Dunno if this is already linked in one of the threads (and I'm too lazy to check), but here is some info on the Dragon Prophet. This is courtesy of the "D&D Advisory Panel", and if you don't know the secret handshake / aren't cool enough to be part of it / didn't get the memo, I'm not going to give away what it is. Anyway....
=== BEGIN PASTE ===
Dragon Prophet
"The mysteries of the world--all of them--are but portions of a pattern. All things, big or small, living or not, serve the Prophecy." --Yesrin Lieng, dragon prophet
The dragon prophet is a member of one of the "lesser races" who shares the dragons' ambitious goal of understanding the complex and convoluted draconic Prophecy. Dragon prophets wander the world seeking signs of the Prophecy in everything, hoping to make sense of new revelations and pass them on to their draconic mentors back in Argonnessen, home of the dragons. As they learn more of the
Prophecy, they gain greater insight into dragons, and into the movement of the constellations that plays a large role in the Prophecy's inner workings.
BECOMING A DRAGON PROPHET
Dragon prophets are almost always arcane spellcasters. The dragons learned long ago that many sorcerers and wizards among the lesser races possessed a hunger for knowledge that would make them excellent researchers. The first dragon prophets were recruited from the studious ranks of arcane
casters, and that tradition has been upheld ever since. In the last few hundred years, many bards have been drawn to the dragon prophet path. They typically have few problems meeting the skill requirements, though the spellcasting requirement sometimes gives them diffi culty. Arti-ficers sometimes become dragon prophets (even though their infusions are not arcane in nature), and dragons have found the artifi cer perspective invaluable in deciphering some of the more rigidly complex portions of the Prophecy.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 8 ranks, Knowledge (history) 4 ranks, Speak Language (Draconic).
Feats: Dragon Prophesier*.
Spells: Ability to cast 3rd-level arcane spells or imbue 3rd level infusions.
Special: Must be recruited by a dragon to become a dragon prophet. This dragon becomes the character's mentor and remains in touch periodically throughout the character's career.
*New feat described on page 46.
CLASS FEATURES
Dragon prophets seek out information regarding the draconic Prophecy. They also look to the constellations of the dragons for insight, using abilities gained from these studies in their research. Prophets are not sedentary scholars, however, and must travel to seek out new signs and clues
relating to the Prophecy.
Spellcasting/Infusions: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any
other benefi t a character of that class would have gained. Alternatively, you gain new infusions per day as if you had gained a level in an infusion-imbuing class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you are capable of both casting arcane spells and imbuing infusions, or if you had more than one arcane spellcasting or infusion-imbuing class before becoming a dragon prophet, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and
spells known, or for determining infusions per day.
Constellation Power: At 1st level and every odd-numbered level thereafter, you attune yourself to the draconic constellations for which the months are named, gaining new abilities based on the deities they represent. Some deities are evil and some good, but the abilities themselves are merely tools used in your pursuit of the Prophecy. When you gain a new constellation power, you also gain a marking on your body in the shape of that constellation.
The silvery constellation marks appear in whatever location you wish when you gain the ability. Most dragon prophets prefer hidden marks to open marks, although some have a favorite constellation displayed in a prominent place on the head, neck, hands, or even face. Each marking is similar in appearance to a dragonmark, and might be mistaken for one by someone unfamiliar with dragonmarks.
Each ability description gives a minimum class level that you must attain in order to select it. In addition, some abilities require you to be in a state of prophetic favor (see the Dragon Prophesier feat, page 46).
These abilities are extraordinary unless otherwise specified.
Aasterinian: This is the dragon deity of invention and trade. If you attune to this constellation, creating magic items becomes easier for you. You can select one of the following feats (found in the EBERRON Campaign Setting) as a bonus feat: Exceptional Artisan, Extraordinary Artisan, or Legendary Artisan. You must still meet all prerequisites for a bonus feat. Minimum class level 1st.
Astilabor: This is the dragon deity of wealth. If you attune to this constellation, your dragon mentor sends you a magic item from its hoard to aid you in finding more connections and clues to the Prophecy. The item is selected by the DM and should be worth no more than 5,000 gp. Minimum class
level 5th.
Bahamut: This is the dragon deity of protection and good fortune. If you attune to this constellation, whenever you are in prophetic favor, you can reroll one check or saving throw that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it is worse than the original roll. Using this ability immediately ends your prophetic
favor. Minimum class level 9th.
Chronepsis: This is the dragon deity of fate and prophecy. If you attune to this constellation, you gain the spell-like ability to use commune, as the spell, once per week at a caster level equal to your arcane caster level or infusion caster level. You commune with no single deity when you use this ability, but rather with the power of the draconic Prophecy itself. In addition, you gain a +2 insight bonus on Sense
Motive checks, as you gain frequent premonitions about what people or creatures you communicate with mean to say before a word is spoken. Minimum class level 5th.
Falazure: This is the dragon deity of death and decay. If you attune to this constellation, you gain +2 bonus on saving throws against death effects, disease, and poison. While in prophetic favor, you can force a creature that has confirmed a critical hit against you to reroll the confirmation roll. If this second confi rmation roll fails, the attack is not a critical hit (though it deals damage normally). Using this ability ends your prophetic favor. Minimum class level 1st.
Garyx: This is the dragon deity of chaos and destruction. If you attune to this constellation, you can deal devastation with a moment's thought. While in prophetic favor, you can cast a single evocation spell as a swift action, as long as the spell's casting time is no more than 1 round. Using this ability ends your prophetic favor. Minimum class level 5th.
Hlal: This is the dragon deity of humor. If you attune to this constellation, the save DC against your illusion spells increases by 1. You also gain a +2 insight bonus on Bluff checks. Minimum class level 1st.
Io: This is the dragon deity of magic and knowledge. If you attune to this constellation, all Knowledge skills become class skills for you. In addition, any Knowledge check you make is treated as a trained check, even if you have no ranks in the skill. While in prophetic favor, you gain an insight bonus on Knowledge checks equal to one-half your class level (minimum +1). Minimum class level 1st.
Lendys: This is the dragon deity of justice and law. If you attune to this constellation, you gain the ability to magically strike back against an enemy that has injured you. While in prophetic favor, if you are dealt damage by another creature (whether by weapon, spell, or other effect), you can cast a single spell or use a spell-like ability in response as an immediate action. The spell or spell-like ability must target only that creature, and must have a casting time of one standard action. For example, if an enemy archer hits you with an arrow, you could cast magic missile as an immediate action, though all missiles from the spell would have to target the archer. However, you couldn't cast fi reball, even if no other enemies were in the area, since fi reball is not a targeted spell. Using this ability ends your prophetic favor. Minimum class level 5th.
Tamara: This is the dragon deity of life. If you attune to this constellation, you gain fast healing 1 (see page 309 of the Monster Manual) whenever you are in prophetic favor. Minimum class level 5th.
Tiamat: This is the dragon deity of greed and power. If you attune to this constellation, you can attempt to steal a spell as it is being cast by another spellcaster. You must be in prophetic favor and must ready an action to use this ability, though you need not designate a spellcaster target until the ability is activated. The spellcaster must be within 60 feet of you, and you must have line of effect to the caster.
You steal the spell with a successful caster level check (DC 10 + the target's caster level). If you are successful, the spell is cast to no effect by the targeted caster, with any material components consumed and any costs to the caster paid as normal. Using this ability immediately ends your
prophetic favor.
You immediately know which spell you have stolen, and at any time in the next hour, you can activate the stolen spell as a spell-like ability. You use the original caster's caster level, but for all other purposes, you treat the spell as if you had cast it. If you steal a second spell before casting the fi rst,
the fi rst spell is lost.
Stealing a spell in this manner is a supernatural ability. Minimum class level 9th.
Bonus Feat: Your exploration of the Draconic Prophecy reveals many secrets to you. At 4th and 8th level, you gain a bonus feat, which must be selected from the following list: Prophecy's Artifex, Prophecy's Explorer, Prophecy's Hero, Prophecy's Mind, Prophecy's Shaper, Prophecy's Shepherd, Prophecy's Slayer. (All these feats are presented in Chapter 2.) You must still meet all prerequisites for a bonus feat.
Ageless (Ex): Upon reaching 10th level, you no longer take penalties to your ability scores for aging, you cannot be magically aged, and your natural life span becomes four times normal for your race. Any aging penalties that you have already taken remain in place. Ability bonuses still accrue, and you still die of old age when your extended time is up.
PLAYING A DRAGON PROPHET
Each dragon prophet is unique, and you are no exception. You are driven primarily to find new pieces of the massive, millennia-spanning puzzle that is the draconic Prophecy, but your means for doing so likely differ from any of the Prophecy's other followers. Dragons of every type recruit dragon prophets, though not every dragon has a dragon prophet working for it. Your personality and methods are strongly dictated by your dragon mentor, and many dragon prophets share at least one alignment
component and certain aspects of their dragon mentor's personality (greedy if red, stately and distant if silver, scheming and manipulative if black, and so on).
The one trait you share with all other dragon prophets, however, is your ability to make long-term plans. The knowledge of the health and extended life span you gain when you reach the pinnacle of your class makes you sure that any plans you lay will have ample time to come to fruition.
You are not a member of any specific organization. Each dragon prophet furthers the agendas of her dragon mentor and herself (in that order), and you are no exception. In fact, it is extremely likely that at some point in your career, you will come into conflict with another dragon prophet who seeks some bit of knowledge you have gained, or who is competing for access to a single resource important to your understanding of the Prophecy.
How you handle such an encounter is up to you. Many prophets cooperate (though almost always briefl y) if they run into one another, while others loathe their dragon
prophet peers and fi ght on sight. Some dragons recruit prophets as part of a larger organization, however, and if you are such a prophet, you might be ordered to work with other dragon prophets from time to time on a particularly important portion of the Prophecy.
Combat
Like other arcane spellcasters, you rely on your spells to see you through diffi cult battles. Your style in combat is different from that of any other prophet, given your individual magical specialties and the allies you adventure with. Choosing constellation abilities that complement your companions' fi ghting styles will help keep them (and yourself) alive longer.
You should plan for battles whenever possible by scouting the territory (magically or otherwise), and preparing accordingly. Spells that improve your allies' fi ghting capabilities can be cast before a confl ict, allowing you to lurk near the fringes of a battle, locate the most signifi cant threat (likely
a rival spellcaster), and focus your energies there. Ready counterspells frequently and keep plenty of dispel magic and greater dispel magic spells on hand. In addition, ready actions to cast damaging spells whenever possible in an effort to disrupt enemy casters' spells.
Once you have mastered fi ve of the draconic constellations, you have an abundance of options at your fingertips to help you overcome adversaries. Play to the strengths you have identifi ed and heightened with your constellation abilities, and remember that you have the time to be patient in your planning. You are usually better off laying siege than storming the main gates.
Advancement
Like other dragon prophets, you were recruited to your important work by a dragon of Argonnessen. This recruitment was likely handled by the dragon in humanoid form, although recruitment stories vary from prophet to prophet. However, because such offers are not extended until a dragon knows that a subject is likely to accept (often because he or she had previously demonstrated an interest in the Prophecy or dragons in general), your own acceptance might have been more a formality than anything else.
The dragon that recruited you became your mentor, and still routinely sends you bits of advice and tips on places to research. You might be required to keep in touch on a regular basis, or you might not hear from your mentor for months at a time. However, you know that your mentor keeps track of your
progress, and if that were not incentive enough, the tantalizing hints and fragments of the Prophecy itself lure you on.
In general, you would have been provided with only rudimentary instruction by your mentor upon accepting the role of dragon prophet--to seek out signs of the draconic Prophecy, make attempts to decipher their meaning, and report your findings to your mentor as quickly as possible. A dragon mentor also provides its prophet with its full name, so that it can be contacted by sending and similar spells. Doing this puts the dragon at risk, but you know that betraying that trust by revealing your mentor's name would result in swift and merciless destruction. Dragon mentors have message centers hidden in nearly every populated portion of Khorvaire, and prophets wandering far from such
areas for extended periods are expected to fi nd other ways to stay in touch.
You should continue to add ranks to your Knowledge (arcana) skill at each level, because doing so gives you the best chance of deciphering dragonmarks and other signs of the Prophecy, as well as extending the duration of your prophetic favor. Taking additional prophecy feats beyond your bonus
feats is useful, because they better enable you to survive the challenges your searches will inevitably lead you to face.
Resources
Because dragon prophets lack a formal organization, you are effectively isolated. You must rely on your own skills and initiative most of the time, since your dragon mentor will not be able to aid you often from its home on distant Argonnessen. You should consider buying or building a magic item capable of accessing a sending spell or similar magic, so that you can stay in touch with your mentor.
Otherwise, bond with other adventurers and look to those friendships for aid. Whether you reveal your affi liation to them is up to you, but beware indifference--or betrayal-- from those who do not understand the importance of your mission.
DRAGON PROPHETS IN THE WORLD
"No one knows everything. No one understands everything. But there's no
harm in trying."--Yesrin Lieng, dragon prophet
The dragon prophet prestige class enables you to have the most fascinating creatures in D&D--the dragons--play a pivotal role in a campaign. Dragon prophet characters can set out on countless adventures in search of clues to the Prophecy, and can be used to introduce all manner of villains
interested in discerning the mysteries of the Prophecy for their own ends.
Organization
Dragon prophets do not affi liate with one another for the most part. Driven not only by their own unique motivations but by their dragon mentors' agendas, dragon prophets are extremely complex characters. Because they have no set organization, no single prophet claims leadership over
others. However, the relationship between prophets and their mentors changes the prophets, making them a little more like their mentors each day.
Each mentor treats its prophet in a different manner, however. Evil dragons tend to think of their prophets as property--a useful and active extension of their hoard. Most prophets willing to deal with evil dragons accept a de facto role as their mentors' slaves, and some become slave owners themselves in mimicry of this relationship. Good dragons, on the other hand, tend to see prophets as useful (albeit inferior) partners. These dragons expect just as much from their prophets as any evil dragons, but are more forgiving of failures.
Dragon prophets are, without exception, adventurers. They seek out signs of the Prophecy wherever they go, sending word to their mentors whenever they fi nd an important piece of information. A dragon prophet might spend months or even years at a single place engaged in research, but she is always ready to pack up in pursuit of the next clue. As a result, nearly all prophets are solitary individuals,
though rumors of a few who have established romantic relationships with their dragon mentors persist.
NPC Reactions
Most NPCs have little reason to view a dragon prophet as anything other than an arcane spellcaster. If NPCs manage to spot a prophet's constellation marks, they might assume the character to be a member of one of the dragonmarked houses and react accordingly. However, NPCs who become
aware of a dragon prophet's nature might have very different views. Those interested in arcane lore might seek to quiz the prophet on her duties, while those afraid of Argonnessen's intent toward Khorvaire might seek to have a dragon prophet restrained or even killed.
Generally, the worst enemies of dragon prophets tend to be other dragon prophets. Competing for access to new appearances of dragonmarks or other signs of the Prophecy, dragon prophets often come into conflict. Representatives of other groups interested in magical activity might also clash with a dragon prophet from time to time, though unless prophets are under some sort of time constraint, most are generally willing to let a different group go about its business before performing their
own investigations.
DRAGON PROPHET LORE
Characters with Knowledge (arcana) can research the dragon prophets to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: "Some spellcasters are especially interested in the appearance of dragonmarks where none were before."
DC 15: "Dragon prophets work for the dragons, looking for dragonmarks wherever they appear and investigating dragon lore."
DC 20: "A dragon prophet seeks out signs of import to dragons, then reports those signs back to the dragons on Argonnessen. "
DC 30: "A dragon prophet seeks signs of the draconic Prophecy. These signs take many forms and appear in many unusual places, so these prophets wander all over the place. They maintain close contact with their dragon masters, using both magical and mundane methods."
DRAGON PROPHETS IN THE GAME
Dragon prophets can show up wherever magical activity occurs. Dragonmarks have begun appearing in odd places in the last several hundred years, so wherever such a mark manifests, a dragon prophet probably won't be far off. Likewise, any general information on dragonkind is likely to be investigated by a dragon prophet, and even magical activity that has nothing to do with dragonmarks or dragons might draw a prophet to an area. They see signs and hints of the Prophecy everywhere, and only they and their mentors know these signs when they see them.
A dragon prophet PC should be encouraged to explore, which is easily done by dropping the occasional odd sign or newly appeared dragonmark into the game. You shouldn't be afraid to use a dragon mentor as a mentor or teacher figure for the entire party, giving players the opportunity to send their PCs on missions at the request of a dragon. Weaving a primary or secondary story element into a campaign about the Prophecy isn't that difficult, either. The point is not to try to create the entire Prophecy (for not even the dragons know entirely what the Prophecy portends), but to focus on a small aspect of it, presenting hooks relating to that aspect for a prophet to follow.
Adaptation
While the dragon prophet class is focused on a unique feature of Eberron, it can function just as well in any setting. Using dragons as mentors and adversaries can be quite rewarding, and with the Eberron-specifi c references removed, this prestige class can fi t virtually any campaign. Doing so means
either losing the ties to the draconic Prophecy (perhaps replacing it with some other unique legend), or incorporating the Prophecy into your game. Doing so is easier than it might seem, since it is unlikely that the PCs will have heard of every obscure prophecy or omen in the campaign world.
SAMPLE ENCOUNTER
Characters are likely to encounter a dragon prophet anywhere they find new magical activity. A newly discovered dungeon that hides lost artifacts of ancient civilizations might be home to one or more adventuring prophets. A dragonmark appearing in a prominent place on an existing structure might inspire dragon prophets to show up in large numbers, leading to inevitable confl icts between them.
Yesrin Lieng (EL 9)
Yesrin Lieng is a human dragon prophet who has been serving his bronze mentor for nearly five years. He has advanced rapidly in the class as he wanders Khorvaire on his quest to unravel a portion of the Prophecy.
YESRIN LIENG CR 9
Male human sorcerer 6/dragon prophet 3 LN Medium humanoid
Init +6; Senses Listen +0, Spot +0 (+2 to both if familiar within 5 ft.)
Languages Common, Draconic
AC 18, touch 13, flat-footed 16 (includes mage armor); +1 AC when in prophetic favor
hp 42 (9 HD)
Fort +5, Ref +5, Will +8; +1 when in prophetic favor
Speed 30 ft. (6 squares); 40 ft. when in prophetic favor
Melee dagger +4 (1d4-1/19-20) or
Ranged mwk light crossbow +7 (1d8/19-20)
Base Atk +4; Grp +3
Atk Options prophetic favor 5/day (9 rounds)
Combat Gear scroll of fl y, scroll of lightning bolt (10th), scroll of teleport, 2 potions of cure moderate wounds
Sorcerer Spells Known (CL 8th): 4th (4/day)--scrying (DC 18) 3rd (6/day)--fi reball (DC 17), major image (DC 18) 2nd (7/day)--invisibility, scorching ray (+6 ranged touch), web (DC 16) 1st (7/day)--detect secret doors, mage armor, magic missile, ray of enfeeblement (+6 ranged touch), shield 0 (6/day)--arcane mark, detect magic, light, mage hand, open/close, read magic, resistance, touch of fatigue (+4 melee touch)
Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18
SQ constellation of Hlal, constellation of Io, familiar, share spells
Feats AlertnessB (if familiar within 5 ft.), Great Fortitude, Dragon Prophesier*, Improved Initiative, Prophecy's Explorer*, Prophecy's Shaper* *New feats described in Chapter 2.
Skills Balance +2 (+4 in prophetic favor), Bluff +18, Climb -1 (+1 in prophetic favor), Concentration +14, Diplomacy +6, Disguise +4 (+6 to act in character), Gather Information +7, Intimidate +6, Knowledge (arcana) +13 (+14 in prophetic favor), Knowledge (history) +5 (+6 in prophetic favor), Knowledge (religion) +4 (+5 in prophetic favor), Listen +0 (+2 if familiar within 5 ft.), Move Silently +2 (+4 in prophetic favor), Spellcraft +10, Spot +0 (+2 if familiar within 5 ft.)
Possessions combat gear plus dagger, masterwork light crossbow with 20 bolts, cloak of Charisma +2, amulet of natural armor +1, ring of protection +1, scrying mirror (not usually carried), 150 gp
Prophetic Favor (Ex) Yesrin can enter a state of prophetic favor as a full-round action. He can empower one spell each round of up to 3rd level without any adjustment to the level or casting time of the spell while in a state of prophetic favor.
=== END PASTE ===