Chapter One: Races, Class Options And Feats
The races are actually subraces. All have the dragonblood subtype and some other boni for which they pay by losing their normal racial abilities. Most are meh, but some are really crap, while others soar to asstastic heights.
Humans get the best deal – lose 1 skill point per lvl, but gain feather fall a couple of times a day and a minor bonus to Disguise.
Dwarves lose bonus to poison save but get minor fire resistance – meh anyway you choose.
Elves and their halves lose almost every elven feature but gain teleport through trees a couple of times a day – asstastic.
Gnomes and Halflings get... whatever, nobody's gonna play gnome rangers or halflings that don't sneak well.
And of course, Orks and their kin get the bigest shaft up their... - gain minor cold resistance, but also gain fire vulnerability!! Ahem, no thank you.
There are also some drow, hobgoblin and lizardfolk substitutions, but who cares. Nobody plays these races in regular DnD anyway.
The class options are sometimes substitutions and sometimes addons. Most are so bad that I'd rather play a kobold fighter grappler than use them.
Druid: gets Aspect options similar to those from UA, must lose Wildshape. Most are really weak, xcept one that gives an unnamed bonus to WIS. Also, may gain different companion
Rogue: may chose to select ability to deny breath use to a dragon by sacrificing sneak dice, but as it is written, it may sometimes screw you over big time.
Monk: sorta worthless, lose Stunning Fist, but gain elemental damage to 1 attack as a swift action. The damage eventually gets to some 15, but by then you are 20th lvl. Who cares? I'd rather stun.
Classes with Hvy Armor Feat: get fvcked over and then get fvcked some more. Lose hvy armors to gain some weird untyped armor that doesn't stack with normal armor, has less bonus, may not be enchanted and
WHAT THE FVCK???!! I use Expertise and may gain a penalty but not the bonus? I can't Dodge?? Bugger off, WotC. I hope all you characters use this option.wrote:“This bonus doesn't stack with any feat, racial trait or special ability that would grant you a bonus to AC.”
Familiars: may lose some crap, gain breath attack for 1 dmg or whatever. Familiars sit on my shoulder and give Alertness and some other bonus, they don't attack.
Mount: lose celestial horse, gain dragon horsey. Nuff said.
Bard: lose inspire courage, gain inspire awe. Since the DC is based on your Perform check, this might be usefull. O wait, I can't cast spells while I do it? Pass!
Cleric and Paladin: lose TU, gain Turn Dragon. It count as TU for any prereq, but you'll never use it successfully in your whole life, unless you hunt dragons with half your CR.
Barbarians and Rogues: lose Unncany Dodge, gain immunity to draconic frightfull presence. Who writes this stuff?
Favored Souls and Dragon Shamans get mentioned. I won't make that mistake.
Feats
Most of the feats printed fall into one of three categories: Draconic, Ceremony and Initiate.
All Initiate feats are bound to one dragon god and give clerics some class skils and some neat spells. I guess they are used for RP or prereq purposes only because none of them stand out in any way.
Ceremony feats are bad and i won't write about them.
Draconic feats introduce [Color] Dragon Legacy feats. And of course , they show us again that if you are evil, you should suffer and get crap abilities. Chromatic Legacies deal minor ammounts of damage or give irrelevant boni like temp hp. Metallic Legacies sleep, repulse, slow, paralyze and give boni to saves. Guess what i'd choose. Other Draconic feats are irrelevant because they work better as you gain more of them. So i'm a sorc, where am i supposed to get all those feats?
But all is not that bad. Honorable mention goes to Dragonfire Assault and Dragonfire Strike. The former states that your Power Attack damage may be fire, while the later says that your sneak, skirmish or sudden damage may be fire damage and you gain an xtra die if it is. As far as rogues are concerned it is all good news.
Base class
Dragonfire adept: What can i say? It's a warlock with a draconic theme. An it is a turd. No class abilities to speak of(DR 2/magic at 8th level?) and a breath weapon(cone 15' or line 30') that can't deal damage. As a warlock applies eldritch stuff onto his blast, so a Dragonfire adept applies breath effects which do nothing but insult you.
Most of the breath effects change the default fire damage to other type and change the shape of your breath. One particulary stupid breath efect is Discorporating Breath of Bahamut which deals double your breath damage dice, but also deals double your class level in damage to you. So lets put it in numbers. You have to be 15th level to use it so your breath damage is 7d6, times two is 14d6, which on average is 49, Fort for half. You take 30 no matter what. Not so good now, is it?
It also gains some invocations – 8 in 20 levels. None of the invocations are groundbreaking or broken. I wouldn't recomend this class to anyone. In fact, even reading about it might cause some harm.
PrC
Diamond Dragon: Psychic warrior that likes dragons and can get draconic attacks. It loses two manifester levels. Anybody who has played a psion, knows how much it hurts to lose a manifester level. No way in hell would i play this class. Also, 10th level ability is Frighfull Presence with a DC of 15 or maybe 16. Thank you, but, no thank you.
Dragon Descendant: A monk class that doesn't really help monks.
Dragon Lord: A fighter or barbarian class that revolves around Leadership and intimidating. No abilities to write home about.
Hand of the Winged Masters: A grave insult to rogues. Must have sneak attack as a prereq, only to be denied normal sneak attack progresion and to get only 6 sp/lvl. This class doesn't get any abilities at all that couldn't have been gained via spells, feats or magical items. Pass over this class or roll up a new character after the first session you play it in.
Pact-bound Adept: A wizzard class that loses two caster levels. Its prereq want you to be able to cast 3rd lvl spells and then screws you over by not giving you a caster lvl. Gain Silent Spell and Still Spell 3/day and some other minor SLA. Not really playable.
Swift Wing: A cleric class with TU and 3rd lvl divine spells as a prereq. Here goes 1st lvl – you gain Dragon domain and +5 bonus on interaction skills vs one type of dragon such as red. You don't get TU(a prereq) or spellcasting level(a prereq). The further you delve into this class, the worse will you feel.
Wyrm Wizard: I'm starting to see a pattern. Gain five bonus spells but lose three caster levels(in effect losing 6 bonus spells). Also gain some skill boni and an ability to counterspell really good by losing spell slots of equal level. But I already lost three caster levels! Where should i get those spells? Do they fly merrily arround? Wizzard and dumbass only class.
Spells
As always, some stand out as gems, others as horse manure. I will only mention those that are seriously good or bad.
Arcane Spellsurge(7th lvl) - makes you cast all your spells faster. Your standard action spells now require only a swift action, your 1 round spells take a standard action and those with a casting time of 2-10 rounds take one round less to cast. You can't ignore this effect so it is sorta a bummer. But you can shoot your wand or double move. Sorcs can ignore this effect by applying metamagic to spells. Also people with dragon type or subtype cast this spell swiftly.
Burst of Glacial Wrath(9th lvl) – cone with d6 dmg/lvl, Fort save for half, explicitly can not kill. A 9th lvl spell?????? But look on the bright side, if you learn this spell, you gain 5 resistance to cold. Sad, really sad.
Eyes of the Oracle(6th lvl) – gain boni like those of Forsight and may ready an action regardles of the number of actions taken that turn. All good as far as i'm concerned.
Path of Frost(1st lvl) – Grease that can be shaped
Primal Instinct(3rd lvl) – +5 initiative for a whole day
Undying Vigor of the Dragonlords(5th lvl) – sorc only. Heal yourself for a decent amount of damage. Works on undead and better on dragonblooded.
There are also some psi powers, soul binds, invocations, magical items and creatures. None will make you happy.
Finally, the fluffy stuff. Twenty pages short and basically boring. Imagine a world where dragons rule or are worshiped. You can? No wonder. That is the flavor of the entire chapter.
And last, but not the least, a free adventure. And as such, it is short and uninteresting.
There you have it. My first review. I hope i have succeded and persuaded most of you not to read or buy this book. Till next time, good gaming.
