Drake Companions

## Basics

**Darkvision**: Drakes have darkvision out to a range of 60 feet.

**Low-Light Vision**: Drakes see twice as far as humans in dim light.

**Immunities**: Drakes are immune to sleep and paralysis.

**Heritage:**Each drake has a distinct heritage from which they draw their strength and abilities from. At 1st level they select a heritage from the ones below, this determines their access to specific bloodline powers and depending on the heritage selected, they gain a specific subtype and a bonus ability from the ones listed below.

\*This Breath Weapon deals d4s instead of d6s

**Glide:** The drake is able to take ranks in Fly. It can slow its fall to 60 feet per round, and it takes no falling damage as long as it can take actions and succeeds at a DC 15 Fly check each round. As it falls, it can take a move action to move up to 30 feet horizontally in any direction, or two move actions to move up to 60 feet horizontally in any direction. The drake can’t gain height from gliding alone, it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a gliding creature to rise, it can take advantage of the updraft to increase the distance it can glide.

As the drake grows in size, their wings also grow along with them, allowing them to take flight

**Flight:** When the drake grows to medium size, it gains a fly speed of 30 ft (good) and every size thereafter increases the fly speed by 30, but decreases the maneuverability by one step.

**Breath Weapon:** At 1st level the drake gains access to a Breath Weapon dealing 1d6 damage for every 2 levels (minimum 1) of energy damage matching the table listed above. Each breath weapon has a range of 60 ft and has a reflex save to halve damage (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier). The Drake must wait 1d4 rounds between uses of it's Breath Weapon.

**Breath Weapon** has a 10 ft radius spread and must wait 3d4 rounds between uses of it's Breath Weapon.

**Improved Breath Weapon** has a 15 ft radius spread and must wait 2d4 rounds between uses of it's Breath Weapon.

The Drake gains Improved Breath Weapon at 8th level.

**Greater Breath Weapon** has a 20 ft radius spread and must wait 1d4 rounds between uses of it's Breath Weapon.

The Drake gains Improved Breath Weapon at 14th level.

**Natural Armor**: The drake’s natural armor bonus to its AC increases by 2 when the charge reaches 3rd level and every 3 levels thereafter.

**Ability Score Increase**: The drake adds 1 to any one of its ability scores when its charge reaches 5th level and every 5 levels thereafter.

**Size Increase**: The drake matures further and advances a size category when the charge reaches 5th level and every 4 levels thereafter. Each time this occurs, the drake’s natural armor bonus to its AC increases by 3, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +4. When the drake reaches Medium size, its speed increases from 20 feet to 30 feet. Alternatively, the drake may forgo the size increase for a +10 increase to its base speed, and stat adjustment of +2 Str and +2 Dex.

## Starting stats

* HD: d12
* Size: Small
* Alignment: any
* Speed: 20 ft.
* Attack: bite (1d4), tail (1d4)
* Ability Scores: Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 7
* Natural Armor: +4
* Languages: Draconic.

**Class skills**: The following skills are class skills for a drake: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

**Skill Points per Level:** 6 + Int modifier (minimum 1).

**Equipment and Magic Items**: Drakes are not proficient with armor but can take armor proficiency feats. Drakes have the following magic item slots: Armor, belt (saddle), chest, eyes, headband, neck, ring, wrist. They are willing to wear armor if they are proficient in it.

**Personality**: Drake companions often have strong personalities, and may need to be influenced with a successful diplomacy or intimidate check in order to coax them into taking actions that do not meet their approval.

**Replacing Drake Companions**: Drake companions are replaced following the normal rules for the animal companion/familiar that would normally be granted by the charge's class.

## Drake Powers

**Energy Resistance:** The drake gains energy resistance 15 based on their heritage, as listed below

 Rift
 Flame
 Lava
 Forest
 Frost
 Shadow
 River
 Sea

**Greater Energy Resistance:** The drake now gains energy resistance 30

Requirements: Energy Resistance, Desert, Rift, Flame, Lava, Forest, Frost, Shadow, River, Sea, 8th level

**Energy Immunity:** The drake now gains energy immunity

Requirements: Energy Resistance, Greater Energy Resistance, Desert, Rift, Flame, Lava, Forest, Frost, Shadow, River, Sea, 17th level

**Poison and Disease Resistance:** The drake gains a +4 on all saving throws against disease and poison effects

Requirements: Jungle

**Poison and Disease Immunity:** The drake gains a immunity against disease and poison effects

Requirements: Jungle, 5th level

**Spell Resistance:** The drake gains spell resistance equal to 11+HD

Requirements: Aether, 11th level

**Misty Camouflage (Ex):** The Mist drake can use Stealth to hide whenever it is in or adjacent to an area of mist, fog or heavy precipitation, even while being observed.

Requirements: Mist

**Powerful Bite (Ex):**The drake has a more powerful bite attack. It’s bite damage increases to 1d6 points of damage (1d8 if Medium, 2d6 if Large, 3d6 if Huge).

Requirements: Desert, Ether, Flame, Forest, Frost, Forest, Jungle, Mist, Rift or River

**Savage Bite (Ex)** The drake’s bite becomes more lethal. It deals 1-½ times its Strength modifier on damage rolls made with its bite and threatens a critical on a 19-20.

Requirements: Powerful Bite; Desert, Ether or Rift

**Aether Bite (Ex)** The drake’s bite is infused with raw aether. The critical multiplier of the drake’s bite increases x3 and it deals full damage to incorporeal creatures.

Requirements: Savage Bite, Ether

**Rending Bite (Ex):** The drake gains a 1d6 bleed on their bite attack

Requirements: Rift, 5th level

**Grab:** The drake's bite attack gains the grab quality.

Requirements: Jungle, 11th level

**Energy Bite:** The drake’s bite deals 1d6 extra points of damage of the same energy type as its subtype.

Requirements: Sea, Forest, Desert, 8th level

**Magic Attacks:** The drake’s attacks count as magic.

**Claws:** The drake gains a pair of secondary claw attacks that do 1d3 damage at small size.

**Grab:** The drake's claw attacks gain the grab quality.

Requirements: 11th level

**Greater Flight:** The drake gains +30 feet to its fly speed, in addition its maneuverability is Good (this is not reduced when its size increases).

Requirements: Forest, Air, 14th level

**Aether Flight:** The drake’s maneuverability is Perfect (this is not reduced when its size increases).

Requirements: Ether

**Swim:** The drake gains a 30-foot swim speed.

**Swim, Improved:** The drake’s swim speed improves to 60 feet, and it gains the amphibious quality.

Requirements: Swim, River, Sea, 5th level

**Burrow:** The drake gains a burrow speed of 10 feet.

**Burrow, Improved:** The drake’s burrow speed improves to 30 feet.

Requirements: Burrow, Rift, Jungle, Desert, 8th level

**Trip:** The drake's tail attack gains the trip quality.

Requirements: 8th level

**Jungle Fever (Ex):** The drake gains a sting attack that replaces their tail attack and deals 1d4 damage at small size.

Sting—injury; save Fort DC 10+1/2 Con Mod+1/2 HD; frequency 1/round for 6 rounds; effect 1d2 Dexterity and Strength damage; cure 1 save.

Requirements: Jungle, 5th level

**Push:** The drake's tail attack gains the push quality (10ft).

Requirements: Desert, 8th level

**Blindsense:** The drake gains blindsense out to a range of 10 feet.

Requirements: Scent, 11th level

**Tremorsense:** The drake gains Tremorsense out to a distance of 30ft

Requirements: Desert, 11th level

**Lifesense:** The drake gains the lifesense monster ability out to a distance of 30ft

Requirements: Aether, 14th level

**Greensight:** The drake gains the Greensight monster ability out to a distance of 60ft

Requirements: Jungle, 5th level

**Fogvision:** The drake can see normally through any form of natural or magical mist, fog, or precipitation.

Requirements: Mist, 5th level

**Intellect:** The drake’s Intelligence score increases by 4. This can be taken twice.

**Keen Mind:** The drake’s Intelligence, Wisdom, and Charisma scores each increase by 2. A drake must have intellect to select keen mind. This can be taken twice.

**Mount:** The drake allows its charge to ride it, as long as she is at least one size category smaller than the drake.

Requirement: 5th level.

**Scent:** The drake gains the scent ability.

**Greater Heritage:** The drake gains a unique breath weapon to them based on their heritage with the effects listed below for each particular heritage.

Requirement: Matching Drake Heritage, 14th level

**(Aether)** **Aether Explosion (Su):** As a standard action, an aether drake can launch an orb of pure force that explodes upon impact. This attack has a range of 60 feet and deals normal breath weapon force damage to all creatures in a 20-foot radius. A successful Reflex save halves this damage. Creatures within the radius are knocked back from the point of origin in a straight line. The creatures are moved a distance equal to the drake’s Con Modifier times 5 feet (minimum 5ft). If a creature is blocked by an object or another creature, they both take 1d6 bludgeoning damage per 5 feet left to travel. This damage ignores hardness.

**(Desert) Sandstorm Breath (Su):** As a standard action, a desert drake can spit a ball of electrically charged sand that bursts into a cloud. This attack has a range of 60 feet and deals Breath Weapon damage. Half of this damage is slashing, half of this is electric (If the damage is split unevenly, favor the electrical damage) A successful Reflex save halves this damage. The cloud remains for 1d4 rounds, dealing no damage but otherwise acting as obscuring mist.

**(Flame) Fireball Breath (Su):** A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball upon impact. This attack has a range of 180 feet. A successful Reflex save halves this damage.

**(Forest) Acidic Cloud Breath (Su):** A forest drake can, as a standard action, breathe a ball of acid that dissipates into a cloud on impact. This attack has a range of 60 feet and deals breath weapon damage within the radius. A successful Reflex save halves this damage. The cloud remains for 1d4 rounds once created, but a strong wind disperses it in a single round.

**(Frost) Freezing Mist Breath (Su):** A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals breath weapon damage to all creatures within the radius. A successful Reflex save halves this damage. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area.

**(Lava) Pyroclastic Vomit (Ex):** As a standard action, a lava drake can vomit forth a ball of molten rock that explodes upon striking a target, showering the target and adjacent creatures in magma. This attack has a range of 100 feet, and deals fire damage equal to their breath weapon damage to the primary target, A successful Reflex save halves this damage. Any creatures within 20 feet of the primary target take half damage (no Reflex save for half). The magma continues to burn for 1d3 rounds, dealing half damage each round to the primary target and quarter damage to any secondary targets each round. After the magma cools, it crumbles to dust.

**(Mist) Fog burst (Su):** As a standard action, a mist drake can expel a ball of solid mist that explodes into a cloud of fog upon impact. This attack has a range of 60 feet and deals normal breath weapon damage bludgeoning to all creatures in a 20-foot radius. A successful Reflex save halves this damage.. A flying creature that fails its Reflex save is pushed 1d4 × 5 feet from the center of the fogburst’s area of effect (taking 1d6 points of damage per 10 feet if it strikes a solid object), while creatures on the ground are knocked prone on a failed save. The area of effect of the fog burst is filled with mist (as obscuring mist) for 1d4 rounds after impact.

**(Rift) Clinging Corrosion (Su):** As a standard action, a rift drake can spit a ball of caustic gas that bursts into a cloud upon impact. This attack has a range of 60 feet and deals breath weapon damage points to all creatures within the radius. A successful Reflex save halves this damage. Additionally, any creature damaged by this attack is affected as though by the spell slow for 1d4 rounds. A successful Reflex save halves this damage and negates the slowing effect.

**(River) Caustic Mucus (Su):** As a standard action, a river drake can spit a ball of caustic mucus that explodes. This attack has a range of 60 feet, deals normal breath weapon damage, and entangles creatures in the area. A successful Reflex save halves the damage and negates the entangle effect. An entangled creature takes 1d6 per 6 HD on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage.

**(Sea) Ball Lightning Breath (Su):**A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This ball explodes dealing damage equal to the drake’s breath weapon ability (DC 10+1/2 Con Mod+1/2 HD Reflex half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the drake’s Hit Dice within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.

**(Shadow)** **Stygian Breath (Su):** As a standard action, a shadow drake can exhale a ball of black liquid that explodes into a cloud of frigid black mist. This attack has a range of 60 feet and deals normal breath weapon damage to all creatures within the radius. A successful Reflex save halves this damage. The mist snuffs out light sources in the area effect, extinguishing non magical light sources and dispelling light spells whose level is lower than a third of the drake’s HD.

## New Feats

**Boon Drake**: The abilities of your drake companion are calculated as though your drake granting class were 4 levels higher, to a maximum effective class level equal to your character level. Prerequisite: Drake companion class feature

**Extra Drake Powers**: Your drake gains an extra power. This feat can be taken multiple times. Prerequisite: Drake companion class feature, level 3

**Potent Breath Weapon**: The drake's breath weapon deals an additional 1d6 damage (1d4 for Aether). Prerequisites: Drake, BAB+5

## Archetype Revisions

### Silver Champion Paladin

**Silver Smite**: At 1st level a Silver Champion focuses on combating the enemies of his lord as they are an affront to their pious eyes. This functions as smite evil, but the silver champion does not deal 2 points of damage per level on the first successful attack against undead creatures and evil outsiders. They do deal 2 points of damage per level on all smite attacks made against evil-aligned dragons.

This alters Smite Evil

**Drake Mount**: At 5th level, a silver champion gains a drake companion. The drake companion gains the mount drake power as a bonus power. At level 11, the drake gains the simple celestial template. However, a silver champion doesn’t gain mercies at 6th, 12th, and 18th levels.

The drake starts as large, gaining all the appropriate stat increases for each size category increase as listed above, and does not get its size increase at lvl 5 and 9

This ability replaces divine bond, aura of righteousness, and alters mercy.

**Dragon Magic**: In addition to having the normal paladin spell list, the silver champion adds the 1st through 4th-level spells from the domains Artifice, Good, Law, Scalykind, Travel and the associated subdomains Archon, Construct, Dragon, Exploration, Toil, and Trade to her class spell list. A silver champion casts one fewer spell of each level than normal. If this reduces the number to less than 0, she can’t cast spells of that level.

This alters paladin spellcasting

### Draconic Druid

**Drake Companion**: A draconic druid gains a drake companion instead of an animal companion.

This ability replaces nature bond, wild empathy, and thousand faces.

**Dragon Sense**: A draconic druid studies dragons and their history. She gains a +2 bonus on Knowledge (arcana) and Knowledge (history) checks.

This ability replaces nature sense.

**Resist Dragon’s Might**: A draconic druid gains a +4 bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of dragons.

This ability replaces resist nature’s lure.

**Dragon Shape**: A draconic druid can’t use wild shape to change into any of the usual forms available to a druid.

Instead, at 4th level, she can use wild shape to change into a dragon-scaled version of herself with long fangs, gaining a natural armor bonus to her AC equal to 1 + 1/4 her druid level, and her choice of a bite attack appropriate for her size (1d6 points of damage for a Medium druid) or 2 claw attacks appropriate for her size (1d4 for a medium druid) but otherwise retaining her usual form.

At 8th level, she can spend two uses of wild shape to transform into a Medium dragon as per form of the dragon I, and at 12th level, she can spend two uses to change into a Large dragon as per form of the dragon II. Each time that a draconic druid uses wild shape counts as a separate casting of the spell for the purpose of refreshing her uses of her breath weapon.

### Drake Rider Cavalier

**Drake Mount**: A drakerider gains a drake companion instead of a mount. The drake companion gains the mount drake power as a bonus power. She gains cavalier’s charge at 9th level instead of 3rd.

This ability replaces mount, tactician, greater tactician, and master tactician and expert trainer, and alters cavalier’s charge.

The drake starts as large, gaining all the appropriate stat increases for each size category increase as listed above, and does not get its size increase at lvl 5 and 9

**Approved Order**: A drakerider can join only an order approved by its mount.

### Drake Warden Ranger

**Drake Companion**: At 4th level, a drake warden gains a drake companion instead of an animal companion.

This ability replaces hunter’s bond, 2nd favored enemy, 2nd favored terrain, the 6th and 14th level combat style feats, and swift tracker.

**Elemental Magic**: At 5th level, and every two levels thereafter, a drake warden may add one spell from the sorcerer/wizard spell list to his ranger spell list. This spell must be of a level he can cast, and must have the descriptor matching his drake's subtype (force for aether drakes) or lesser breath weapon element. A drake warden casts one fewer spell of each level than normal. If this reduces the number to less than 0, he can’t cast spells of that level.

This ability modifies the ranger’s spellcasting.

## Original Archetypes

### Dracolyte Inquisitor

*An elite order of inquisitors, the dracolytes are inducted into their secretive order as young men and women and trained for years in preparation for their role. While they learn the arts of seeking out and dealing with targets, they forego working with others to instead learn to work with a dragon partner. Few images can instill fear into heretics like an inquisitor hunting his prey from the back of a soaring dragon.*

**Hoard Mark**: At 1st level, a dracolyte gains the ability to mark creatures and objects which are under his watch. This functions as arcane mark, except that the mark is always invisible and cannot be made visible by detect magic, though stronger magic may reveal it. A dracolyte can detect any creature or object bearing the mark as though with the scent ability. A dracolyte can maintain a number of marks equal to 3 + his wisdom modifier, and may dispel a mark as a free action. This replaces track.

**Drake Companion**: At 4th level, a dracolyte gains a drake companion with an effective charge level equal to his inquisitor level -3. If the drake companion dies, it can be replaced with an uninterrupted 24 hour ritual. This replaces, domain, solo tactics, and teamwork feats.

### Draconologist Alchemist

*The mysteries of dragons have eluded the greatest minds. Few would dare to seek out these ancient creatures of legend and nightmare, let alone have the audacity to steal their secrets. But some learned individuals scoff at a fear of the unknown, and would risk life and limb to solve the riddles of the universe. While most dragons will not tolerate study, those raised from the egg by a researcher tend to be far more cooperative. For a draconolgist, the benefits of having a dragon under one’s control are secondary to wealth of knowledge to be gained from peeling away their mystique and unlocking the secrets of dragons.*

**Drake Companion**: At 1st level, a draconologist gains a drake companion which enables her to pursue her unusual research. A draconologist’s drake companion must be alive and present in order for a draconologist to prepare her mutagen. Replacing a drake companion requires 24 hours of uninterrupted alchemical work. Because of the specialized nature of her research, a draconologist may prepare one fewer extract of each level than normal. If this reduces the number to 0, she may prepare extracts of that level only if her Intelligence allows bonus extracts of that level. This replaces Brew Potion, swift alchemy, instant alchemy, and the discoveries at 2nd and 12th level, and alters alchemy.

**Breath weapon**: A draconologist does not make ordinary bombs. Instead she gains the breath weapon discovery at level 1 and must use this discovery with all of her bombs. Each time a draconologist uses her breath weapon, she can shape the effect into a 15 foot cone or a 30 foot line. A draconologist can never benefit from effects that activate on a direct hit with a bomb, and can apply only the following bomb discoveries to her breath weapon: Acid bomb, concussive bomb, ectoplasmic bomb, defoliant bomb, force bomb, frost bomb, grease bomb, hellfire bomb, holy bomb, neutralizing bomb, profane bomb, shock bomb, and sunlight bomb. A draconologist gets half as many bombs per day as an ordinary alchemist. This replaces throw anything and modifies Bomb.

**Draconic Mutagen**: A draconologist’s mutagen seeks to duplicate the awesome power of dragons. In addition to the normal effects of a mutagen, a draconologist’s mutagen grants immunity to sleep effects and paralysis effects. In addition, when using her mutagen, a draconologist takes on a scaly, draconic appearance and gains some of the traits of a dragon, chosen when the mutagen is prepared.

* At 1st level she may choose one of the following: low-light vision, Prehensile tail, swim speed 30 feet, Wild Stride (choosing one terrain type the ranger’s terrain list)
* At 5th level she adds the following to the list of available traits: Darkvision 60 feet, Energy resistance 5 (acid, cold, electricity or fire), Gliding wings (race builder version)
* At 9th level, she can choose two traits, one of which may be from the following list of advanced traits: Amphibious, Bite attack (Primary, 1d6 at medium size, 10 foot reach) Fly 40 feet (average), Scent,
* At 13th level she adds the following to the list of advanced traits: Blindsense 30 feet, burrow 10 feet, Damage reduction magic ( equal to 1/4 alchemist level)

This replaces poison use, poison resistance, swift poisoning and poison immunity.

### Dragon Rager Barbarian

*In the wild places far from civilization, tales are told of warriors who fight with the fury of dragons. Those warriors who can earn the trust of the dragon can be allowed to form a symbiotic bond, tying their strength to their dragon ally. As part of this bond, the dragon will grant their ally an object of power, a weapon which is invested with a piece of the dragon’s soul. Though few are ever found worthy, those who become dragon ragers have earned an ally for life, and a connection stronger than death.*

**Weapon and Armor Proficiency:** A Dragon Rager is not proficient with medium armor.

**Drake Companion:** At first level, a dragon rager bonds with a particularly intelligent drake. She gains a drake companion with the intellect power as a bonus power. If the drake companion dies, the dragon rager loses all benefit from rage save for the strength bonus (attack and damage rolls for unchained barbarians) and any rage powers she may possess until the drake has been revived or replaced. Replacing a drake companion is a difficult process, requiring an hour-long uninterrupted ritual to be performed once per day for 3d12 days, or leveling up, whichever comes first. This replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

**Dragon Rage:** A dragon rager draws upon the power and fury of a dragon. While raging she gains a +2 bonus to her existing natural armor (if any) and energy resistance 5 to the energy type associated with her drake's breath weapon (regardless of whether it actually has the breath weapon powers). At level 11, the natural armor bonus increases to +3 and the energy resistance increases to 10. At level 20, the natural armor increases to +4, and the energy resistance becomes energy immunity. The dragon rager does not gain any bonus to will saves while raging, or a constitution increase (or temporary hit points for unchained barbarians). This modifies Rage.

**Eyes of the Dragon:** At 2nd level, the dragon rager gains low-light vision while raging. At 7th level, she gains darkvision out to 30 feet while raging. At 12th level, she gains darkvision out to 60 feet while raging. If the dragon rager already possesses darkvision, the range of her darkvision increases by the amount granted by this ability while raging. This replaces uncanny dodge, improved uncanny dodge and indomitable will.

**Soulbound Weapon:** At 3rd level, the dragon rager gains a magical weapon tied to her drake. This weapon comes with a +1 enhancement bonus, and can be any melee weapon with which the dragon rager is proficient. At 6th level and every four levels thereafter, the enhancement bonus increases by +1. Double weapons must divide the enhancement between the two sides of the weapon, and must have at least a +1 on both ends if possible. With the help of the drake, the enhancement bonus on a double weapon can be redistributed once per day through a one hour ritual. A soulbound weapon cannot be granted additional enhancement bonuses or special abilities by any outside force. Regardless of the type of weapon or enhancement bonus currently on it, the soulbound weapon has a hardness of 20 and 10 hit points + 4 hit points per level. In the hands of anyone who does not have the approval of the drake (including the dragon rager if the drake adamantly opposes her actions) the soulbound weapon loses all magical abilities save for its hardness and hit points. If the drake dies, the soulbound weapon retains its abilities for those who were allowed to use it at the time of the drake's death. If the soulbound weapon is destroyed, it can be replaced after one week with an uninterrupted 24 hour ritual that costs 200gp per level. This ritual can also be used to render the soulbound weapon inert and transfer its power to a new masterwork weapon capable of becoming a soulbound weapon. This replaces Damage Reduction.

**Invested Life Force:** The life force of the drake is tied to the soulbound weapon. So long as the drake lives and is available to assist, the 24 hour ritual to replace a soulbound weapon can take place at any time, and has no material cost. So long as an intact soulbound weapon is in the dragon rager's possession, the drake can be resurrected through an uninterrupted 24 hour ritual at no cost. While raging and wielding the soulbound weapon, the dragon rager can use this connection to communicate telepathically with her drake in a language they share at a range of up to a mile.

**Draconic channeling:** The dragon rager learns to add special abilities to her soulbound weapon as a swift action while raging. At 5th level she can apply a single +1 equivalent ability, and every four levels thereafter, the total enhancement bonus equivalence that may be active at a time on the soulbound weapon increases by +1. The dragon rager may choose from the following list of abilities: Anchoring, brilliant energy, corrosive, corrosive burst, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, merciful, returning, shock, shocking burst, and vicious. Abilities which add energy damage can only be chosen if they match the dragon rager’s energy resistance from raging, and abilities which require specific weapon types must be compatible with the soulbound weapon. These abilities last for 1 minute after application, and activating them consumes a number rounds of rage equal to the enhancement bonus value being applied to the soulbound weapon.. Each time the dragon rager uses this ability, she may apply any number of abilities, up to the maximum amount amount of enhancement allowed at her level. If the dragon rager ends her rage, these abilities are ended as well. This replaces Trap Sense (danger sense for unchained barbarians).