Dragon Lord
A Dragon Lord is the general at the head of an army, the emperor at the helm of an empire, or the wearleader who dominates a battlefield.
He learns much from dragons, modeling his philosophy and strategies after the powerful creatures with great success. Dragon Lords strike fear into the hearts of all who cross their paths and use brilliant combat tactics that mirror those of true dragons.
In many legends, a dragon lord is the spirit of a dead dragon reborn into a different body, slowly awakening itself over time and coming to realize the power of its former self.
PnPNWN2
Requirements:
Base Attack Bonus +6
Skills: Intimidate 9
Class Features:
Hit Die: d10
LevelBABFortRefWillSpecialAuras
1+1+2+0+0Draconic Aura +11
2+2+3+0+0Reckless Devotion 1/day1
3+3+3+1+1Divide and Conquer1
4+4+4+1+1Dragon Leadership2
5+5+4+1+1Draconic Aura +22
6+6+5+2+2Reckless Devotion 2/day2
7+7+5+2+2--3
8+8+6+2+2Crushing Defeat3
9+9+6+3+3Draconic Aura +33
10+10+7+3+3Reckless Devotion 3/day4

Class Skills (2+Int Modifier):
Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Sense Motive, Swim
Class Features:
HD: d10
Base Attack Bonus: High
High Saves: Fortitude
Weapon/armor proficiencies: None
Class Skills: Craft Armor, Craft Weapon, Intimidate, Lore, Taunt
Skill Points: 2 + Int modifier
Class Abilities:

Draconic Aura's:
At level 1, 4, 7 and 10 a Dragon Lord gains the use of a new Draconic Aura.
Initially, the bonus provided by this aura is +1; at 5th level it increases to +2 and at 9th level this bonus increases to +3.
The selection of Draconic Aura's is at the bottom of the page.

Reckless Devotion
When soldiers learn that a dragon fighs on their side, they have greater incentive to struggle valiantly against the enemy - when victory seems assured, they all want a share of the glory.
Starting at 2nd level, you learn to inspire this kind of zeal into your followers, granting them a temporary boost in their combat abilities driven by fanatical devotion.
Once per day, you can select a number of allies equal to your Charisma modifier (minimum 1) to gain the benefit of this ability.
The chosen ally gains +5 temporary hit points, +1 morale bous on melee attack and melee damage rolls, and a +1 morale bonus on all saves. Any character who is your cohort or follower (per the Leadership Feat) gains twice the normal benefit (+10 temporary hit points and a +2 bonus).
This effect lasts a number of rounds equal to your Dragon Lord class level. At 6th level, you gain one additional use of this ability; at 10th, you can use it 3 times per day.

Divide and Conquer:
Beginning at 3rd level, you gain the ability to fight even when assaulted from different sides, turning disadvantage into a cunning strategy. Just as dragons fight off foes when swarmed by lashing out in all directions, you learn to use your foes' distance to your advantage.
Whenever you are flanked by two or more creatures, you gain a bonus on melee damage rolls against each flanker equal to 1/2 your dragon lord class level (rounded up).
If you cannot be flanked (such as if you possess the improved uncanny dodge class feature) you still again the benefit of this ability when opponents occupy flanmking positions around you.
NWN2: Rather than detect flankers, a character with this ability gains the damage bonus when he is in combat with multiple opponents

Dragon Leadership: Starting at 4th level, you add 2 to your Leadership Score for the purpose of attracting a cohort with the dragonblood subtype. Most dragon lords prefer the Dragon Cohort feat to the Leadership feat, but this benefit applies equally well to any feat or ability that grants you a cohort.
NWN2: Until such time as the Leadership feat can be implemented this is best to not include.

Crushing Defeat:
Starting at 8th level, you gain the ability to demoralize your enemies by dealing with them harshly, ensuring that they know your power just as lesser beings know the power of true dragons.
Whenever you slay or incapacitate an opponent, you can make an Intimidate check as a free action against a number of foes equal to your Charisma modifier (minimum 1) within 60 feet.
This is a mind-affecting fear effect.
NWN2: this would best translate as an effect, which, every time the character with this ability delivers the killing blow, casts a Fear spell with a DC equal to the character's Intimidate score onto a number of enemies equal to the Charisma modifier, starting with the enemy closest to the character, up to 60 feet away.

Draconic Aura's

General rules:

  • Draconic Aura's have a range of 30ft
  • They are a toggle effect
  • They can be switched on/off at will
  • They are also usable by the Marshal base class from Miniatures Handbook. (each counting as a Major Aura)
  • They affect the person projecting it as well as any and all allies within range, unless noted otherwise.
  • NWN2: effectively they function like a bardic ability/combat mode

    Energy:
    This aura grants a bonus on the save DC for your acid, cold, electricity or fire effects.
    Choose one energy type when this aura is chosen; the bonus applies against the following:
    Spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropiate descriptor or deals damage of the chosen type.

    Insight:
    This aura grants a bonus on Decipher Script, Knowledge and Spellcraft checks.
    NWN2: bonus would apply to Lore and Spellcraft

    Power:
    This aura grants a bonus on caster level checks made to overcome spell resistance.

    Presence:
    This aura grants a bonus to Bluff, Diplomacy and Intimidate checks.

    Resistance:
    This aura grants Resistance to either Acid, Cold, Electricity or Fire (pick one energy type when choosing this aura) equal to 5x your current Aura bonus.

    Resolve:
    This aura grants its bonus to Concentration checks, as well as the Save DC versus Fear, Paralysis and Sleep effects.

    Senses:
    This aura grants a bonus on Listen, Spot and Initiative Checks.

    Stamina:
    This aura grants a bonus on Constitution checks (Not CON-based skill checks) and Fortitude saves.

    Swiftness:
    This aura grants a bonus on Climb, Jump and Swim Checks. It also increases movement rates of any climb, fly and swim speed equal to 5x your aura bonus. It does not grant any movement mode you do not already possess.
    NWN2: increase movement speed 5% per point of aura bonus instead ?

    Toughness:
    This aura grants Damage Reduction 1/magic per point of aura bonus.