The Dragonlance Nexus

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Scion

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Shapechanger
Hit Dice: 7d8+7 (39 hp)
Initiative: +0
Speed: 20 ft.
AC: 12 (+2 leather)
Attacks: Masterwork heavy mace +7 melee
Damage: Heavy mace 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alter self, darkvision 120 ft., imbue with spell ability, spell-like abilities, SR 26
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 12, Dex 11, Con 12, Int 22, Wis 16, Cha 22
Skills: Concentration +19, Disguise +16, Knowledge (arcana) +16, Listen +5, Scry +16, Spellcraft +24, Spot +5
Feats: Alertness, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, Spell Penetration
Climate/Terrain: Any land
Organisation: Solitary
Challenge Rating: *
Treasure: Double standard
Alignment: Usually neutral good
Advancement: 8+ HD (Medium-size)

* The CR of a scion has yet to be determined. Due to its powerful abilities yet modest Hit Dice, some playtesting of the scion will be required before an accurate CR can be decided upon. If you use the scion in your games, please send your comments to the author.

Scions are immortal masters of magic thought to have been transformed by the Greygem from the original Chosen of Reorx. A scion appears very much like a bald dwarf, but possesses golden skin and eyes that give it an obviously supernatural appearance.

Scions are able to disguise themselves as any humanoid creature, and thus walk among the races of Krynn. Indeed, as scions are unable to reproduce and no verifiable sighting of a scion has been reported since the Cataclysm, many sages consider the race extinct.

Scions can communicate telepathically with any intelligent creature. They understand and speak all mortal languages.

Combat

Scions are able to defend themselves with dwarven weapons of ancient and masterfull craftsmanship. However, as few scions will allow themselves to be caught in a dangerous situation unprepared, and even ambushed scions are able to call upon powerful magic, a scion will generally attack and defend with high-level arcane spells, seeking to end the conflict as quickly as possible.

Spells: A scion can cast up to nine spells of each level per day. These spells may be chosen from any on the sorcerer spell list. He does not need to prepare these spells, but may cast them spontaneously, as though he were a 20th-level sorcerer. The DC to resist a scion's spells is 16 + spell level.

Alter Self (Su): A scion can change its appearance as a free action, as though he had cast alter self spell with an unlimited duration. However, once a creature has seen the scion's true appearance, that creature is always able to see through this illusion unless blinded. Only if all memories of the scion are magically removed from the creature will the scion be able to fool it.

Imbue with Spell Ability (Sp): A scion can use this spell-like ability to transfer some of its arcane spells, and the ability to cast them, to another creature. Any arcane spell of up to 4th level can be transfered; the scion decides which spell it will allow the recipient to cast, as though the recipient has prepared the spell. Once the scion transfers this spell, it loses one spell slot of the same level and cannot cast the transfered spell until the recipient uses the transfered spell or is slain.

In all other respects, this ability functions as the divine spell imbue with spell ability on page 216 of the Player's Handbook.

Spell-Like Abilities: At will — detect magic, invisibility, prestidigitation, read magic, sanctuary. These are as the spells cast by a 20th-level sorcerer (DC 16 + spell level).

Skills: Scions receive a +8 racial bonus to Concentration and Spellcraft checks.

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