Dragonborn transvokers are naturally-born specialists of both the evocation and transmutation schools. Unlike wizards however, these specialist sorcerers can evoke and transmutes spells at whim, even combining spells for the two schools to create new spells with a single unified effect.
The transvoker has the following class features.
Dual School Specialization (Su): At 1st level, a transvoker specializes in both the evocation and transmutation arcane schools and must choose three other schools as her opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in the other two. A transvoker who prepares spells from her opposition schools must use two spell slots of that level to prepare the spell. For example, a transvoker with enchantment as an opposition school must expend two of her available 3rd-level spell slots to cast a hold person. A transvoker takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of her opposition schools as a prerequisite.
In addition, a transvoker receives an additional spell slot of each spell level he can cast, from 1st on up. Each day, she can cast a spell from either the evocation or the transmutation school in that slot. This spell must be in his list of spells known. A transvoker can select a spell modified by a metamagic feat to cast in her school slot, but it uses up a higher-level spell slot, as normal.
This ability replaces bloodline skill, bloodline arcana, and the 1st-level bloodline power.
Battleshaping (Su): At 3rd level, as a swift action, a transvoker can grow a single natural weapon. The natural weapon has a +1 enhancement bonus on attack and damage rolls for every four sorcerer levels she possesses. A transvoker can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of her size. At 11th level, a transvoker can shape two natural weapons. She may not grow additional limbs or a tail with this ability. A transvoker can use this ability for a number of rounds per day equal to her sorcerer level. This ability replaces the 3rd-level bloodline power.
Transvoker Spells: At 3rd level, and every two levels thereafter, a tansvoker learns an additional spell, derived from either the evocation or the transmutation school. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. This ability replaces bloodline spells.
Bonus Feats: At 7th level, and every six levels thereafter, a transvoker receives one bonus feat, chosen from those listed as item creation or metamagic feats. The transvoker must meet the prerequisites for these bonus feats. This ability replaces bloodline feats.
Elemental Manipulation (Su): At 9th level, a transvoker can emit a 30-foot aura that transforms magical energy. She must choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than her sorcerer level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than her caster level. For example, a transvoker could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within the transvoker’s aura, only the portions within the aura are transformed. A transvoker can use this ability for a number of rounds per day equal to her sorcerer level. The rounds do not need to be consecutive. This ability replaces the 9th-level bloodline power.
Amalgamate Spells (Su): At 15th level, a transvoker can use the knowledge of her two specialty schools to combine two individual spells, one each from the evocation and the transmutation schools, into a new one that displays the qualities of both spells. The specifics of this new spell are up to the transvoker, but are subject to GM’s discretion as normal.
To use this ability, the transvoker must make a successful Knowledge (arcana) skill check as a swift action. The DC for this check is equal to 15 + the combined levels of the two spells she wants to amalgamate. If the check is successful, the spells are combined into a new spell and cast, using the highest of the two spell’s casting time. For example, a transvoker may choose to combine a fly spell (a transmutation) with a fireball spell (an evocation). After making a successful DC 21 Knowledge (arcana) check, she casts fireball as a standard action, creating a orb of flame that hovers nearby. As a move action, she can move the fireball at a speed of 60 feet per round (as fly) in any direction for a number of rounds equal to her Charisma modifier. This allows the tranvoker to target and strike any opponent of her choice within the fireball’s range. This “flying fireball” would remain in effect for a number of rounds equal to the transvoker’s sorcerer level or when she successfully hits a target, at which time it detonates.
Any spell the transvoker uses must be of 4th level or lower, and the new spell expends a spell slot two levels higher than the highest level of the two spells used. At 17th level, she can use spells of 5th level or lower. At 19th level, she can use spells of 6th level or lower. This ability replaces the 15th-level bloodline power.
Dragon Shape (Sp): At 20th level, a transvoker can change her shape into that of her ancient kin for a number of rounds per day equal to her sorcerer level. These rounds do not need to be consecutive. This ability otherwise functions as dragon form II. This ability replaces the 20th-level bloodline power.
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