Dragon-Blooded

Prerequisites

 * Alignment: Any non-good alignment
 * Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Knowledge (History) 4 ranks, 4 ranks in the skill granted by Heritage.
 * Feats: Draconic Heritage, any other Draconic Feat, any metamagic feat
 * Spellcasting: Must be able to cast 2nd-level arcane spells without preparation

Class Skills
The dragon-blooded's class skills are Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (history), Sense Motive and Spellcraft.

Skill Points at Each Level: 4 + Int modifier.

Hit die: d6

Class Features
Spellcasting: At each new dragon-blooded leve you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in a spellcasting class to which you belonged before adopting the prestige class. You do not gain any other class benefit a member of that class would normally gain, except that your dragon-blooded levels also stack with any other arcane spellcaster levels for the purpose of determining familiar abilities. If you had more than one spellcasting class before becoming a dragon-blooded, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Draconic Companion: Your familiar benefits from your draconic heritage. The draconic templatecan be applied to your familiar, if you so desire. If your familiar is already draconic, apply the Ability Score and Natural Armor bonuses and treat its natural weapons as if he was one size category larger.

Draconic Heritage (Ex): You draw strength from your ancestor's essence as you gain increased mastery over your lineage.

At 1st level, a subtle toughening of your physical form grants you a +1 natural armor bonus to AC.

At 3rd level, you gain a +1 boost to your Charisma score.

At 5th level, you gain a +1 boost to your Intelligence score.

At 7th level, you gain a +1 boost to your Constitution score.

At 9th level, you gain a +1 boost to your Dexterity score.

Draconic Sorcery: You gain insight into the power of your heritage, and this insight strengthens your spellcasting prowess. At 2nd level, and again at 4th, 6th, 8th, and 10th level, add one additional spell to your spells known list. Each new spell must be of a level that you can cast but can be any spell having the [Fire] descriptor or any spell from the schools of Evocation, Illusion, or Transmutation. The spell must be from the Sorcerer or Wizard list.

Blood of Dragons (Ex): Upon reaching 3rd level, you become immune to sleep and paralysis effects.

Starting at 6th level, your draconic essence grants you resistance to cold and fire 10. Upon reaching 9th level, you have unlocked much of the power of your draconic resistance grants you resistance to cold and fire 20 and a SR equal to 11+HD that you can apply selectively.

True-Blooded (Ex): Upon reaching 4th level, you gain the ability to become Large and/or apply the Half Dragon template (Breath Weapon 2d8 + 1d8/2HD, DC 10 + 1/2 HD + CON, useable every 1d4 rounds) to yourself. The effect lasts for 1 hour/Dragon-Blooded level or until dismissed. At level 6, you gain the benefits of Fly-By-Attack feat and Good maneuverability. At level 8, a Huge form becomes available as well and you gain 2 Wing attacks (1d8+STR) on Half Dragon form. You can transform a number of times per day equal to your charisma modifier.

Transforming is a standard action that doesn't provoke attacks of opportuty. Every time you use the ability you heal as if you had rested for a full night. Your natural attacks are considered magical weapons for purposes of bypassing Damage Reduction.

Draconic Ascension (Ex): At 10th level, you unlock the final secrets buried within your lineage. In addition to the ability boosts you gained from your draconic heritage, you now gain an additional +1 to Strenght and Intelligence, and +2 to Constition and Charisma.

You undergo the process of exalting yourself into a True Dragon. All of your HD are converted to Dragon. HP, BAB, Saves and Skill Points are recalculated accordingly. You naturally gain the draconic racial traits and benefits, and the racial skills are added to your class skills.

To determine your draconic form's abilities, consider your HD as being 6 higher than normal. That is, your effective age category is given by such value, after compared to the appropriate dragon specie's entry. Thus an Ascended character of Red heritage with 20 HD would take the form, and the associated characteristics, of a Mature Adult dragon, as he'd have an effective 26 HD.

You get that form's ability modifiers and Natural Armour added to your own. Special abilities such as DR, Frightful Presence and Breath Weapon are similarly calculated based on the boosted HD value.

Your possess two distinguishing characteristics from normal dragons, which are thus:

Your natural weapons have an enhancement bonus equal to your Charisma modifier for the purposes of bypassing DR.

Your DR is changed to DR/Adamantine and Magic, and you add your Constitution modifier to it. This DR explicitly requires the weapon to be made of adamantine, not merely having the equivalent enhancement or any other effects that mimick such quality.

The new instincts grant you the benefits of the Fly-By-Attack and Power Attack feats when in your true form.

Surprisingly, your scales tend to keep the vibrant, glossy coloration of wyrmlings, instead of the smoother, duller tones of elder dragons.

Any equipment you wear in either of your forms fuses into the other one as you change, remaining functional, or, if applicable, changes shape as to be wearable as normal by the new form. For example, gloves or gauntlets might become tasteful armbands.