great wyrms actually did possess powers granted by a draconic ancestor.
Dragonblood Racial Characteristics
Dragonblood characters are defined by class levels and the following racial characteristics.
+2 Constitution, +2 Charisma, -2 Wisdom: Dragonbloods are hardy beings with strong personalities. Their brazen natures often make it difficult to pick up on subtle clues in others’ behaviors.
Medium: Dragonbloods are Medium creatures with no penalties or bonuses due to size.
Normal Speed: Dragonbloods have a base speed of 30 feet.
Dragon Guile: Dragonbloods gain a +1 racial bonus on Bluff and Diplomacy checks.
Dragon Magic: Dragonbloods gain a +2 bonus to caster level checks to overcome spell resistance with word spells. In addition they also receive a +2 racial bonus on Spellcraft checks to craft magic items.
Gatecrasher: Dragonbloods gain a +2 racial bonus on Strength checks to break objects and a +2 racial
bonus to the sunder combat maneuver.
Natural Armor: Dragonbloods’ skin is toughened and occasionally shows patches of scales. They gain a +1 natural armor bonus.
Poison Resistance: Dragonbloods gain a racial bonus against poison equal to one-half their Hit Dice (minimum +1).
Languages: Dragonbloods begin play speaking Common and Draconic. Dragonbloods with high intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan or
|Dragonblood Inquisitor by Michael Scotta|
Female dragonblood inquisitor (infiltrator) of Rajuk Amon-Gore 7th
CE Medium humanoid (dragonblood)
Init +1; Senses Perception +2
AC 12, touch 9, flat-footed 11
(+2 armor, -1 Dex, +1 natural)
hp 56 (7d8+21)
Fort +8, Ref +1; Will +9; +3 vs. poison, +7 vs. truth-telling spells
Speed 30 ft.
Melee mwk bardiche +7 (1d10+1/19-20) or +1 short sword +8 (1d6+2/19-20)
Spell Attacks bane, judgement 3/day
Infiltrator Spell-Like Abilities (CL 7th, concentration +9)
At-will - detect alignment
1/day - misdirection
Infiltrator Spells Known (CL 7th, concentration +9)
3rd (1/day) - magic circle against chaos, searing light
2nd (4/day) - confess (DC 14), cure moderate wounds, early judgement (DC 14), weapon of awe
1st (5/day) - bless, cure light wounds, doom, linebreaker, weapons against evil
0th (at-will) - bleed, brand, detect magic, disrupt undead, light, resistance
Str 12, Dex 8, Con 16, Int 10, Wis 14, Cha 15
Base Atk +5, CMB +6 (+8 sunder); CMD 17
Feats Coordinated Defense (B), Combat Medic(B), Martial Weapon Proficiency (bardiche), Iron Will, Skill Focus (Bluff, Diplomacy)
Skills Bluff +18, Diplomacy +18, Intimidate +15, Heal +12, Knowledge (religion) +10, Stealth +9; Racial Modifiers +1 Bluff, +1 Diplomacy
SQ blessed infiltration, cunning initiative, dragon magic, forbidden lore, gatecrasher, guileful lore, necessary lies, righteous infiltration, solo tactics
Languages Common, Draconic
Combat Gear potion of cure moderate wounds (2); Gear +1 padded armor, phylactery of faithfulness, holy symbol of Toma Thule, unholy symbol of Rajuk Amon-Gore, up to 600 gp in additional gear.
Deity Rajuk Amon-Gore
Homeland Kingdom of Avandrool
Rhyatha was born and quickly orphaned in the plaguelands known as the Kingdom of Avandrool. Rhyatha lived in the dark alleys and disease strewn streets that once might have been home to Rajuk Amon-Gore himself. Killing to survive she was quick inducted into the Rajuki Dancers. Though she was skilled at killing all she could sense was weakness and laziness within her guild superiors. If there is one lesson that all faithful of Amon-Gore must understand is that sacrifices must be made for strength to flourish.
After decimating the ranks of the Rajuki Dancers of the false faithful, Rhyatha has moved abroad to seek out an test the followers of Rajuk Amon-Gore wherever they hid. With the aid of travelling heroes she has been able to hid her true motives and use them as valuable fodder in the cleansing of the Last Dancer's faith while working to subtly corrupt the heroes along the way. She wears a phylactery of faithfulness to guide her actions to allow her to pretend to be good more effectively.