Throughout the Ages, dragons have sought after many things. One of the many things they sought after is domination. Like many races at the time, these dragons sometimes hold tradition to kidnap or trade young elves to raise and hold as their slaves or family. Some of these dragons gave them essence in the form of a stone to further deepen a bond to these elves. These elves were famed to become ones known as "Kindred." These kindred usually appear with a tail, horns, and scales covering their arms and/or legs.
Role: Kindred are held in high regards to having been given the dragonstone of their masters. Some may be held to be used as support in riding and the like, others deftly follow their master's will to fight or whatever they please.
Alignment: See Text
Prerequisites: Must be Elf, Must know Draconic
Hit Dice: d6
Starting Wealth: 5d10 x 10 gp; In addition, each character begins play with an outfit worth 20 gp or less.
Class Skills
The Kindred's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge(nature) (Int), Knowledge(arcana) (Int), Search (Wis) plus others based on your Dragon.
Skill Points at 1st Level: (4 + Intelligence Modifier) x4
Skill Points per Level: 4 + Intelligence Modifier
Table: Kindred
Class Features
All of the following are class features of the kindred.
Weapon and Armor Proficiency
Kindreds are proficient with using dragonstones, clubs, daggers, light crossbows, and quarterstaffs.
Kindreds are not proficient in armor or shields.
Dragon Master
At 1st level, a kindred chooses their dragon master. This is the dragon that they draw their transformation, affinity, and what they gain their extra class skills from. Choose a dragon color from the Table:Dragon Master below and gain the class skills, and Associated Dragon Click as a bonus click. The kindred's alignment should be within one step of its Dragon Master's.
Associated Dragon Clicks (besides Propel and Black Liquid) may be used a number of times per day equal to Half of Kindred's Level [Minimum 1] + the Kindred's Wisdom Modifier. (Gilded Luck is a special case seen on its description)
Table: Dragon Master
If a Dragon Master dies, a younger kindred is either adopted by another dragon or goes insane. There are the rare occasions that a young kindred's master dies and does not go insane.
Gem Dragons are the interesting variant that kindred have. Instead of inheriting their skills, they are able to inherit a special Psionic power from them.
When you have a gem dragon master, you choose the clicks and affinity from the table. In addition, the Kindred gains the power to choose their Psionic Click as a Dragon Click. These clicks may be taken at any level; the Kindred does not gain the power to use it until they take it with a Dragon Click:
Table: Gem Dragon Master
Gravity Rush (Su): A kindred in both forms may increase or decrease their body's connection to gravity as a free action. This can allow the kindred to increase or decrease their weight by 100 lbs to a minimum of 1 lb.
-At 5th level, the kindred can pick up small objects and maneuver them as a swift action, maintaining concentration with a swift action on subsequent turns. This feature acts as the greater mage hand spell, but it cannot be affected by spellcasters, the radius of the spell is equal to 20 ft.+5 ft. per the kindred's level, and the kindred can affect a number of items equal to 5+the kindred's intelligence modifier. Otherwise, the function of the spell remains the same, using the kindred's level as the caster level. This feature and subsequent features are not affected by spell resistance or power resistance.
-At 10th level, after having objects suspended using this ability, the kindred can use the telekinesis spell's violent thrust ability, using the kindred's level as the wizard level.
-At 15th level, the kindred has complete control over her own sense of gravity. The kindred is under a permanent effect of the false gravity spell, which cannot be dispelled. In addition, the kindred's greater mage hand can affect double the radius and can affect twice the amount of items.
-At 20th level, the kindred gains the power over gravity all around her. Creatures within the kindreds greater mage hand's radius can be affected by the kindred's psionic click. Creatures who are chosen must make a Fortitude Save (DC: 30+WIS) or become paralyzed and can be affected by the features of the kindred's psionic click. Alternatively, the kindred can give the creature free gravity, which acts as if they were under the effect of the fly spell.
Infinite Spectrum (Su): A kindred in both forms may make their body glow in a brilliant spectrum of light as a swift action in a 30 foot radius. Individuals in this area must make a fortitude saving throw or become blinded for 1d4 rounds (DC: 6+WIS+Kindred's Level).
-At 5th level, The DC for the blinding becomes +2. In addition, the kindred may rapidly flash in between the spectrum as a swift action in the same radius. The individuals must make a Will saving throw or become fascinated for 1d6 rounds (DC: 4+WIS+Kindred's Level).
-At 10th level, the DC for both of your abilities gains +2 to their DCs. In addition, the hit dice for your blinding becomes 1d6.
-At 15th level, the DC for both of your abilities gains +2 to their DCs. In addition, your hit dice for fascination becomes 2d4.
-At 20th level, the DC for both of your abilities gains +2 to their DCs. In addition, you may spend a full-action to look at one person. That individual makes a Will Save (DC:30+WIS). If they fail, that individual will do anything you say for any amount of time.
Future Seal (Su): As a free action, kindred in both forms can extend its awareness a few fractions of a second into the future. This ability gives it a +2 insight bonus to AC for 2 hours. If it is caught flat-footed, it still gains a +1 insight bonus to AC. Future Seal is usable three times per day.
-At 5th level, this AC increases to 3 and 2.
-At 10th level, this AC increases to 4 and 2. You also gain an innate view of the surrounding as well; you gain +2 to your dodge bonus.
-At 15th level, this AC increases to 5 and 3.
-At 20th level, this AC increases to 6 and 4. You also gain another +2 bonus to your dodge. In addition, three times per day, the kindred can alter any roll that is affected by a d20 or a d100 (this can be a roll she made herself, an ally's roll, or any creature). She can either change the dice roll to a 10/50, or force a reroll, but the roll must be taken if chosen.
Psiwalk (Su): A kindred in both forms may move across any solid or liquidated surface without harm if they choose to. This only affects you if you are on the ground.
-At 5th level, you may move onto walls.
-At 10th level, you may move across the air as if it were land, but you fall once your movement is over. In addition, you may move across difficult terrain at full speed.
-At 15th level, your base land speed increases by 30 feet. In addition, you can walk through materials unaffected, but take 10d6 bludgeoning (or any other subsequent damage) if you end your movement in this material and for every subsequent round that you stay in this material.
-At 20th level, you may move across the air and can not fall. In addition, your base speed increases by 60 feet, and you become unaffected by any material you walk through. You also do not provoke attacks of opportunity, affect traps that require you to be in a proximity or any spell effect that would activate when entering or being in an area until you end your movement.
Melting Point (Su): A kindred in both forms may touch or fire an aural blast against a material (kindreds in humanoid form are able to fire aural blasts if they have this Psionic Click). That material melts unless its magic.
-At 5th level, you may evaporate water or other liquids in this fashion.
-At 10th level, your aural blast can become a cone of 30 feet when using this ability.
-At 15th level, if you cover individuals with your Aural Cone, you may deal extra damage as if they were submerged in boiling water. In addition, you may melt any material now.
-At 20th level, the submerged individuals may act as if it was submerged in lava. In addition, your cone increases to 60 feet.
Kindred Form
By touching their dragonstone, a kindred may transform into the type of dragon that is their master. Depending on their level, their stats change as well.
As a swift action, you may transform in between forms. Whenever you transform in between forms, roll a Will save with the Kindred’s humanoid form’s will bonus (DC: 14). If you fail, you become feral. You will attack anything for 1d4 rounds and revert to a humanoid if you are in dragon form, but will become unconscious if you are humanoid already. If you go below 0 HP in Dragon form, you will revert to your Humanoid form.
You gain the stat boosts below when in the specified form.
-Humanoid Form: +2 Wis, +2 Dex
-Dragon Form: +4 Str, +4 Con, -2 Wis
While in dragon form, you act as a young dragon. Gain a flight of 30 ft. with good maneuverability and increase the Kindred’s save bonuses by the amount on Table:Kindred. You also gain an energy resistance of 10 of your dragon master's affinity. You also gain 2 claw attacks (1d4 each), and 1 bite attack (1d6).
Because the kindred's form is supposedly delicate, the kindred's dragon form does not have a normal breath attack. Instead, the Kindred has a ranged attack called an Aural Blast. When an Aural Blast hits an opponent, the Aural Blast deals damage equal to the damage noted in Table:Kindred + the Kindred's STR modifier. The Aural Blast acts as a nonmagical natural attack.
Starting at 4th level, a Kindred gradually adopts their Master's inert spell resistance and gains the base of the table's spell resistance as their own.
A kindred is naturally attuned to their dragonstone. They can pinpoint where the stone is if they have lost it. While they are disconnected with their dragonstone, a kindred cannot use any of their associated clicks.
Dragon Click
At various levels, certain clicks are given out now in your body in either your dragon form or humanoid form.
Quick Movement (Ex): Add 2.5 feet to all movement per point of the kindred's Charisma modifier.
Prereq: None
Quick Reflexes (Ex): Add your Charisma modifier to the kindred's Reflex save and Dodge bonus.
Prereq: Quick Movement
Wyvern Vision (Su): A kindred in both forms can now see the world in an incredible view. The kindred gains 30 more feet of darkvision, and gains 30 feet of blindsense.
At 5th level, this extends to 60 feet of darkvision.
At 10th level, this extends to 30 more feet of blindsense.
Prereq: Drake Vision
Water Breathing (Ex): A kindred in both forms can breathe underwater indefinitely and can freely use its aural blast, spells, and other abilities while submerged.
Prereq: None
Multiattack (Ex): A kindred may gain Multiattack as a bonus feat if they meet the prerequisites. They may only use Multiattack in a form that meets the prerequisites.
Feral Instincts (Ex): Reduce the DC of becoming feral when transforming in-between forms by 2.
Prereq: None
Sharper Feral Instincts (Ex): Reduce the DC of becoming feral when transforming in-between forms by 2 more.
Prereq: Feral Instincts
Kindred Claws (Su): As a humanoid, you may grow/retract claws as a swift action. These claws do 1d4 of slashing damage + STR/DEX each hand.
-At 5th level, these claws increase to 2d4.
-At 10th level, these claws increase to 2d6.
-At 15th level, these claws increase to 2d8.
-At 20th level, these claws increase to 3d6.
Prereq: None
Sharper Horns (Ex): In both forms, a kindred’s horns becomes sharper to pierce flesh and hide. The kindred gains a 1d6 gore attack + their STR/DEX with their horns.
-At 5th level, this increases to 1d8
-At 10th level, this increases to 2d6
Prereq: None
Tail Sweeper (Ex): In both forms, a kindred’s tail becomes powerful enough to cause head trauma. The kindred gains a 1d6 bludgeoning tail attack + Their STR/DEX modifier with their tail.
-At 5th level, this tail knocks an individual prone.
-At 10th level, the damage increases to 2d4
Prereq: None
Kindred Talons (Su): As a swift action, a humanoid kindred can grow/retract armored feet that can deal a 1d4 piercing talon attack + their STR/DEX modifier.
-At 5th level, this increases to 2d4
-At 10th level, this increases to 3d4
Prereq: None
Adept Weaponry (Ex): A humanoid kindred becomes proficient in all simple weapons and light armor.
Prereq: None
War Mongrel (Ex): A humanoid kindred becomes proficient in all martial weapons, shields (with the exception of tower shields), and medium armor.
Prereq: Proficiency in All Simple Weapons and Light Armor
Alluring Brute (Ex): A humanoid kindred becomes proficient in an exotic weapon of choice, heavy armor, and tower shields.
Prereq: Proficiency in All Martial Weapons, Shields, and Medium Armor
Natural Learner (Ex): A kindred with this click benefits from learning how to effectively use their state in a total expansion. If the kindred has levels in another class, the kindred treats her total level for the following clicks as her kindred level.
-Sharper Horns
-Tail Sweeper
-Kindred Talons
-Kindred Claws
Prereq: Levels in another class other than kindred
Decreased Blood Loss (Ex): In dragon form, a kindred’s body loses blood slower than usual. For every 2 levels in kindred, a dragon kindred gains 1 DR/~.
Prereq: 2nd level Kindred
Tough Hide (Ex): In dragon form, a kindred’s body becomes naturally tougher. For every 4 levels in kindred beyond 4th level, the kindred in dragon form gains +1 natural armor.
Prereq: 4th level Kindred
Aura Within (Su): In dragon form, a kindred's Aural Blast becomes attuned to their sheer willpower. The kindred can substitute their DEX modifier for their CHA modifier for ranged attacks and their STR modifier for their CHA mofifier to damage rolls for their Aural Blast. In addition, when a kindred takes this click, their Aural Blasts are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Prereq: 4th level Kindred
Kindred Flight (Su): As a humanoid, a kindred may grow/retract wings as a swift action. These wings give the kindred a flight speed of 35 feet with good maneuverability.
Prereq: 7th level Kindred
Draconic Flight (Su): As a humanoid, a kindred may use their dragon form's flight speed instead of their normal flight speed.
Prereq: 10th level Kindred; Kindred Flight
Frightful Presence (Ex): In dragon form, a kindred may add their Spell Resistance Progression Base to their Intimidate checks.
-At 10th level, kindreds may attempt to demoralize creatures in a radius of 30 feet by rolling a single check.
-At 12th level, kindreds make any creature they demoralize frightened instead of shaken.
-At 14th level, kindreds make any creature they demoralize panicked instead of frightened.
-At 16th level, kindreds make any creature they demoralize cowering instead of panicked.
Prereq: 8th level Kindred; Intimidate 8 ranks
Dracolich Hater (Su): In dragon form, the ranks of the undead hate your presence. A kindred in dragon form may use their Frightful Presence click to turn undead as if they were using the Turn/Rebuke Undead class feature. A kindred halves their Intimidate check once rolled, and determines the effect based on the new result.
-At 12th level, a kindred in dragon form ignores any turn resistance an undead would have.
-At 14th level, a kindred in dragon form ignores and is immune to any fear effects that she would be targeted by.
-At 16th level, a kindred in dragon form ignores and is immune to a lich's special attacks with the exception of spells.
-At 18th level, a kindred in dragon form becomes an imminent destroyer of those known as dracoliches. When facing any undead dragonlike creature (dragons, wyverns, drakes), the kindred in dragon form gains a +10 insight bonus to attacks, skill checks, and saving throws against them. In addition, when the creature is reduced to 0 hit points, the kindred can choose to turn the undead dragonlike creature to dust.
Prereq: Frightful Presence
Attack the Light (Su): In humanoid form, a kindred can call upon their dragon master's will to form a weapon of their choosing from their dragonstone. When they gain this dragon click, they choose any weapon (they may choose what it looks like and such, and they may choose any weapon regardless of proficiency). Once it is chosen, the kindred cannot create a different weapon when using this ability. As a swift action, they may call upon this weapon or dispel it. This weapon counts as a magical and natural weapon for the kindred for the purpose of attacks, class features and feats. If the kindred goes unconscious, the weapon dissipates. As a free action, the weapon can be chosen to glow a bright light in a 10 foot radius.
-At 5th level, this weapon gains a +1 enhancement bonus. In addition, the light that can be summon from the weapon increases its radius to 20 feet.
-At 8th level, this weapon's enhancement bonus increases to +2. When formed, the kindred may choose to apply the defending, keen, merciful, or vicious enchantment to the formed weapon. In addition, the light that can be summon from the weapon increases its radius to 30 feet.
-At 11th level, this weapon's enhancement bonus increases to +3. When formed, along with the 8th level feature, the kindred may also choose to apply the axiomatic, anarchic, holy or unholy enchantment to the formed weapon. In addition, the light that can be summon from the weapon increases its radius to 40 feet.
-At 14th level, this weapon's enhancement bonus increases to +4. When formed, along with the 8th level feature, you may choose to apply the Speed, Brilliant Energy, or Dancing enchantment to the formed weapon (If you use this feature, you cannot use the 11th level's feature). In addition, the light that can be summon from the weapon increases its radius to 50 feet.
-At 17th level, this weapon's enhancement bonus increases to +5. When formed, you may choose to apply the Vorpal enchantment to the weapon, ignoring that the enchantment can only be placed on slashing weapons (If you use this feature, you cannot use the enchantments from the rest of the click feature). In addition, the light that can be summon from the weapon increases its radius to 60 feet.
Prereq: Gem Dragon Master
Propel (Su): A kindred in both forms can choose to not take any fall damage from any height. In addition, as a move action you may propel yourself 35 feet in any direction in a straight line by the usage of air. This does not stack with any other movement bonus, but it cannot be slowed down by any type of terrain.
-At 5th level, you increase the propel movement by 10 feet.
-At 10th level, you may use the movement as a swift or movement action.
-At 15th level, you may increase the movement by 10 more feet and can change the direction of the propelation.
-At 20th level, you may increase the movement by 10 more feet and can use the movement as a free action.
Prereq: Green or Emerald Dragon Master
Ironstone Statue (Su): A kindred in both forms can choose to not take any fall damage from any height. In addition, while you have any metal or earth under you, as a standard action you may form that metal or earth under you and coat them around your skin. When you do this, you add the hardness of the material as temporary HP. As a swift action you may make yourself heavier as if your entire body was made of the material, but your walking speed and flight speed decreases by 20 feet. You may keep this form holding for 3 rounds before making a Fortitude save (DC: 15). If you fail, you take 1d6 bludgeoning damage before losing the form and going unconscious.
-At 5th level, your body may move 10 more feet while making your body heavier. Your statue DC also decreases by 2.
-At 10th level, you may add double the hardness of the material covering you as temporary HP. Your DC decreases by another 2. You may also use your full movement when using a move action.
-At 15th level, you may triple the hardness of the material covering you as temporary HP and may add the hardness of the material surrounding you to your damage you deal while in this form. Your statue DC also decreases by another 2.
-At 20th level, you may double the hardness of the material surrounding you to your damage that you deal and the normal hardness of the material as an attack bonus. Your statue DC also decreases by 2.
Prereq: Copper or Amethyst Dragon Master
Black Liquid (Su): A kindred in both forms can breathe/drink any liquid without harm. Acid and poisons cannot effect your body. As a standard action while near liquid, you may absorb the liquid (around 5 gallons). Depending on the liquid you may do many things such as adding poison to drinks or shoot acid in a 60 foot radius with breath depending on your size. You may also absorb water to carry.
-At 5th level, as a swift action, you may change water you carry into poison that has the same effect as arsenic.
-At 10th level, your poison can have the same effect as dark reaver powder when ingested.
-At 15th level, your poison can have the same effect as blue whinnis as an injury. You may also control when your poison takes effect.
-At 20th level, your poison can have the same effect as black lotus extract as contact and wyvern poison as an injury.
Prereq: Black Dragon Master
Magma Form (Su): A kindred in both forms can superheat their bodies as a standard action. While in this form, a kindred acts as a source of extreme heat in a radius of 5 feet. If someone comes in contact with the kindred in this form, the body acts as boiling water.
-At 5th level, the heat range increases to 10 feet.
-At 10th level, your contact acts as lava.
-At 15th level, the heat range increases to 20 feet.
-At 20th level, the heat acts as if someone is also in contact with boiling water. If someone comes in contact with the kindred, it acts as being submerged in lava.
Prereq: Gold, Red, Topaz, or Brass Dragon Master
Icicle Copy (Su): A kindred in both forms can create a copy of their humanoid form similar to mirror image as a standard action. This creates a max of 1d4 ice copies and protects the kindred from harm if they can by calculation as mirror image.
-At 5th level, the max copies increase to 2d4. As an addition, the copies can attack using your swift action and using your attack bonus+however many copies you choose to attack with. They will deal 1 cold damage per copy in the attack, but will melt.
-At 10th level, the max copies increase to 3d6. If the kindred has natural attacks in their humanoid form, the copies can function the usage of multiattack. The copies can now also appear as the kindred’s full humanoid form and do not have to look like ice and may be a decoy similar to a simulacrum.
-At 15th level, the max copies increase to 4d6 and deals 2 cold damage per copy in the attack. In addition, the copies no longer melt when they attack.
-At 20th level, the max copies increase to 5d8 and deal 3 cold damage per copy in the attack.
Prereq: White, Crystal, or Silver Dragon Master
Discharge (Su): A kindred in both forms can charge natural electricity in their body. They may spend their move action to charge electricity and subsequent turns as the like. This charged electricity can be used as a standard action and will discharge the electricity in a 60 foot line. Creatures in the line must make a Reflex saving throw or suffer the effects of the electricity. Depending on how many move actions they forfeited, the electricity from this bolt deals 1d6 lightning damage(max is 5d6).
-At 5th level, the one damaged must make a fortitude saving throw (DC: 6+WIS+Kindred's Level) or become paralyzed for 1d4 rounds.
-At 10th level, the DC of paralysis becomes +2 and 1d6 rounds. In addition, the damage max is increased to 6d6.
-At 15th level, the DC of paralysis becomes +2 and 2d4 rounds. In addition, the damage max is increased to 7d6.
-At 20th level, the DC of paralysis becomes +2 and 2d6 rounds. In addition, the damage max is increased to 8d6.
Prereq: Blue, Sapphire, or Bronze Dragon Master
Gilded Luck (Su): Instead of transforming into a dragon, a kindred may forfeit their dragon form for the day to bring good luck to those around them. As long as the Kindred carries their dragonstone, they and anyone in a 10-foot radius around them of their choosing gains a +x luck bonus for 1d3 hours + x; where "x" is equal to the half of the Kindred's level (rounded up).
Prereq: Gold Dragon Master only at 1st Level as the Associated Dragon Click
NOTE: Once taken, Magma Form can no longer be taken by a Gold Kindred
Drake Vision
A humanoid Kindred gains 30 feet of darkvision and 60 feet in dragon form.
Inherent Blood
A Kindred's blood is a delicacy amongst other detailings. A pint of the kindred's blood would provide the needed nutrition of 2d4 days worth of rations once drunken by anyone other than the kindred.
Drake Flight
A Kindred in dragon form gains +15 more feet of flight. At 6th level and every 3 levels after, the bonus increases by +15 more feet.
Bonus Feat
At 4th level and every five levels thereafter, the kindred gains a general or monstrous feat for which it meets the prerequisites. The Kindred may only benefit from these feats in their dragon form. For the purpose of gaining these feats, you act as having a dragon type and being a true dragon for the prerequisites of feats.
Kindred Size Increase
At 5th level, the Kindred's dragon form's size increases to Large. It increases to Huge at 10th Level, Gargantuan at 15th, and Colossal at 20th. Plus add the bonus for the change of size category.
A kindred may choose to not change into a larger size category, but this must be said when they choose to transform.
Shaped Boost
As a kindred gains levels in this class, their ability scores increase as noted on Table: Kindred.
These increases stack and are gained as if through level advancement.
Draconic Semiascendance
At 10th level, The kindred gains +4 to Strength and +2 to Charisma, and they acquire 60 more feet of darkvision, 30 feet of blindsense (or 30 more feet if they already have blindsense), immunity to sleep and paralysis effects, and immunity to the energy affinity of their dragon master.
Draconic Blood
At 10th level, a gallon of the Kindred's blood becomes equivalent to that of a "Heroes Feast" spell, using the Kindred's level as the caster level along with the sustenance of Inherent Blood. This can only affect one individual per day. In addition, the Kindred no longer needs to eat in order to survive.
Draconic Ascendance
At 20th level, the kindred takes on the half-dragon template. The kindred gains +6 to Strength and +4 to Charisma, and they are under a permanent effect of True Seeing in a range of 60 feet. In addition, you may decrease the DC of going feral by 4.
In addition, once per day you may cast Shapechange on yourself, but may only transform into your Dragon Master's Type. Your hit dice remains the same, but you may transform to have the statistics and abilities of an Ancient Dragon.
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