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ecome immune to fear and gain a +1 insight bonus on<br />
attack rolls and damage rolls. At 5th level the insight bonus<br />
increases to +2, and at 9th level it increases to +3. In addition,<br />
your unarmed strikes are considered to be <strong>magic</strong> and chaoticaligned<br />
for the purpose of overcoming damage reduction.<br />
Subtle Ancestor: Starting at 3rd level, you establish a connection<br />
to an ancestor <strong>dragon</strong> that was a puppet master, wielding<br />
influence among the lesser races with subterfuge. When<br />
you call that ancestor’s spirit, you gain an insight bonus on<br />
Hide checks and Move Silently checks equal to your <strong>dragon</strong><br />
descendant class level, and you don’t take the standard –5<br />
penalty for moving quickly while you sneak around. You can<br />
also make sneak attacks as a rogue of your <strong>dragon</strong> descendant<br />
level, dealing an extra 2d6 points of damage with each<br />
successful sneak attack (this stacks with any existing sneak<br />
attack or similar class feature you have).<br />
Eldritch Ancestor: Starting at 5th level, you can connect to<br />
an ancestor <strong>dragon</strong> that was a powerful spellcaster. When<br />
you call on the eldritch ancestor’s spirit, you gain the spelllike<br />
ability to emit a ray with a range of 60 feet. This ranged<br />
touch attack affects a single target, allows no saving throw,<br />
and deals 1d6 points of damage per two <strong>dragon</strong> descendant<br />
class levels. The ray is the equivalent of a spell whose level is<br />
equal to one-half your <strong>dragon</strong> descendant class level (round<br />
down). The ray is subject to spell resistance, and it deals half<br />
damage to objects.<br />
Enduring Ancestor: Starting at 7th level, you connect to an<br />
ancestor <strong>dragon</strong> that survived such adversity as attacks from<br />
other <strong>dragon</strong>s, would-be <strong>dragon</strong>slayers, and adventurers seeking<br />
to raid its hoard. When you call on this ancestor’s spirit,<br />
you gain an insight bonus on saving throws equal to one-half<br />
your class level. You also gain damage reduction X/cold iron,<br />
where X is equal to your <strong>dragon</strong> descendant class level.<br />
Ancient Ancestor: Starting at 9th level, you reach an ancestor<br />
<strong>dragon</strong> known widely to sages and historians even<br />
today—one of the great ancient <strong>dragon</strong>s of folklore. When<br />
you call on this ancestor’s spirit, you can make an attack of<br />
opportunity against any foe who attempts a melee attack<br />
against you, until you have reached your limit of attacks of<br />
opportunity set by your Dexterity score and the Combat<br />
Reflexes feat. Furthermore, you gain an insight bonus to your<br />
Armor Class equal to one-half your <strong>dragon</strong> descendant class<br />
level.<br />
Ancestral Lore: When you meditate, you sometimes hear<br />
the whispers of your ancestors, and if you concentrate hard<br />
enough, you can briefly communicate with them and benefit<br />
from their draconic lore. This contact functions like bardic<br />
knowledge (PH 28), except that you substitute a Concentration<br />
check for the bardic knowledge check. Starting at 2nd<br />
level, you can meditate in this way once per week.<br />
Slippery Mind: Starting at 4th level, the presence of an<br />
ancestor <strong>dragon</strong>’s spirit can jar your mind free of <strong>magic</strong>al<br />
effects that would otherwise control or compel you. For more<br />
details, see the rogue class feature (PH 51).<br />
Rapid Calling: By 6th level, you have made such lasting<br />
connections to your ancestors that you’re able to call them<br />
forth more quickly. From now on, connecting to an ancestor<br />
spirit takes only a swift action, not a standard action.<br />
Illus. by B. Hagan<br />
CHAPTER 2<br />
DRAGON<br />
ASPIRANTS<br />
The architecture and statuary of a draconic city can be awe-inspiring to behold<br />
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