Ink of the Dragon Clan
The Dragon Clan was not given a task by the Emperor. Instead they chose to withdraw to the mountains for unknown reasons. There they stayed for centuries, interacting with the outside world as little as possible. At first they were viewed as xenophobic even taking arms against other clans to keep them away from their great Tier City. The reason for their seclusion became quite evident when the Clan finally emerged. Within the confines of the mountain a great yet ancient library had been founded. The ideas and knowledge held within were radical to the average mindset of Talinar and the Dragon fear reprisal if other discovered their research. It was in this search the Clan found its purpose as scholars and thinkers who minds were unmatched in the world of Talinar. Now open to all and guarded with ferocity that even a Crab Clan would dare not temp they have allowed their secrets and knowledge to spill into the outside world that it might learn.
In their mountains the Dragon studied the ways of the elements and science. Their meditations led them to greater understanding of the universe and the powers that control it. They tuned their bodies into lethal fighting machines, yet avoided violence whenever possible. Their strange tattoo, inked with the blood of an immortal, now grants them supernatural powers. They speak in riddles, answer questions with questions, and are as inscrutable as the creatures from which they take their name.
-=Clan Features=-
-Ink of the Immortal
Within the deepest confines of the library an ancient crypt was found and inside a vial of spiritually preserved ink. The walls of this chamber showed hieroglyphs once they were deciphered they granted insight into the creation and application of the mystic ink. This ink is applied to every dragon clan child as part of a very long drawn out ceremony. As the child ages the power within the ink grows and adapts to the child imbuing them with near magical power. Some of the elder tattoo's do not always appear but the reason for this is as yet unknown.
Birth Tattoo
| Arrowroot | 1 - 7 |
| Bamboo | 8 - 14 |
| Bat | 15 - 21 |
| Bellflower | 22 - 28 |
| Chameleon | 29 - 35 |
| Crab | 36 - 42 |
| Crow | 43 - 49 |
| Dragonfly | 50 - 57 |
| Falcon | 58 - 64 |
| Monkey | 65 - 71 |
| Pine | 72 - 78 |
| Scorpion | 79 - 85 |
| Tiger | 86 - 92 |
| Unicorn | 93 - 100 |
Arrowroot: The Dragon Clan can heal wounds in another character by touch. Each day she can cure a total number of hit points equal to her Wisdom bonus times her level. The Dragon Clan cannot heal herself, but she may divide the curing among multiple recipients, and she doesn't have to use it all at once.
Bamboo: Once per day per 2 levels she possesses, the Dragon Clan can add a +4 as an enhancement bonus to her Constitution score. This ability lasts for 1 round per level.
Bat: Once per day per 2 levels she possesses, the Dragon Clan can add a +4 as an enhancement bonus to her Dexterity score. This ability lasts for 1 round per level.
Bellflower: Once per day per 2 levels she possesses, the Dragon Clan can add her Charisma modifier as an enhancement bonus to any of her ability scores (including Charisma). This lasts for 1 round per level.
Butterfly: Once per day per 2 levels she possesses, the Dragon Clan can add a +4 as an enhancement bonus to her Wisdom score. This ability lasts for 1 round per level.
Chameleon: The Dragon Clan can use alter self once per day per 2 levels she possesses to take on the appearance of any other human she has encountered. The duration of this ability is one hour per 2 level.
Crab: The Dragon Clan gains damage reduction equal to 2/magic per tattoo she possesses. Damage reduction can reduce damage to 0 but not below 0.
Crow: When the Dragon Clan calls on the power of this tattoo, she becomes immune to the Poison Swamps for one hour per level she possesses, and gains a +1 resistance bonus on all Fort saving throws for the same duration against poison and disease. After using this ability, the Dragon Clan cannot activate the crow tattoo for five more days.
Dragonfly: Once per day per 2 levels she possesses, the Dragon Clan gains a dodge bonus to her AC equal to +1 per 4 levels to a max of +5 at 20. This extraordinary ability lasts for 1 round per level.
Falcon: The Dragon Clan is immune to fear (magical or otherwise). Allies within 10 feet of the Dragon Clan gain a +2 morale bonus on their saving throws against fear effects.
Monkey: The Dragon Clan gains a +1 competence bonus per tattoo she possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Pick Pocket, and Tumble checks.
Pine: The Dragon Clan gains the benefits of the Endurance and Die Hard feats.
Scorpion: Once per day per 2 levels she possesses, the Dragon Clan can force an opponent attacking her to use her lowest ability score modifier instead of her Strength or Dexterity score modifier when making her attack roll.
Tiger: Once per day per 2 levels she possesses, the Dragon Clan can fight unarmed with a +1 bonus on all attack rolls and dealing 2d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per level.
Unicorn: The Dragon Clan gains the power of good fortune, which is usable once per day per 2 levels she possesses. This ability allows the Dragon Clan to re-roll one roll that she has just made. The character must take the result of the re-roll, even if it's worse than the original roll.
5th Tattoo
| Tortoise | 1 - 14 |
| Mountain | 15 - 28 |
| Lion | 29 - 42 |
| Moon, Full | 43 - 56 |
| Sun | 57 - 70 |
| Wasp | 71 - 84 |
| White Mask | 85 - 100 |
Tortoise: Once per day per 2 levels she possesses, the Dragon Clan can use her level as the number of ranks in a skill she does not possess for the purposes of one skill check, even a skill that is untrained and can only be used trained. For example, Tia Mitu, a 4th level Dragon Clan, can make up to two Use Magic Device checks as if she had 4 ranks in that skill. She adds her Charisma modifier to the skill check as usual.
Mountain: The Dragon Clan can take on the immovability of the mountain, gaining phenomenal durability though she cannot move from the spot where she stands . She gains a +4 bonus to her Constitution and Wisdom scores . The increase in Constitution increases the Dragon Clan's hit points by 2 points per level, but these hit points go away when the power's duration expires. These extra hit points are not lost first the way temporary hit points are. While using this ability, the Dragon Clan cannot use any skills based on Dexterity, including Balance and Tumble. She is immune to bull rush and trip attacks. This immovable state lasts 1 round per level. The Dragon Clan may use this ability once per day per 2 levels she possesses.
Lion: Once per day per 2 levels she possesses, the Dragon Clan can smite a foe, gaining a +4 attack bonus and a damage bonus equal to her level on a single melee attack . The Dragon Clan must declare the smite before making the attack.
Moon, Full: Once per night per 2 levels she possesses, the Dragon Clan can gain a +4 luck bonus on a single attack roll, skill check, or ability check, as she calls on the full power of the moon. This ability cannot be used during daylight hours.
Sun: Once per day per 2 levels she possesses, the Dragon Clan can gain a +4 luck bonus on a single attack roll, skill check, or ability check, as she calls on the full power of the sun. This ability can only be used during daylight hours.
Wasp: Once per day per tattoo she possesses, the Dragon Clan can use haste on herself. The haste effect lasts 1 round per level. Minimum Level: 3rd.
White Mask: The Dragon Clan is immune to
detect thoughts, detect lies, and any attempt to magically discern her alignment. She gains a +10 bonus on all Bluff checks.10th Tattoo
| Centipede | 1 - 14 |
| Cloud | 15 - 28 |
| Crane | 29 - 42 |
| Dragon | 43 - 56 |
| Chrysanthemum | 57 - 70 |
| Moon, Crescent | 71 - 84 |
| Phoenix | 85 - 100 |
Centipede: Once per week, the Dragon Clan can shadow walk . This ability allows the Dragon Clan to cross great distances, but she must end her journey outside the poison swamps (in Talinar, this means she cannot enter the poison swamps).
Cloud: Once per day, the Dragon Clan can commune with greater spirit as the spell (described in Chapter 7). With each use of the ability, the Dragon Clan can ask no more than one question per level.
Crane: The Dragon Clan gains a gradual immunity to bodily decay. When the Dragon Clan first gains this tattoo, she gains immunity to non-magical diseases . When she gains her next tattoo (whatever it may be), she acquires immunity to poison as well. When she gains her next tattoo, she no longer suffers ability penalties for aging, and cannot be magically aged. (Any aging penalties she may already have suffered remain in place.) Bonuses still accrue, and the Dragon Clan still dies of old age when her time is up.
Dragon: Once per day per 2 levels she possesses, the Dragon Clan can use fire breath as the spell (described in Chapter 7). The Dragon Clan's caster level is her class level.
Chrysanthemum: Every hour that the Dragon Clan with this tattoo is in sunlight, she heals a number of hit points equal to her level. A daylight spell does not provoke this fast healing; the character must be exposed to the real sun.
Moon, Crescent: Once per day per 4 levels she possesses, the Dragon Clan can use ethereal jaunt as a spell like ability.
Phoenix: The Dragon Clan gains spell resistance equal to her 1/2 her class level + 10. In order to affect the Dragon Clan with a spell, a spell caster must roll the Dragon Clan's spell resistance or higher on 1d20 + the spell caster's level.
15th Tattoo
| Nightingale | 1 - 25 |
| Ocean | 26 - 50 |
| No Tattoo Appears | 51 - 100 |
Nightingale: The Dragon Clan can cure her own wounds. She can cure up to twice her level in hit points each day, and she can spread this healing out among several uses.
Ocean: The Dragon Clan with an ocean tattoo never needs to eat, sleep, or drink for a number of day equal to her level. After this time she must recover through normal eating, sleeping, or drinking for at least 1 week.