Draconic in appearance and fiercely loyal, Dracosmyrs are deeply empathic beings capable of forming a nearly unbreakable psychic bond with one other creature, which manifests in telepathic communication and tactical synergy.
The first Dracosmyrs were born from deep bonds of love between powerful Aether-Dragons (primordial void-dragons or Mana-infused entities) and early humanoid explorers, using complex Mana-rituals and special cosmic materials found only on worlds touched by raw Mana-currents. It’s been millennia since the first Dracosmyrs were born, and they have long since disconnected from the ancient Aether-Dragons—they have their own cultural traditions, societies, and lineages, independent of their distant draconic forebears. Despite the ages, the love that gave birth to them endures in the partner bond—a deep psychic connection that every Dracosmyr can forge with one other person. On the surface, a partner bond is a telepathic connection forged through emotion and Mana-resonance. It enables a bonded pair to communicate telepathically and react as one, providing advantages in combat, exploration, and countless other avenues. Looking deeper, a partner bond can only be formed through mutual devotion and love—whether romantic, platonic, or familial—and is nigh unbreakable. It’s not a bond to be entered into frivolously, nor can it be forced or severed by anything other than death or the will of powerful cosmic entities. While the tactical applications of a partner bond are extensive, it can never be “turned off” or ignored, and all outside relationships must bend to accommodate it—rarely is there a loyalty that partners place above one another.
Dracosmyrs are extremely social. Their innate empathy and intuition makes them simultaneously cautious and earnest; they tend to approach new people and situations with care, form an opinion rapidly, then trust their own gut judgment, even if it might conflict with the opinions of others or cause strife. A Dracosmyr’s behavior is usually tempered by their sense of duty and responsibility. A Dracosmyr with few connections—or who shows little regard for others—can cause a lot of havoc.
If you want to play a character who is strong and resilient, embraces their emotions, and forms deep bonds of friendship and community, you should play a Dracosmyr.
YOU MIGHT...
Share your feelings and insights with everyone around you, fostering open communication.
Trust your instincts and emotional intelligence more than you trust established facts or rigid protocols.
Prioritize your bonded partner’s needs and wants above almost all else.
OTHERS PROBABLY...
Are intimidated by your imposing draconic appearance and powerful presence.
Underestimate the profound strength of your bond with your partner.
Find it disconcerting when you and your partner act in perfect unison, as if sharing a single mind.
Physical Description
As their name implies, Dracosmyrs are draconic in appearance, with broad wings, hard scales, long tails, horns, and a powerful physique. Some even have the deadly void-breath of their Aether-Dragon progenitors, but the breath’s type and characteristics depend on a number of factors, many of which aren’t well understood. Dracosmyrs vary in length between 8–20 feet from head to tail and can weigh over 2,000 pounds; however, in the modern era, a smaller size has proven advantageous for navigating starships and urban environments. A Dracosmyr’s scale color has nothing to do with their origins, heritage, home world, or surroundings; most are monochromatic, though some have scales in two or three similar tones, most often in a gradient or speckled pattern. Most Dracosmyrs polish their scales to a reflective shine and take particular pride in the appearance of their scales at certain times of the day or under certain stellar lighting—under nebular moonlight is most common. Dracosmyrs occasionally paint their claws and horns with various colors and patterns, though very few modify or dye their scales, certainly not permanently! Dracosmyrs looking to temporarily change the appearance of their scales prefer holographic overlays, augmented reality, or Mana-based illusions. The notable exception to this trend involves dolek (pronounced doe-wek), a traditional ritual that involves removing a single scale from one’s body and fashioning it into a wearable gift for one’s bonded partner. In the distant past, the scale removed came from the back—the place that a bonded partner would sit upon one’s back if ridden. Today, it’s more common to remove a scale from above the heart. In either case, the gift of a dolek is a symbol that a Dracosmyr trusts their partner to protect their weak spots, physically, psychologically, and emotionally.
Society
The history, society, and culture of Dracosmyrs are inexorably linked with that of their ancestral void-sanctuaries, where they’ve lived alongside other adaptable species (like Ryphorians or Kholo) and ancient Aether-Dragons since time immemorial. These sanctuaries often experience exaggerated cosmic cycles (e.g., century-long shifts in Mana Currents or stellar radiation), with only brief transitional periods between them. Adaptation, whether biological or behavioral, has always been integral to survival, and even today Dracosmyrs greatly value adaptability, willingness to persevere through trying situations, and ability to survive the cosmos’ many trials. The methods one uses to accomplish these feats—from physical prowess or mental cunning to Mana-based support or cybernetic augmentations—are universally lauded.
Dracosmyrs have a combative history. Battles between the various peoples of their ancestral systems were widespread, motivated by territorial disputes and aeons-old Aether-Dragon rivalries. In this distant era, Dracosmyr warriors carried smaller riders into battle in formation with powerful Aether-Dragon allies. These battle pairings were the typical and most iconic of all partner bonds, and their legacy still lives on today. Dracosmyrs remain most likely to partner with Ryphorians or Kholo over other ancestries, and one of the most respected mercenary leagues of the modern era is the spacefaring Skyfire Legion (a renowned mercenary group in Starfall, known for its draconic mounts). Although Dracosmyrs fulfill countless roles in society, they remain best known in the greater galaxy for their intimidating appearance and military expertise. Even those Dracosmyrs who avoid confrontation or abhor violence learn to defend themselves—or the people they care about—in times of peril.
Dracosmyr society is based around partnership. On a micro scale, the partner bond anchors daily life, but on a macro scale, everything revolves around community. Everything Dracosmyrs create, from architecture and infrastructure to laws and media, reflects the importance of partnership. In their ancestral territories, the partner bond is legally binding, and entering into a partner bond with a Dracosmyr confers rights and responsibilities upon both members of the bond, including shared ownership of possessions and properties, financial liability, and beneficiary rights. A partner bond doesn’t preclude Dracosmyrs from forming other outside bonds, such as romantic bonds with paramours or starting a family. In a Dracosmyr’s life, all other relationships coexist with the partner bond.
Most partner bonds are platonic, having grown between close friends or comrades. Others are romantic. Rarely, they’re familial, usually occurring between siblings or cousins of similar ages. A bond can never be forced and must be mutually consensual, making arranged partner bonds a prospect that is only suitable for incredibly open and dedicated individuals. Regardless of the form a partner bond takes, they nearly always form between a Dracosmyr and a non-Dracosmyr. While grief is always difficult, the loss of a bonded partner is devastating. Some never recover from the trauma. While a Dracosmyr could form a new partner bond after such a tragedy, few do, as they believe the bond to continue past death. Two Dracosmyrs bonding over their mutual grief and finding love with the blessing of their ghost partners is a common trope in Starfall romances. While most Dracosmyrs form a bond with a partner in their lifetime, some choose to abstain. Bondless Dracosmyrs are no less social than their bonded fellows, and they tend to gather and live together. Dracosmyr communities are a sprawling web of bonds, partnerships, friendships, and familial ties. To an outsider, these needs may seem complicated to balance, but Dracosmyrs are up to the challenge, as most feel an intrinsic desire to form social connections with others and have no problem understanding and intuiting the needs of their bonded community members. Communication and empathy are paramount, and majoritarian systems are popular. Dracosmyrs lacking community connections tend to become morose. While headstrong and independent, they don’t take isolation well. For obvious reasons, Dracosmyr settlements have large and diverse architectural requirements. Living spaces must be large enough for huge extended families and are furnished for both Dracosmyrs and their smaller companions. Most live in multistory buildings or apartment complexes with many housemates and neighbors. Dracosmyr homes and the neighborhoods they form are noisy. When it’s time to celebrate, they become downright raucous. Dracosmyr communities are friendly and welcoming to outsiders, which can seem overwhelming for some.
Dracosmyrs choose names that are inherited from an ancestor, bonded partner, or a partner’s ancestors. Thus, they’re incredibly varied and can include names from countless other cultures, so long as those names have meaningful connections. Dracosmyrs tend toward long names, with 3–4 syllables, hard consonants, or duplicate letters. X and Z sounds are common.
Sample Names: Akrodo, Aralyx, Axiennex, Beshikasiss, Binata, Darzalfen, Dissidanth, Egelmyr, Endrisarn, Estrikkon, Farvenzi, Ganifrae, Heraxia, Kahore, Krellenor, Lourvictrix, Phixara, Raskurenn, Selkirrik, Sozirenn, Tarke, Tsalu, Tykkendrin, Zendegos, Ziotris (These names are already quite fitting for a sci-fi/fantasy blend).
Beliefs
Dracosmyrs place great value on interpersonal relationships and social skills, yet they recognize that the ability to be charming, or a good friend or partner, is independent of one’s moral standing and ethical stance. They’re naturally strong, and most embrace the legacy of their ancestors by learning to defend themselves or to dominate the field of battle. Driven by the need to survive the harsh and dangerous cosmic environments of their ancestral territories, Dracosmyrs strive to adapt, survive, and persevere using any means available. Most Dracosmyrs worship cosmic entities or philosophies that speak to one of these values, such as Damoritosh (cosmic order, discipline), Eloritu (cosmic knowledge), Hylax (communal networks), Oras (change), Talavet (social structures), or a Starfall-specific deity of community, partnerships, and the bond.
Popular Edicts: Protect your partner, engage positively with your community, fight to defend your beliefs and allies.
Popular Anathema: Act with cowardice, betray your partner, purposefully isolate yourself.
Forming a Bond
Forming a partner bond is an instinctive rite any Dracosmyr can invoke, but most choose to celebrate this milestone by performing a traditional bonding ceremony surrounded by friends and family. Bonding ceremonies typically last for hours or span multiple days of gift-giving and preparation, culminating in celebration and feasting after the bond is formed. Forming a bond only takes an hour, but most Dracosmyrs and their partners feel a sense of time dilation as they experience their partner’s core memories firsthand or wander through a psychic wilderness together. The experience is unique to each pair, and many consider it too intimate to discuss with outsiders.
Children of the Aether
On most worlds, mortal unions or pacts with Aether-Dragons tend to spawn Aether-Bloods—individuals who biologically resemble their parent ancestry with a few draconic features, such as scales, deadly breath, or wings. The Dracosmyrs of the Starfall Galaxy are different. The first Dracosmyrs were magical hybrids miraculously created by deep love and Mana-magic with the help of materials found only in specific Mana-rich cosmic regions, but every generation thereafter has been able to reproduce without direct Aether-Dragon influence. Dracosmyrs are a unique species of magical humanoids with their own genetic traits and life cycle that mimics a combination of human and Arixian (a common Starfall draconic species) in many ways, but completely defies these expectations in others.
Dracosmyr Mechanics
Dracosmyrs are a Dragon, Dragonkin, Humanoid ancestry.
Hit Points: 10
Size: Large
Speed: 20 feet; fly 20 feet
Attribute Boosts: Two free attribute boosts
Languages: Common, Draconic, Void-Scale Tongue (a language of deep rumbles and resonant cries). Additional languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent on your home world or host culture).
Traits:
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Partner Bond: You can form a permanent empathic bond with one willing sapient creature—usually a non-Dracosmyr. Forming this bond is a one-hour activity that can only be attempted if both you and your partner share a deep emotional bond. You and your partner must remain within reach of each other for the duration of this activity for it to succeed. Once this bond is formed, you can’t form another partner bond unless your current partner dies. You and your partner can communicate with each other mentally, as if you had limited telepathy with a range of 60 feet.
Dracosmyr Heritages
In the long ages since their creation, Dracosmyrs have branched off into countless lineages with diverse adaptations. Choose one of the following Dracosmyr heritages at 1st level.
Void-Heart Dracosmyr (Flameheart Dragonkin adaptation): The Mana-embers burning in your blood keep you safe from the chill of high altitudes or the vacuum of space. You gain resistance to cold equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Rift-Scarred Dracosmyr (Heartbroken Dragonkin adaptation): In the past your bonded partner died, or you experienced a profound trauma related to the Rift, and you remain deeply affected by their loss. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Ephemeral Dracosmyr (Mercurial Dragonkin adaptation): Whether by fluke, the whims of fate, or deep-seated fear of codependency, you can’t form a permanent partner bond. Instead, you can form a temporary partner bond. The time it takes you to form a partner bond is reduced to 10 minutes, and the duration of this partner bond is reduced to 1 day. You can choose to sever a partner bond early as a single action that has the concentration trait. If you Transfer Vitality (Starfall Galaxy Core Rulebook) to your partner, reduce the Hit Point cost by 1 plus 1 for every 4 levels you have (to a minimum of 1).
Star-Dweller Dracosmyr (Shipborn Dragonkin adaptation): Your ancestors adapted to live on a starship or in a settlement sized for people much smaller than your own. Being large was a disadvantage—one that subsequent generations shed. Instead of Large, your size is Medium. You gain a +1 circumstance bonus to checks to Squeeze, and you can use Acrobatics or Athletics when you Squeeze.
Nebula-Rider Dracosmyr (Stormrider Dragonkin adaptation): You were born and raised on a volatile world wracked by destructive Mana-storms and powerful stellar winds. Learning to fly in such conditions has conditioned you into an exceptional aerialist. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and your fly Speed increases by 5 feet.
Dracosmyr Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a Dracosmyr, you select from among the following ancestry feats.
1st Level Feats
Draconic Lethality Feat 1 (Dracosmyr): Your draconic body is a weapon. When you select this feat, you gain one of the following unarmed attacks of your choice: claw, horn, jaws, or tail. Each of these attacks is in the brawling weapon group and has the listed damage die and traits.
Claw 1d6 slashing (agile, finesse, unarmed)
Horn 1d6 piercing (finesse, unarmed)
Jaws 1d6 piercing (grapple, unarmed)
Tail 1d6 bludgeoning (sweep, trip, unarmed) At 5th level, whenever you get a critical hit with one of these attacks, you get its critical specialization effect. Special You can take this feat four times. Each time you do, select a different attack from the options listed above.
Void-Breath [two-actions] Feat 1 (Dracosmyr): Your exhalations are infused with energy, like your Aether-Dragon ancestors of old. You can exhale a 15-foot cone that deals 1d4 damage (basic Reflex save against the higher of your class DC or spell DC). After using this attack, you can’t use it again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. Special When you select this feat, choose your breath’s damage type and weapon group: acid (corrosive), bludgeoning (hammer), cold (cryo), electricity (shock), fire (flame), piercing (spear), slashing (knife), or sonic (sonic). This choice is permanent. This ability has the trait associated with the type of damage it deals.
Dracosmyr Lore Feat 1 (Dracosmyr): You’re trained in skills passed down through generations of Dracosmyrs. You gain the trained proficiency rank in Athletics and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Dracosmyr Lore.
Dracosmyr Weapon Familiarity Feat 1 (Dracosmyr): You wield weapons favored by the Skyfire Legion or other renowned Dracosmyr regiments. You are trained with the void-blade (reflavored skyfire sword), plasma thrower (reflavored flamethrower), and heavy repeater (reflavored machine gun). In addition, you gain access to all uncommon weapons with the dracosmyr trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Fearsome Feat 1 (Dracosmyr): You’re as fearsome as an Aether-Dragon. You gain the trained proficiency rank in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Intimidating Glare skill feat.
Heroic Stand [one-action] Feat 1 (Dracosmyr, Mental): Frequency once per day. Requirements You have less than one-quarter of your Hit Points remaining. You fight fearlessly for your friends. You gain temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you.
Mana Guardian (Magical Guardian) Feat 1 (Dracosmyr): Your desire to protect the people you care about from harm has kindled the spark of Mana in your soul, and you can share that spark with others. You can cast the guidance and forbidding ward cantrips as divine innate spells at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Whenever you cast one of these spells on your bonded partner, you increase the range of the spell to 60 feet, rather than 30 feet.
Chroma-Scales (Moodscales) Feat 1 (Dracosmyr): Your scales automatically change color to match your current temperament. This has the same effect as a moodskin augmentation (Starfall Galaxy Core Rulebook), though it doesn’t count as an augmentation and doesn’t count toward your implant limit. When you select this feat, you can decide which colors correspond to each mood. Your keen awareness of your mood grants you a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Echo-Spirit Protection (Spirit’s Protection) [free-action] Feat 1 (Dracosmyr, Fortune): Prerequisites Rift-Scarred Dracosmyr heritage. Frequency once per day. Trigger You fail a saving throw. In times of great stress, you can still feel the flickers of your deceased partner’s or ancestral echo’s presence, steering you to safety or girding your mind from assault. Their spirit still protects you from beyond the grave. You can reroll the triggering saving throw and use the better result.
Tactical Bond Feat 1 (Dracosmyr): You and your bonded partner have learned to physically shield one another from harm. If you would grant lesser cover to your bonded partner (including when your partner is using you as a mount), or your bonded partner would grant lesser cover to you, standard cover is granted instead.
Touch the Void (Touch the Sky) Feat 1 (Dracosmyr): There’s nothing you love more than soaring through the void. When you fly, you don’t count moving upward (straight up or diagonally) as moving through difficult terrain. This does not apply to flying with equipment or vehicles, such as jet packs and hover boards.
5th Level Feats
Adopted Lineage (Adopted Talents) Feat 5 (Dracosmyr): Requirements You have a bonded partner. Since becoming bonded with your partner, you’ve learned a lot about them, and you’re beginning to pick up their habits, interests, and knowledge. You gain the Adopted Ancestry, but you must select the ancestry of your bonded partner. You also gain one 1st-level ancestry feat from the ancestry you chose for Adopted Ancestry. Special You must have a permanent partner bond to select this feat, meaning you can’t be an ephemeral dracosmyr.
Void Dash [two-actions] Feat 5 (Dracosmyr, Flourish): Whether by catching a stellar current or pushing yourself beyond your limits, you fly forward incredibly fast. Fly up to three times. If you are a nebula-rider dracosmyr, instead you Fly up to four times.
Augmented Adaptation Feat 5 (Dracosmyr): You’ve adapted your own body to suit your needs, often through bio-integration or cybernetics. The total number of augmentations you can install is increased by two.
Bond-Bearer Feat 5 (Dracosmyr): You and your bonded partner have learned the ancient art of dragonriding or void-beast riding. Your bonded partner can ride you if they are one size category smaller than you (Medium size, for most Dracosmyrs), rather than needing to be two size categories smaller. When your bonded partner rides you as a mount, your synchronicity enables them to gain three actions at the start of their turn, rather than the two they normally would for riding another PC. You still gain only two actions at the start of your turn, rather than three.
Defensive Formation [one-action] Feat 5 (Dracosmyr): Requirements You’re adjacent to at least two of your allies. You instinctively understand how your allies act and move, and use that knowledge in the heat of combat to adopt a defensive formation that better shields you from harm. You gain a +1 circumstance bonus to AC and Reflex saving throws. If one of these adjacent allies is your bonded partner, that bonded partner gains the same benefit that you do. This benefit lasts until you are no longer adjacent to at least two of your allies.
Cosmic Resilience (Dragon’s Tenacity) Feat 5 (Dracosmyr): Your mind and body have the resilience of your Aether-Dragon progenitors. You gain a +1 circumstance bonus to saving throws against fear effects, sleep effects, and effects that would cause you to become paralyzed. This bonus increases to +2 against spells and magic items that have these effects.
Heroic Perseverance Feat 5 (Dracosmyr): Prerequisites Heroic Stand. Like the heroes who inspire you, you rally yourself to persevere against deactivation or death itself. When you use Heroic Stand, you gain temporary Hit Points equal to twice your level for 1 minute, rather than equal to your level for 1 minute.
Tactical Bully [free-action] Feat 5 (Dracosmyr): Prerequisites trained in Athletics. Requirements Your last action was a successful Shove. You use your size and strength to push and position your enemies around the battlefield. You attempt to Trip the creature you successfully Shoved, even if the target is no longer in your reach. If you have a tail attack, you gain a +2 circumstance bonus to your Trip attempt.
Entwined Minds (Two Minds, One Soul) [reaction] Feat 5 (Dracosmyr): Trigger You, your bonded partner, or both you and your bonded partner would roll a Will saving throw against a spell or effect that could impose the confused or controlled condition. Requirements You and your bonded partner are within 60 feet of one another, and are willing. You and your bonded partner are two halves of the same spirit, entwined together in different bodies. Both you and your bonded partner roll the triggering Will saving throw. The triggering creature (or creatures) uses the higher result. Both you and your bonded partner are affected by the triggering spell or effect, even if it would normally only affect one of you.
9th Level Feats
Void Master (Aerial Master) Feat 9 (Dracosmyr): Your ability to fly through the skies or void under your own power is unparalleled. Your fly Speed increases by 10 feet.
Cosmic Senses (Draconic Senses) Feat 9 (Dracosmyr): You have an impressive sense of smell or Mana-sense, passed down through the generations from an Aether-Dragon ancestor. You gain imprecise scent with a range of 40 feet. The GM might double the range if you’re downwind from the creature or halve the range if you’re upwind, at their discretion.
Hero’s Edge Feat 9 (Dracosmyr): Prerequisites Heroic Stand. You fight hardest when the odds are at their most dire, and the specter of death looms over you. As long as you have temporary Hit Points from Heroic Stand, your Strikes and spells deal additional damage. You gain a status bonus to damage with your Strikes equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage equal to the level of the spell; this bonus applies only to spells that deal damage and don’t have a duration.
Mighty Mana Guardian (Mighty Guardian) Feat 9 (Dracosmyr): Prerequisites Mana Guardian. The Mana spark you use to protect others grows in power. You can cast share life and status as 2nd-rank divine innate spells, once per day each.
Monitoring Bond Feat 9 (Detection, Dracosmyr): As long as you and your bonded partner are on the same plane of existence and both alive, you can communicate telepathically together and both remain aware of one another’s present state, general direction and distance from one another, and if they are conscious, unconscious, or dying. You both know any conditions affecting one another, except those that the affected character does not know about.
Mounted Unity Feat 9 (Dracosmyr): Prerequisites Bond-Bearer. Your ability to bear your bonded partner into battle has further improved, and you act as one body and one mind. When your bonded partner rides you as a mount, you gain three actions at the start of your turn, rather than the two you normally would.
Powerful Void-Exhalation (Powerful Exhalation) Feat 9 (Dracosmyr): Prerequisites Void-Breath. Your ability to breathe energy is unparalleled. The area of your Void-Breath increases to a 30-foot cone and the damage dice are d6s instead of d4s. If you have the critical specialization effect of any weapon, a creature that gets a critical failure on their Reflex save against your void-breath are affected by its corresponding critical weapon specialization effect.
Sanctuary Bond (Sanctuary Kin) Feat 9 (Dracosmyr): Your Mana spark wards your allies, protecting them from attacks. You can cast sanctuary as a 1st-rank divine innate spell once per day. You can cast the spell as a reaction triggered when your bonded partner is the target of an attack, as long as your partner is within 40 feet and you can perceive them and their attacker. If you do, the spell has a range of 40 feet and can target only your bonded partner.
Talon Transporter Feat 9 (Dracosmyr): You’ve learned to carry additional supplies using your talons. You gain the Hefty Hauler skill feat. If you already have this feat, instead increase your maximum and encumbered Bulk limits by 2. While floating or flying you may use your feet as an additional pair of hands, but only to carry up to 4 Bulk of creatures or items beyond your maximum encumbrance.
13th Level Feats
Bonded Transposition [reaction] Feat 13 (Dracosmyr, Manipulate, Primal, Teleportation): Frequency once every 10 minutes. Trigger Your bonded partner is within 40 feet and would be damaged by an enemy. Instinctively sensing your bonded partner is in danger, you swoop in to save them from harm. You and your bonded partner immediately swap places with one another, teleporting into one another’s locations. The damage that would be dealt to your bonded partner is dealt to you instead.
Dual Bond Feat 13 (Dracosmyr): Prerequisites Ephemeral Dracosmyr heritage. While some claim you’re incapable of forming a partner bond as deep as other Dracosmyrs can, it’s undeniable that you have more flexibility and freedom when it comes to bonding. You can maintain any number of partner bonds at once. Your bonded partners don’t automatically count as being bonded with one another.
Hurl Ally [two-actions] Feat 13 (Dracosmyr, Manipulate): Requirements You are adjacent to an ally or your ally is riding you and you have one or more hands free. You use your innate strength to hurl an ally across the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 20 feet, or within 40 feet if you throw your bonded partner. Their movement doesn’t trigger reactions. Your ally ends this movement on their feet and treats the fall as 20 feet lower, or 40 feet lower if you throw your bonded partner.
Mana Savior (Magical Savior) Feat 13 (Dracosmyr): When push comes to shove, you’re more than willing to give your life in place of an ally’s. You gain spirit link as a 3rd-rank divine innate spell. You can cast this spell once per day. If you cast this spell on your bonded partner, spirit link is heightened to 4th-rank and you can increase the range of spirit link to 60 feet, rather than 30 feet.
Persistent Echo Protection (Persistent Protection) Feat 13 (Dracosmyr): Prerequisites Echo-Spirit Protection. You trust that your deceased bonded partner or ancestral echo is with you, even from beyond the grave. You can use Echo-Spirit Protection once per hour, rather than once per day.
Synchronized Initiative [free-action] Feat 13 (Dracosmyr, Fortune): Trigger You and your bonded partner roll the same skill for initiative, but get different results. You and your bonded partner act in utter synchronicity with one another, reacting to danger and entering battle as one. You and your bonded partner use the higher result between your initiative rolls, but use the lower Perception or skill modifier.
Unquenchable Void-Breath (Unquenchable Breath) Feat 13 (Dracosmyr): Prerequisites Void-Breath. When you use Void-Breath, a creature who fails or critically fails its saving throw takes 2d6 persistent damage of the same type. On a critical failure, the flat check to remove persistent damage increases to DC 20 (or DC 15, if the flat check would be reduced because the creature has an appropriate type of help). If you apply a critical weapon specialization effect that also deals persistent damage of the same type, apply this persistent damage in addition to the base persistent damage.
17th Level Feats
Reunite [two-actions] Feat 17 (Concentration, Dracosmyr, Manipulate, Primal, Teleportation): Frequency once per hour. Requirements You and your bonded partner are on the same planet or within the same star system. With a centering breath, you fill your mind with thoughts of your bonded partner and will yourself to their side. You teleport into an unoccupied space of your choice adjacent to your bonded partner. If there is no adjacent space available, you teleport into the closest unoccupied space.
Cosmic Progenitor Form (Size of the Ancients) [two-actions] Feat 17 (Dracosmyr, Manipulate, Polymorph, Primal): Frequency once per day. You undergo a rapid physical change, increasing in size to rival Dracosmyrs of the ancient past. You grow to size Huge. Your equipment grows with you, but it returns to its natural size if removed or dropped. Your reach increases by 5 feet (or by 10 feet if you are a star-dweller dracosmyr), and you gain a +4 status bonus to melee damage. This transformation lasts for 10 minutes. You can end this transformation early as a single action that has the concentrate trait.
Vicious Void-Breath (Vicious Breath) Feat 17 (Dracosmyr): Prerequisites Void-Breath. The intensity of your draconic breath lays waste to the environment and your foes. When you use Void-Breath, the area of your breath becomes difficult terrain for 1 minute. Any creature that enters the area of your void-breath or is occupying you (if you are a mount) is also affected.
Here are a few adventure hooks designed to appeal to a Dracosmyr Player Character, leveraging their unique partner bond, draconic traits, and loyal nature within the Starfall Galaxy:
Adventure Hooks for Dracosmyr Player Characters
The Echoes of a Broken Bond:
Hook: The Dracosmyr PC's bonded partner begins to experience disturbing, fragmented psychic echoes – not from their own past, but from a long-dead, unbonded Dracosmyr. These echoes are causing erratic behavior, emotional distress, and even subtle Rift-phenomena around the partner. A frantic Lashunta empath or a Mnemosyn historian, who recognizes the unique psychic signature of a broken Dracosmyr bond, seeks the PC's help. They believe a powerful Rift-Entity or a rogue Automaton is attempting to reanimate or exploit the residual energy of this ancient, unfulfilled bond. The mission: journey to the source of the echoes (perhaps a derelict Kasatha worldship or a forgotten Mana-rich nebula), understand the nature of the broken bond, and find a way to either lay the restless spirit to peace or contain its chaotic influence before it consumes the PC's own partner.
Dracosmyr Appeal: This hook directly challenges the sanctity of the partner bond and taps into the Dracosmyr's deep empathy and loyalty. The PC would be driven to protect their partner at all costs. Entwined Minds would be crucial for understanding the echoes, Echo-Spirit Protection (if applicable) could provide insight, and Mana Savior might be needed to protect their partner from the psychic onslaught.
The Skyfire Legion's Lost Scion:
Hook: A renowned commander from the Skyfire Legion, a Dracosmyr known for their legendary partnership with a Ryphorian scout, has gone missing in a treacherous sector of the Frontier known for its volatile Mana-storms. The Legion fears the worst, but their limited resources prevent a full-scale search. The Dracosmyr PC, especially if they have ties to the Legion or a Bond-Bearer heritage, feels a professional and personal obligation to find them. A Tengu scout, who values military efficiency, or a Chassos warrior, who respects martial prowess, offers to aid the search. The mission: navigate the dangerous Mana-storms (Nebula-Rider Dracosmyr, Void Dash), track the missing commander and their partner, and potentially rescue them from a hostile Grolak ambush or a newly awakened Aether-Dragon territorial dispute.
Dracosmyr Appeal: This hook appeals to their combative history, military expertise, and loyalty to their kind. The PC would be motivated by honor and the desire to prove their capabilities. Void-Breath and Draconic Lethality would be essential in combat, while Mounted Unity (if they have a partner) would showcase their tactical synergy.
The Dolek's Betrayal:
Hook: A priceless dolek (a traditional Dracosmyr scale-gift symbolizing trust) belonging to a powerful Vesk diplomat (and former partner of a Dracosmyr) has been stolen from a heavily guarded vault within the Scale Hegemony. The theft is causing diplomatic tensions, as the Vesk believes it's a deliberate insult. However, the Dracosmyr PC, with their innate understanding of the dolek's significance, senses a deeper, more personal betrayal. They suspect the thief is not an enemy, but a disillusioned Dracosmyr (Ephemeral Dracosmyr heritage is relevant here) attempting to sever ties or expose a hidden truth. A Choran eco-activist, concerned about the escalating conflict, or an Enfong diplomat, who values subtle communication, seeks the PC's unique insight. The mission: recover the dolek, uncover the thief's true motives, and prevent a wider conflict within the Hegemony, potentially forcing the PC to confront a difficult truth about their own people or the nature of their bonds.
Dracosmyr Appeal: This hook is deeply cultural and personal, focusing on the meaning of the dolek and the complexities of Dracosmyr relationships. The PC would be driven to understand the betrayal and restore harmony. Dracosmyr Lore would be vital for understanding the cultural nuances, Chroma-Scales could help read emotions, and Sanctuary Bond might be used to protect innocent parties.
The Cosmic Progenitor's Awakening:
Hook: Deep within an uncharted Rift-zone in the Outer Sphere, an ancient, dormant Aether-Dragon – a true Cosmic Progenitor – has begun to stir. Its awakening is causing massive Mana-surges, creating new Rift-phenomena, and attracting dangerous, mutated creatures. The Dracosmyr PC feels an undeniable, almost instinctual pull towards this entity, sensing a primal connection to their origins. A Triosan "Corrector," seeking to stabilize the Mana flow, or a Florin who fears the corruption of natural ecosystems, seeks the PC's unique insight and resilience. The mission: venture into the heart of the Rift-zone, interface with the awakening Aether-Dragon, and understand its purpose – whether to guide its re-emergence peacefully, contain its destructive potential, or even learn to tap into its primordial power (Cosmic Progenitor Form).
Dracosmyr Appeal: This is a high-stakes, existential hook that directly engages the Dracosmyr's ultimate heritage. The PC would be driven by a desire for self-understanding and the potential for immense power. Void-Heart Dracosmyr would provide resistance to environmental hazards, Cosmic Senses for detecting the Aether-Dragon's presence, and Cosmic Progenitor Form offers a climactic opportunity to embody their ancestral might.
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