Dragonsoul

## Summary

Dragon - few words, in any language, can evoke the sense of awe, dread, hope, and terror as that name.  For most, dragons are solidly in the realm of myth and legend, or are modern tales told about distant lands.  For others, dragons are all too real, whether they are scourging whole kingdoms or lurking behind mortal puppets in elaborate plots.

But for a rare few, they are instead soulmates.  Marked by an intense psycho-spiritual link with the fearsome beasts, these Dragonsouls gain a powerful companion and ally.  Often misunderstood or shunned for their affinity, many Dragonsouls turn to a life of adventure, either with others or alone with the dragon that shares their very soul.

## Game Rule Information

**Role:** Dragonsouls are, first and foremost, physical warriors, whether it be with swords and hammers or at a distance with bow and arrow. Unlike Fighters and Barbarians, however, Dragonsouls turn to their faithful dragon for aid, and this is what gives them so fearsome a reputation.

**Alignment:** Any

**Hit Die:** d10

### Class Skills

The Dragonsoul's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

**Skill Ranks per Level:** 2 + Int modifier

### Class Features

**Weapon and Armor Proficiency:** Dragonsouls are proficient with all simple and martial weapons. Dragonsouls are also proficient with light armor, but not with shields.

**Dragonbond:** Dragonsouls form a powerful psychic and spiritual bond with one type of Soulbound Dragon hatchling at the beginning of their training. The Soulbound Dragon is an intelligent draconic companion that is imprinted upon the Dragonsoul, and views the Dragonsoul as equal parts best friend and master. Even evil Dragonsouls are viewed by their Soulbound Dragon in this light, but despite any emotional or physical damage inflicted by the Dragonsoul the Soulbound Dragon's loyalty is unwavering due to the imprinting process. Unbonded Soulbound Dragons are normally neutral in alignment, but once bonded a Soulbound Dragon adopts the alignment of its master.

Although the Soulbound Dragon is a natural, sentient creature, the Dragonbond allows the Dragonsoul's personality and emotions to influence the creature’s physical abilities, guiding its mutations subconsciously. This is represented in game terms by Adaptations, which have a point value removed from a pool of adaptation points, based on the Dragonsoul's class level, that can be used to give the Soulbound Dragon different abilities and powers. Whenever the Dragonsoul gains a level, they must decide how these points are spent, and they are set until he or she gains another level of Dragonsoul.

Soulbound Dragons cannot speak, but can pantomime speech and humanoid facial expressions well enough to clearly convey emotional states and attitudes, but not specific thoughts. For example, a Soulbound Dragon might mockingly “talk” like its master or another creature, but wouldn't be able to use actual words to convey thoughts about what they find foolish, let alone recount the tale later.  The Soulbound Dragon understands Draconic and anything spoken by the Dragonsoul.

While Soulbound Dragons are more intelligent than animals, their intelligence works differently than most humanoids, and they must be taught tricks and use tricks as though they were animals with an Intelligence of 2.

A Dragonsoul's bond with the Soulbound Dragon is a deep and powerful psychic connection, going beyond a simple mount and rider relationship. Should the Soulbound Dragon die, the Dragonsoul must spend a week in mourning before they can even attempt to find a new companion. After this time, the Dragonsoul's grief calls out to another Soulbound Dragon, who comes to investigate within 2d8 days. When the new Soulbound Dragon arrives, the Dragonsoul and the Soulbound Dragon bond with each other. The new Soulbound Dragon has initial Adaptations chosen by the GM appropriate to the Dragonsoul's level.

**Speaker:** A Dragonsoul can use the Handle Animal skill with Dragons without suffering any penalty for working with a non-Animal creature.  In addition, the Dragonsoul gains a +4 circumstance bonus on Handle Animal checks involving their Soulbound Dragon (but not with other Soulbound Dragons).

**Bond Power:** At 2nd level and every 2 levels after, the Dragonsoul gains a benefit from their bond with the Soulbound Dragon.  These abilities only function while the Soulbound Dragon is alive, but the Dragonsoul and Soulbound Dragon do not need to be on the same plane of existence or in communication with each other.  Unless noted otherwise, a Bond Power can only be taken once.  When you gain a new Bond Power, you can also choose to replace one existing Bond Power with another Bond Power you are eligible for.

*Borrow Power (Su):* The Dragonsoul can suppress an adaptation possessed by their Soulbound Dragon to gain its benefits for themselves as a free action once per round.  The Dragonsoul can use Borrow Power for a number of minutes per day equal to their class level, and Borrow Power must be used in one-minute increments.

*Charm Dragon (Sp):* The Dragonsoul can attempt to use *charm monster* but only to affect Dragons.  The Dragonsoul can use Charm Dragon once per day per Bond Power they possess.  The save DC for Charm Dragon is equal to 10 + 1/2 Dragonsoul’s level + Charisma modifier.

*Dominate Dragon (Sp):* The Dragonsoul can use two of their daily uses of Charm Dragon to instead cause the effect to replicate *dominate monster* but only to affect Dragons.  The Dragonsoul can only control the dragon with Dominate Dragon for 1 round per 2 levels they possess.

*Dragonbound:* The Dragonsoul gains a bonus combat feat.  The Dragonsoul must meet all requirements for the feat.

*Dragon Rider:* The Dragonsoul gains Mounted Combat as a bonus feat.  This Bond Power can be taken multiple times; each time you do, the Dragonsoul gains a bonus feat that has Mounted Combat as a prerequisite.  The Dragonsoul must meet all requirements for this feat.

*Empathic Link (Su):* The Dragonsoul can communicate emotions and feelings telepathically with their Soulbound Dragon and vice versa.  This does not allow for the conveyance of complex information such as “there are three Goblins behind this door” but can indicate a feeling of hostility, caution, or fear towards the door.

*Guide (Ex):* The Dragonsoul can spend a full-round action to give the Soulbound Dragon a +2 bonus on its attacks, armor class, saving throws, and skill checks.  The Dragonsoul takes a -2 penalty on their own attacks, armor class, saving throws, and skill checks until their next turn.

*Guide, Greater (Ex):* The Dragonsoul can choose to either use Guide as a move action or to eliminate the penalty to the Dragonsoul’s attacks, armor class, saving throws, and skill checks.  This choice is made each time the Dragonsoul uses Guide, and the Dragonsoul must have the Guide Bond Power to select this Bond Power.

*Guided Mind (Su):* The Dragonsoul can use Guide as a move action.  If the Dragonsoul also has Greater Guide, the Dragonsoul takes no penalties for using Guide.  The Dragonsoul must have the Guide and Telepathic Link Bond Powers to select this Bond Power.

*Guiding Wing (Ex):* If the Dragonsoul and Soulbound Dragon are adjacent to one another or flanking an enemy, the Dragonsoul can use Guide as a move action, or as a swift action if the Dragonsoul has Guided Mind.  If the Dragonsoul also has Greater Guide, the Dragonsoul instead can use Guide as a swift action and takes no penalties, and if the Dragonsoul has both Guided Mind and Greater Guide ignores the positioning requirement to do so.  The Dragonsoul must have the Guide Bond Power to select this Bond Power.

*Soul Armor (Ex):* The Dragonsoul is able to assemble a suit of armor created from the shed scales of their Soulbound Dragon.  The Dragonsoul can craft the scales into any type of armor and are proficient with this particular suit of armor but not others of its type.  For example, the Dragonsoul could create a suit of full plate and would be proficient with the armor they created with Soul Armor but not with a suit of full plate they find or buy elsewhere.  The Soul Armor has the same resistances and immunities as the Soulbound Dragon, but does not confer these benefits to the Dragonsoul.

*Telepathic Link (Su):* The Dragonsoul can communicate complex thoughts and information telepathically with their Soulbound Dragon and vice versa as though they share a common language.  The Dragonsoul must already have Empathic Link in order to obtain Telepathic Link.

*Two Hearts as One (Su):* The Dragonsoul treats the Soulbound Dragon as having any teamwork feats possessed by the Dragonsoul even if the Soulbound Dragon does not qualify for them.

*Twin Soul (Su):* The Dragonsoul can opt to halve the duration of beneficial magical effects on themselves to also affect their Soulbound Dragon.  This choice is a free action made at the time the Dragonsoul is initially affected.  The Soulbound Dragon does not count towards any maximum limits of the spell or effect when affected using Twin Soul.

*Wing Attack (Ex):* The Dragonsoul gains an additional +2 bonus on attack rolls for flanking an opponent with their Soulbound Dragon.

*Wisdom of the Soul:* The Dragonsoul gains a bonus feat.  The Dragonsoul must meet all requirements for the feat.

**Dragon Power:** At 3rd level and every 2 levels after, the Dragonsoul’s Soulbound Dragon gains a benefit from their bond with the Dragonsoul.  These abilities only function while the Dragonsoul is alive, but the Dragonsoul and Soulbound Dragon do not need to be on the same plane of existence or in communication with each other.  Unless noted otherwise, a Dragon Power can only be taken once.  When you gain a new Dragon Power, you can also choose to replace one existing Dragon Power with another Dragon Power you are eligible for.

*Armored Hide (Ex):* The Soulbound Dragon gains proficiency with light armor.  This Dragon Power can be taken up to three times.  The second time it is taken, the Soulbound Dragon gains proficiency with medium armor.  The third and final time it is taken, the Soulbound Dragon gains proficiency with heavy armor.

*Breath Shaping (Su):* The Soulbound Dragon can change the shape of its breath weapon effects between a cone, line, or single-target attack.  If the breath weapon is normally a line or single-target attack, if used as a cone its length is halved.  If the breath weapon is normally a cone, if used as a line or single-target attack its length is doubled.

*Chomp (Ex):* The Soulbound Dragon’s bite attack causes triple damage on a critical hit instead of double.

*Devotion (Su):* If the Soulbound Dragon or the Dragonsoul fail a Will saving throw and are affected by any charm, domination, or compulsion effect the other can attempt to roll the save as a free action.  If successful, the effect ends after 1 round.  If the attempt fails, both are affected but for half the duration.  The Soulbound Dragon and the Dragonsoul are treated as a single entity for effects that only affect a certain number of creatures and treat the other as themselves for effects like *confusion*.

*Evolution (Ex):* The Soulbound Dragon gains 2 additional points in its Adaptation Pool.  The Soulbound Dragon can also be changed to a different type of Soulbound Dragon as part of taking this Dragon Power.  Once the new form is selected it cannot be changed without taking Evolution again.  Evolution can be taken multiple times, and its effects stack.

*Growth (Ex):* The Soulbound Dragon increases in size by one size category.  The Soulbound Dragon’s Strength increases by 4, its Constitution increases by 2, and its Dexterity score decreases by 2.  The Soulbound Dragon’s size modifier to statistics changes to match its new size as given on the table below.  This Dragon Power can be taken multiple times but cannot be taken again if the Dragon Power selected previously was also Growth, and its effects stack.

*Heritor (Ex):* The Soulbound Dragon gains the ability to speak and automatically knows Draconic, and the Dragonsoul can understand but not speak Draconic if they do not already know the language. The Soulbound Dragon can learn to speak additional languages through the Linguistics skill.

*Hover:* The Soulbound Dragon gains Hover as a bonus feat.

*Mountain (Ex and Su):* The Soulbound Dragon can serve as a combat-trained mount for the Dragonsoul; this portion of Mountain is an extraordinary ability.  If the Soulbound Dragon is not normally large enough to serve as a mount for the Dragonsoul, it can grow to one size category larger than the Dragonsoul as a full-round action, adjusting its statistics accordingly as listed in the table for the Growth Dragon Power.  The Soulbound Dragon can maintain this size for one minute per level of the Dragonsoul, and must always use this ability in one-minute increments.  Each size category the Soulbound Dragon must grow to be usable as a mount uses an additional minute from this limit for each minute of actual time.  For example, a Tiny Fae Dragon that grows to size Large for its Human Dragonsoul counts off three minutes of Mountain for each actual minute that passes.

*Protect (Ex):* The Soulbound Dragon can spend a full-round action to redirect attacks made against the Dragonsoul to the Soulbound Dragon until the Soulbound Dragon’s next turn.  The Soulbound Dragon must be adjacent to the Dragonsoul to use this ability and within reach of the attacker to redirect the attack.

*Razortooth (Ex):* The Soulbound Dragon’s bite attack causes 1 point of Bleed damage per Dragon Power possessed.  This bleed damage does not stack with itself.

*Sacrifice of Power (Su):* The Soulbound Dragon gains no benefit from this Dragon Power, but instead grants the Dragonsoul a portion of their essence.  This Dragon Power can be taken three times.  The first time this ability is taken, the Dragonsoul gains one hit point per class level.  The second time this ability is taken, the Dragonsoul gains a +1 natural armor bonus.  The third time this ability is taken, the Dragonsoul loses both previous benefits and instead acquires the Half-Dragon template.

*Shrink (Su):* The Soulbound Dragon can shrink itself down to its original size, removing the benefits of Growth, as a full-round action.  The Soulbound Dragon can remain in this shrunk size indefinitely, and reverting to its true size is a full-round action.  If the Soulbound Dragon has multiple applications of Growth, the Soulbound Dragon can choose to only remove some applications of Growth to assume any intermediary size between their original size and maximum size.

*Soulshape (Su):* The Soulbound Dragon gains the Change Shape special quality and can assume a single form of the same race as the Dragonsoul and matching the Soulbound Dragon’s gender.  The Soulbound Dragon always assumes the same form when using this ability.  While in this form, the Soulbound Dragon loses its special movement forms, natural weapons, and breath weapons but retains its ability scores.  The Soulbound Dragon is mute in its Soulshape form unless it possesses the Heritor Dragon Power.  Using this form removes or adds applications of Growth as necessary to match the new size, but only while using Soulshape.

*Soulshape, Greater:* When using Soulshape, the Soulbound Dragon can choose to assume a form combining its Soulshape form with its draconic features, allowing it to use all of its abilities in the form of a Half-Dragon of its Soulshape form’s race.  In its Half-Dragon form the Soulbound Dragon is identifiable as both its natural self and its Soulshape form and incorporates physical traits of both.  Using this form changes the damage of the Soulbound Dragon’s natural weapons to match those of its Soulshape form’s size and removes or adds applications of Growth as necessary to match the new size, but only while using Soulshape.

*Tricky (Ex):* The Soulbound Dragon can learn any number of tricks and can choose to use its known tricks independently of the Dragonsoul.

*Vicious Claws (Ex):* The Soulbound Dragon’s claw attacks have a critical threat range of 19-20.  Spells, feats, and effects that increase critical threat range use this value as a baseline.

**True Bond (Su):** At 20th level the Dragonsoul’s bond with their Soulbound Dragon is strong enough to deny death itself.  So long as the other lives, neither physically ages, and should either die the other can bring them back to life in a ritual that lasts one week.  If the Soulbound Dragon dies, the Dragonsoul can return them to life as with a *resurrection* spell.  If the Dragonsoul dies, the Soulbound Dragon can return them to life as with a *reincarnate* spell.  This ability requires the body of the dead subject to be present but does not inflict negative levels and has no material component cost.

### Soulbound Dragons

A Soulbound Dragon's abilities are determined by the Dragonsoul's level and by the choices made using its Adaptation pool. Soulbound Dragons are Dragons for the purposes of determining which spells and effects can affect them.

**Class Level:** This is the character's Dragonsoul level.

**HD:** This is the total number of 12-sided (d12) Hit Dice the Soulbound Dragon possesses, each of which gains a Constitution modifier, as normal.

**BAB:** This is the Soulbound Dragon's base attack bonus. A Soulbound Dragon's base attack bonus is equal to its Hit Dice. Soulbound Dragons do not gain additional attacks using their natural weapons for a high base attack bonus.

**Fort/Ref and Will Saves:** These are the Soulbound Dragon's base saving throw bonuses. A Soulbound Dragon, unlike most Dragons, has poor Will saves, but is just as tough as any other dragon of similar size.

**Skills:** This lists the Soulbound Dragon's total skill ranks. A Soulbound Dragon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills – Soulbound Dragons do not have humanoid hands or opposable digits, for example, and would have difficulty using the Craft or Disable Device skills. Soulbound Dragons with Intelligence scores above the base value modify these totals as normal (a Soulbound Dragon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). A Soulbound Dragon cannot have more ranks in a skill than it has Hit Dice. Soulbound Dragon skill ranks are set once chosen, even if the creature changes Adaptations when the Dragonsoul gains a new level.  The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

**Feats:** This is the total number of feats possessed by a Soulbound Dragon. Soulbound Dragons can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Soulbound Dragon feats are set once chosen, even if the creature changes Adaptations when the Dragonsoul gains a new level. If, due to changes, the Soulbound Dragon no longer qualifies for a feat, the feat has no effect until the Soulbound Dragon once again qualifies for the feat.

**Natural Armor Bonus:** The number noted here is the Soulbound Dragon's base natural armor bonus. This number is modified by the Soulbound Dragon's base form and some options available through its Adaptation pool.

**Str/Con Bonus:** Add this modifier to the Soulbound Dragon's Strength and Constitution scores, as determined by its base form. Some options available through the Soulbound Dragon's Adaptation pool might modify these scores.

**Adaptation Pool:** The value given in this column is the total number of points in the Soulbound Dragon's Adaptation pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Soulbound Dragon. Whenever the Dragonsoul gains a level, the number in this pool increases and the Dragonsoul can spend these points to change the abilities of the Soulbound Dragon.  The Dragonsoul can change how these points are assigned whenever he or she gains a level.

**Max. Attacks:** This indicates the maximum number of natural attacks that the Soulbound Dragon is allowed to possess at the given level. If the Soulbound Dragon is at its maximum, it cannot take Adaptations that grant additional natural attacks. This does not include attacks made with weapons.

**Special:** This includes a number of abilities gained by all Soulbound Dragons as they increase in power. Each of these bonuses is described below.

*Darkvision 60 ft.:* At 1st level, the Soulbound Dragon gains darkvision out to 60 feet.

*Dragon Power:* At every even-numbered level the Dragonsoul obtains the Soulbound Dragon acquires a Dragon Power as described in the Dragonsoul’s class features.

*Mental Growth:* At 5th level and every 4 levels after, the Soulbound Dragon increases its Intelligence, Wisdom, and Charisma score by 1.

#### Amphiptere

**Starting Statistics: Size** Small; Speed 20 ft., fly 60 ft.; **AC** +0 natural armor; **Attack** bite (1d4), tail slap (1d4); **Ability Scores** Str 6, Dex 16, Con 13, Int 7, Wis 10, Cha 11; **Special Quality** Serpentine

An Amphiptere is a rare form of dragon more akin to a winged snake than anything resembling a metallic or chromatic dragon.  Lacking arms or legs, Amphipteres rely on their bite and crushing serpentine coils to hunt their prey.

*Serpentine (Ex):* An Amphiptere is able to fit through spaces as though it were a size category smaller than it actually is.

#### Drake

**Starting Statistics: Size** Medium; Speed 50 ft.; **AC** +2 natural armor; **Attack** bite (1d6), 2 claws (1d4); **Ability Scores** Str 16, Dex 8, Con 15, Int 5, Wis 10, Cha 11; **Special Quality** Pounce

Drakes are four-legged wingless dragons, much more compact than Tilathian Lungs and more muscular than High Dragons.  Lacking the ability to fly naturally, Drakes rely on speed and ferocity to hunt and make powerful mounts and guardians for those Dragonsouls that attract them.

*Pounce (Ex):* Drakes have the pounce special quality and can perform a full-attack action as part of a charge.

#### Fae Dragon

**Starting Statistics: Size** Tiny; Speed 40 ft.; **AC** +0 natural armor; **Attack** bite (1d3), 2 claws (1d2); **Ability Scores** Str 6, Dex 13, Con 9, Int 7, Wis 10, Cha 16; **Special Quality** Magical

Fae Dragons are by far the smallest and physically weakest of dragons but they are among the most gifted with magical abilities.  Drawn from the far side of the Fey Veil by the Dragonbond, Fae Dragons are whimsical and colorful creatures, often sporting riotous patterns to their hides and hosting strange physical traits in common with plants, insects, and more intelligent Fey.

*Magical (Su):* Fae Dragons have spell resistance equal to 6 plus their Hit Dice.  If the Fae Dragon resists a harmful spell with spell resistance and succeeds at any saves the effect would have required, the Fae Dragon recovers one use of any one spell-like ability it possesses.

#### High Dragon

**Starting Statistics: Size** Small; Speed 40 ft., fly 60 ft.; **AC** +0 natural armor; **Attack** bite (1d4), 2 claws (1d3); **Ability Scores** Str 6, Dex 16, Con 13, Int 7, Wis 10, Cha 11; **Special Quality** Rapid Recharge

High Dragons share a common ancestry with metallic and chromatic dragons, although they are rarer and tend to be weaker overall.  Unlike metallic or chromatic dragons, High Dragons are able to exist in symbiosis with Humanoids through the Dragonbond to grow and evolve, and High Dragons will oftentimes willingly seek out Dragonsouls to change.

*Rapid Recharge (Ex):* High Dragons recharge their breath weapons in 1d4+1 rounds instead of 2d4+1 rounds.  If the High Dragon has a breath weapon with a different recharge time than this, its recharge time is halved or its uses per day are doubled if it has a limited number of uses per day.

#### Linnorm or Wyrm

**Starting Statistics: Size** Medium; Speed 20 ft.; **AC** +2 natural armor; **Attack** bite (1d6), 2 claws (1d4) (Linnorm only) **Ability Scores** Str 12, Dex 12, Con 13, Int 5, Wis 10, Cha 11; **Special Quality** Serpentine, Grab (Bite) (Wyrm only), Swallow Whole (Wyrm only)

Wyrms and Linnorms are two closely-related types of dragons.  Wyrms lack any limbs at all and are essentially draconic snakes.  Linnorms instead possess two clawed forelegs and are unable to unhinge their jaws like a wyrm.  The Dragonsoul decides whether the Soulbound Dragon is a Linnorm or Wyrm at the time they obtain the creature, and once selected the choice cannot be changed.

*Serpentine (Ex):* A Linnorm or Wyrm is able to fit through spaces as though it were a size category smaller than it actually is.

*Grab (Ex):* A Wyrm that strikes with its bite attack against a creature of its size or smaller can attempt to start a grapple as a free action without provoking an attack of opportunity.  The Wyrm receives a +4 bonus on combat maneuver checks made to start or maintain this grapple.

*Swallow Whole (Ex):* A Wyrm is able to swallow any creature it is grappling with its bite attack.  If the Wyrm begins its turn with an opponent at least one size category smaller than the Wyrm grappled in its mouth, the Wyrm can attempt a new combat maneuver check as though attempting to pin the opponent.  If it succeeds, it swallows its prey, and the opponent takes bite damage in the process.  Being swallowed causes the opponent to take 1d6 Acid damage per round, plus an additional 1d6 Acid damage for every 5 levels possessed by the Dragonsoul.  A swallowed creature keeps the grappled condition, while the Wyrm does not.  A swallowed creature can try to cut its way free with any light slashing or piercing weapon, requiring the creature to cause damage equal to 1/10th of the Wyrm’s hit points, or it can just try to escape the grapple.  The Armor Class of the Wyrm’s interior is 10 + 1/2 its natural armor bonus with no other modifiers.  If a swallowed creature cuts its way out, the Wyrm cannot use swallow whole again until the damage is healed.  If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

#### Starskimmer

**Starting Statistics: Size** Small; Speed 20 ft., fly 80 ft.; **AC** +0 natural armor; **Attack** bite (1d4); **Ability Scores** Str 6, Dex 16, Con 11, Int 9, Wis 10, Cha 13; **Special Quality** Astral Soul

Starskimmers are among the rarest of Soulbound Dragons as they are native to the Astral Sea.  These nomadic and curious creatures vary wildly even among their own brood and mutate into truly exotic and alien dragons.  One Starskimmer might have translucent flesh and glowing internal organs shimmering with pure aether, while another might be sleek and bird-like with crystalline feathers.

*Astral Soul (Ex):* Starskimmers are immune to the effects of aether and can subsist entirely on starlight and sunlight and have resistance 10 to fire and cold damage.  Starskimmers are able to travel to and from the Astral Sea at will, and can carry passengers in these travels but their inherent immunity to aether does not affect those riding the Starskimmer.

#### Tilathian Lung

**Starting Statistics: Size** Small; Speed 40 ft.; **AC** +0 natural armor; **Attack** bite (1d4), claw (1d3), tail slap (1d4); **Ability Scores** Str 6, Dex 16, Con 13, Int 7, Wis 10, Cha 11; **Special Quality** Serpentine

Rarely seen in Coznakk but commonplace in their native land of Tilath, the Tilathian Lung is a long, serpentine dragon with four legs and is distinctive from both Drakes and Linnorms.

*Serpentine (Ex):* A Tilathian Lung is able to fit through spaces as though it were a size category smaller than it actually is.

#### Wyvern

**Starting Statistics: Size** Small; Speed 20 ft., fly 40 ft; **AC** +0 natural armor; **Attack** bite (1d4), sting (1d3); **Ability Scores** Str 10, Dex 12, Con 15, Int 5, Wis 10, Cha 11; **Special Quality** Poison

Wyverns are among the most common types of dragons, and most eventually mature into poisonous winged terrors.  Wyverns resemble Amphipteres but possess a pair of hind legs, and rather than moving like a snake on the ground instead walk, using their wings as unwieldy forelegs.

*Poison (Ex):* Sting - injury; *save* DC 10 + 1/2 Dragonsoul’s class level + Wyvern’s Con; *frequency* 1/round for 3 rounds; *effect* 1 Constitution damage; *cure* 1 save.

#### Soulbound Dragon Skills

The following skills are class skills for Soulbound Dragons: Acrobatics (Dex), Climb (Str), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Soulbound Dragons gain 6 + Int modifier skill ranks per HD they possess.

#### Soulbound Dragon Adaptations

Soulbound Dragons tend to have significant numbers of natural weapon attacks. The damage of the Soulbound Dragons attacks vary based upon the type of attack and the size category of the Soulbound Dragon as indicated on the table below.

Soulbound Dragons have numerous Adaptations that grant new types of breath weapons. Regardless of what type of breath weapon is used, the Soulbound Dragon cannot use any other breath weapon option until it has recharged, which requires 2d4+2 rounds. Unless noted otherwise, a Soulbound Dragon's breath weapon save DC is equal to 10 + 1/2 the Soulbound Dragon's HD + Con modifier.

#### 1-Point Adaptations

The following Adaptations cost 1 point from the Soulbound Dragon's Adaptation pool.

*Astral Claws:* The Soulbound Dragon gains claws affixed to either its forelegs or feet if it is not quadrupedal.  These claws allow the Soulbound Dragon to make two claw attacks in addition to its other natural weapons.  Only Starskimmers can obtain this Adaptation.

*Breath Bolt (Su):* The Soulbound Dragon gains a small, precise breath weapon useful for striking at single, distant targets. Choose one energy type – Acid, Cold, Electricity, Fire, Force (Starskimmers only), or Sonic. This breath weapon deals 1d6 damage of that type (1d4 for Force or Sonic damage) for every two Hit Dice the Soulbound Dragon possesses. The Soulbound Dragon's Breath Bolt strikes as a ranged touch attack and has a range increment of 50 feet, with a maximum range of ten range increments. Feats and effects that modify ranged weapons can be applied to Breath Bolt if they do not require a specific form of ranged weapon such as the Rapid Reload feat. This Adaptation can be selected multiple times; each time you do, select another energy type that the Soulbound Dragon's Breath Bolt can inflict.

*Climb (Ex)*: The Soulbound Dragon becomes a skilled climber, gaining a climb speed equal to its base speed.  This adaptation can be taken multiple times but no more than one additional time per 5 Dragonsoul levels.  Each additional time it is selected, increase the Soulbound Dragon's climb speed by 20 feet.

*Dragon Magic:* The Soulbound Dragon gains an effective caster level as either a Sorcerer or Oracle, gaining spells known and gaining spell slots as a 1st level character of that class. The Soulbound Dragon does not gain any other benefits of a level in either class, but can use spell-completion magic items as a member of that class provided they are designed for use by creatures lacking humanoid hands. This Adaptation can be taken multiple times; each time you do, increase the Soulbound Dragon's effective caster level by 1, to a maximum equal to its Hit Dice.

*Dragonsight (Ex):* The Soulbound Dragon gains darkvision out to 120 feet, low-light vision, and sees twice as well in normal light than a Human.

*Faerie Magic:* As Dragon Magic, but with Druid spells.  Only Fae Dragons can obtain this adaptation.

*Fast Flight:* The Soulbound Dragon’s fly speed increases by 20 feet.  This ability does not grant the Soulbound Dragon a fly speed if it does not already possess one.  This adaptation can be taken multiple times but no more than one additional time per 5 Dragonsoul levels.

*Fog Breath (Su):* The Soulbound Dragon gains a new breath weapon, the ability to exhale a dense cloud of fog-like vapor appropriate to its nature (smoke for a fiery Wyrm, frosty mist, thick green gas for an acidic Wyrm, etc). When using Fog Breath, the Soulbound Dragon duplicates the effects of a *fog cloud* spell, using the Dragonsoul's class level as caster level.

*Gills (Ex)*: The Soulbound Dragon has gills and can breathe underwater indefinitely.

*Improved Damage (Ex)*: One of the Soulbound Dragon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This Adaptation can be selected more than once. Its effects do not stack. Each time the Soulbound Dragon selects this Adaptation, it applies to a different natural attack.

*Improved Natural Armor (Ex)*: The Soulbound Dragon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This Adaptation can be taken once for every five levels the Dragonsoul possesses.

*Long Neck (Ex):* The Soulbound Dragon's reach increases by 5 feet with its bite attack.

*Pounce (Ex)*: The Soulbound Dragon gains quick reflexes, allowing it to make a full attack after a charge.

*Resistance (Ex)*: The Soulbound Dragon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (Acid, Cold, Electricity, Fire, Force, or Sonic). The Soulbound Dragon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Dragonsoul possesses, to a maximum of 15 at 10th level. This Adaptation can be selected more than once. Its effects do not stack. Each time the Soulbound Dragon selects this Adaptation, it applies to a different energy type.

*Scent (Ex)*: The Soulbound Dragon's sense of smell becomes quite acute. The Soulbound Dragon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Soulbound Dragon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Soulbound Dragon can pinpoint the creature's location if it is within 5 feet. The Soulbound Dragon can use scent to track creatures.

*Sinuous Strikes (Ex):* The Soulbound Dragon applies its Dexterity modifier to attack rolls and combat maneuver checks instead of its Strength modifier.

*Speedy (Ex):* The Soulbound Dragon’s base land speed increases by 10 ft.  This adaptation can be taken multiple times but no more than one additional time per 5 Dragonsoul levels.

*Split Tail (Ex):* The Soulbound Dragon gains a second tail, allowing it to make an additional sting or tail slap attack as appropriate for its type.

*Swim (Ex)*: The Soulbound Dragon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This Adaptation does not give the Soulbound Dragon the ability to breathe underwater.  This adaptation can be taken multiple times but no more than one additional time per 5 Dragonsoul levels.  Each additional time it is selected, increase the Soulbound Dragon's swim speed by 20 feet.

*Wing Buffet (Ex)*: The Soulbound Dragon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The Soulbound Dragon must possess the flight Adaptation, with wings, to select this Adaptation.

#### 2-Point Adaptations

The following Adaptations cost 2 points from the Soulbound Dragon's Adaptation pool.

*Ability Increase (Ex)*: The Soulbound Dragon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Soulbound Dragon's ability scores by +2. This Adaptation can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the Dragonsoul possesses (not the Soulbound Dragon’s Hit Dice).

*Bolter (Ex):* The Soulbound Dragon can use their Breath Bolt attack once per round, and Breath Bolt does not incur any recharge period for other types of breath weapon attacks.  The Soulbound Dragon must have Breath Bolt to use the Bolter Adaptation.

*Constrict (Ex)*: The Soulbound Dragon gains powerful muscles that allow it to crush those it grapples with its tail slap. Whenever the Soulbound Dragon successfully grapples a foe using their tail slap it automatically inflicts tail slap damage as well.  The Soulbound Dragon must be an Amphiptere, Linnorm, or Wyrm to obtain this Adaptation.

*Eldritch Flight (Su):* The Soulbound Dragon can fly by means of magic, and gains a fly speed equal to its land speed with perfect maneuverability.  If the Soulbound Dragon can already fly, its maneuverability instead increases to perfect.

*Energy Attacks (Su)*: The Soulbound Dragon's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the Soulbound Dragon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The Dragonsoul must be at least 5th level before selecting this Adaptation.

*Gore (Ex)*: The Soulbound Dragon grows one or more dangerous horns on its head, giving it a gore attack. This attack is a primary attack.

*Grab (Ex)*: The Soulbound Dragon becomes adept at grappling foes, gaining the grab ability. Pick bite or tail slap attacks. Whenever the Soulbound Dragon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Soulbound Dragon grapples the target. This ability only works on creatures of a size one category smaller than the Soulbound Dragon or smaller. Soulbound Dragons with this Adaptation receive a +4 bonus on CMB checks made to grapple.

*Hydra Blood (Ex)*: The Soulbound Dragon grows an additional head that allows it to make an additional bite attack.  This Adaptation can be selected more than once.

*Exploding Bolt (Su):* The Soulbound Dragon's Breath Bolt can now inflict splash damage at the Soulbound Dragon's choosing. Creatures within 5 feet of the original target, plus 5 feet for every 5 HD of the Soulbound Dragon, suffer one point of damage per damage die of the Breath Bolt attack. If the attack misses, determine where it lands as though it were a grenade and apply this splash damage to all afflicted targets from the point of impact.  The Soulbound Dragon must have Breath Bolt to use the Exploding Bolt adaptation.

*Elemental Immunity (Su)*: The Soulbound Dragon's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: Acid, Cold, Electricity, Fire. The Soulbound Dragon gains immunity to that energy type. The Dragonsoul must be at least 7th level before selecting this Adaptation.

*Rancid Breath (Su):* The Soulbound Dragon is capable of exhaling a particularly noxious vapor. This functions as the Fog Breath Adaptation, except that it duplicates a *stinking cloud* spell with a Fortitude DC equal to the breath weapon's DC.

*Rend (Ex)*: The Soulbound Dragon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Soulbound Dragon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Soulbound Dragon's Strength modifier. The Dragonsoul must be at least 6th level before selecting this Adaptation.  The Soulbound Dragon must be a Drake, Fae Dragon, High Dragon, Linnorm, or Tilathian Lung to obtain this adaptation.

*Starhearted:* The Soulbound Dragon becomes immune to Force damage and any Force damage it deals is not reduced to using a lower value than Acid, Cold, Electricity, or Fire damage for that effect.  Only Starskimmers can obtain this adaptation.

*Trample (Ex)*: The Soulbound Dragon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Soulbound Dragon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Soulbound Dragon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the Soulbound Dragon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the Soulbound Dragon's HD + the Soulbound Dragon's Strength modifier. A trampling Soulbound Dragon can only deal trampling damage to a creature once per round.  The Soulbound Dragon must be a Drake or High Dragon to obtain this adaptation.

*Trip (Ex)*: The Soulbound Dragon becomes adept at knocking foes to the ground with its bite or tail slap, granting it a trip attack. Whenever the Soulbound Dragon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Soulbound Dragon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Soulbound Dragon.

*Weak Breath* *(Su)*: The Soulbound Dragon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either Acid, Cold, Electricity, Fire, Force (Starskimmers only), or Sonic. The Soulbound Dragon can breathe a 30-foot cone or 60-foot line that deals 1d6 points of damage of the selected type (1d4 if Force or Sonic damage) per 3 HD it possesses (minimum 1). Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Soulbound Dragon's HD + the Soulbound Dragon's Constitution modifier.

#### 3-Point Adaptations

The following Adaptations cost 3 points from the Soulbound Dragon's Adaptation pool.

*Agile Strikes (Ex):* The Soulbound Dragon uses its Dexterity modifier instead of its Strength modifier for damage rolls using its natural weapons.

*Blindsense (Ex)*: The Soulbound Dragon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the Soulbound Dragon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the Soulbound Dragon. Visibility still affects the Soulbound Dragon's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The Dragonsoul must be at least 9th level before selecting this Adaptation.

*Breath Weapon* *(Su)*: The Soulbound Dragon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either Acid, Cold, Electricity, Fire, Force (Starskimmers only), or Sonic. The Soulbound Dragon can breathe a 30-foot cone or 60-foot line that deals 1d6 points of damage of the selected type (1d4 if Force or Sonic damage) per 2 HD it possesses (minimum 1). Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Soulbound Dragon's HD + the Soulbound Dragon's Constitution modifier.

*Burrow (Ex)*: The Soulbound Dragon grows thick and gnarled claws, allowing it to move through the earth. The Soulbound Dragon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The Dragonsoul must be at least 9th level before selecting this Adaptation.  This adaptation can be taken multiple times but no more than one additional time per 5 Dragonsoul levels.  Each additional time it is taken, increase the Soulbound Dragon’s burrow speed by 5 feet.

*Dragon Fury (Ex):* Whenever the Soulbound Dragon confirms a critical hit with a natural weapon, it adds its Dragon Blood damage to the damage dealt by the natural attack; this is in addition to any damage from the Energy Attacks Adaptation. The Soulbound Dragon must possess the Dragon Blood Adaptation to take this Adaptation. The Dragonsoul must be at least 9th level before selecting this Adaptation.

*Dragon Vision (Ex):* The Soulbound Dragon's senses are as sharp as a metallic or chromatic dragon. The Soulbound Dragon gains darkvision to 180 feet, improved low-light vision (allowing the Soulbound Dragon to see three times further in low-light conditions), and can see four times as well as a Human under normal light conditions.

*Faerie Blink (Su):* The Soulbound Dragon can teleport once every 1d4 rounds as a move action to a location within its line of sight and no further away than its fly speed.  Effects which prevent extradimensional travel stop Faerie Blink from working as well.  Only Fae Dragons can obtain this adaptation.

*Frightful Presence (Ex)*: The Soulbound Dragon becomes unsettling to its foes, gaining the frightful presence ability. The Soulbound Dragon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Soulbound Dragon, plus 30 feet for each size category above Large of the Soulbound Dragon, must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Soulbound Dragon's HD + the Soulbound Dragon's Charisma modifier. If the Soulbound Dragon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Soulbound Dragon are immune to this effect. The Dragonsoul must be at least 11th level before selecting this Adaptation.

*Swallow Whole (Ex)*: The Soulbound Dragon gains the swallow whole ability, giving it the ability to consume its foes. If the Soulbound Dragon begins its turn with a creature grappled using its bite attack (see the grab Adaptation), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the Soulbound Dragon. Swallowed creatures take damage equal to the Soulbound Dragon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Soulbound Dragon's total hit points. The Soulbound Dragon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the Soulbound Dragon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Soulbound Dragon's mouth, where it can attempt to escape or be swallowed again. The Soulbound Dragon must possess the grab Adaptation, tied to a bite attack, to take this Adaptation. The Dragonsoul must be at least 9th level before selecting this Adaptation.

*Torrent Breath (Su):* The Soulbound Dragon gains a breath weapon that can forcibly move creatures caught in its path. This breath weapon strikes as a line 5 feet long per HD of the Soulbound Dragon. Creatures struck by the breath weapon are subjected to a bull rush by the Soulbound Dragon – regardless of their actual size – although the Soulbound Dragon need not move with the target(s). Make one combat maneuver check and apply its results to every affected creature. Against immovable objects, this breath attack instead allows the Soulbound Dragon to make a Strength check to destroy the target, with an effective Strength equal to the Soulbound Dragon's Hit Dice plus Constitution modifier. The Break DC depends on the object the Soulbound Dragon is trying to break. If the Soulbound Dragon has a damaging breath weapon, the Soulbound Dragon can combine its effects with Torrent Breath, but increases the recharge time of its breath weapon to 3d6+3 rounds.

#### 4-Point Adaptations

The following Adaptations cost 4 points from the Soulbound Dragon's Adaptation pool.

*Blindsight (Ex)*: The Soulbound Dragon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The Soulbound Dragon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Soulbound Dragon must possess the blindsense Adaptation to take this Adaptation. The Dragonsoul must be at least 11th level before selecting this Adaptation.

*Breath Wall (Su):* The Soulbound Dragon gains a new breath weapon, the ability to exhale an intense wall of energy appropriate to its nature (flames for a fiery Wyrm, swirling icicles for a cold-breathing Drake, thick green gas for an acidic Wyvern, etc). Choose one type of energy damage available to the Soulbound Dragon's Weak Breath, Breath Weapon, or Dragon Breath. When using Breath Wall, the Soulbound Dragon duplicates the effects of a *wall of fire* spell, using the Dragonsoul's class level as caster level, and the wall deals energy damage based on the selection made. This Adaptation can be selected multiple times; each time you do, choose another energy type available to the Soulbound Dragon's Weak Breath, Breath Weapon, or Dragon Breath. The Soulbound Dragon must possess the Weak Breath, Breath Weapon, or Dragon Breath Adaptation to take this Adaptation.

*Death Cloud (Su):* The Soulbound Dragon gains a new breath weapon, the ability to exhale a cloud of elemental energy appropriate to its nature (sparks and cinders for a fiery wyrm, snow for a frost Wyrm, acidic vapor for an acidic Wyrm, etc). Choose one type of energy damage available to the Soulbound Dragon's Weak Breath, Breath Weapon, or Dragon Breath. When using Death Cloud, the Soulbound Dragon duplicates the effects of an *incendiary cloud* spell, using the Dragonsoul's class level as caster level, and the cloud deals energy damage based on the selection made. Unlike a true *incendiary cloud* spell, however, the Death Cloud deals 1d6 damage per round per 3 Hit Dice of the Soulbound Dragon. This Adaptation can be selected multiple times; each time you do, choose another energy type available to the Soulbound Dragon's Weak Breath, Breath Weapon, or Dragon Breath. The Soulbound Dragon must possess the Weak Breath, Breath Weapon, or Dragon Breath Adaptation to take this Adaptation.

*Dragon Blood (Su):* The Soulbound Dragon's blood blazes with elemental power. Choose Acid, Cold, Electricity, Fire, Sonic, or Force (Starskimmers only), matching one of the damage types available to any of the Soulbound Dragon's breath weapon options. Every time the Soulbound Dragon is damaged by a piercing or slashing weapon, the attacking creature takes energy damage according to the table below (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the Soulbound Dragon has the Swallow Whole ability, it adds this damage to its Swallow Whole damage.

 Large
 Huge
 Gargantuan
 Colossal

*Dragon Breath* *(Su)*: The Soulbound Dragon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either Acid, Cold, Electricity, Fire, Force (Starskimmers only), or Sonic. The Soulbound Dragon can breathe a 30-foot cone or 60-foot line that deals 1d6 points of damage of the selected type per HD it possesses (minimum 1). Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Soulbound Dragon's HD + the Soulbound Dragon's Constitution modifier.

*Natural Invisibility (Su):* The Soulbound Dragon is naturally invisible at all times unless it chooses to be seen.  Only Fae Dragons can obtain this adaptation.

*Spell Resistance (Ex)*: The Soulbound Dragon is protected against magic, gaining spell resistance. The Soulbound Dragon's spell resistance is equal to 11 + the Dragonsoul's level. This spell resistance does not apply to spells cast by the Dragonsoul. The Dragonsoul must be at least 9th level before selecting this Adaptation.