The Dragonlance Nexus

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Noble Draconian Monster Classes

D&D 3e (3.0/3.5) Rules

by Clive Squire


Flame Draconian Monster Class


Flame Draconian Racial Traits

All flame draconians have the following racial traits:

Starting Ability Scores: Flame draconians are innately stronger and more powerful, they gain a +2 bonus to their initial Strength scores.

Type and Subtype: Flame draconians have the dragon type, as such any spell or effect that affects dragons also affects flame draconians. Flame draconians also have the fire subtype, as such they are immune to fire and suffer half as much damage again from cold effects (+50% damage), regardless of the success of their saving throws.

Size: As a large creature, flame draconians have a -1 penalty to their Armor Class, a -1 penalty on attack rolls, a -4 penalty on Hide skill checks, and a +4 bonus on all grapple checks. Their lifting and carrying limits are double those of a medium character with the same strength.

Speed: Flame draconian land speed is 30 feet. The flame draconian has a fly speed of 30 ft. with poor maneuverability, this increases as the character progresses further in the monster class.

Natural Armor (Ex): The flame draconian has exceptionally tough skin, granting it a +2 natural armor bonus.

Draconic Senses (Ex): Due to their draconic heritage, flame draconians have low-light vision and darkvision out to 60 ft.

Draconic Resistance (Ex): Flame draconians gain a +2 bonus on all saves against disease, paralysis, and sleep spells or spell-like effects.

Inspired by Dragons (Ex): When under a good dragon's command, flame draconians gain a +1 morale bonus on all attack rolls and saving throws.

Low Metabolism (Ex): A flame draconian requires one-tenth of the food and water that a human does.

Natural Attack (claws): The flame draconian is able to make 2 claw attacks, dealing 1d3 points of slashing damage plus Strength modifier. If the flame draconian is wielding a one-handed manufactured weapon and is taking the full attack action, he can make a single claw attack as a secondary natural attack, suffering the normal -5 penalty and only adding 1/2 his Strength modifier to the damage from the claw attack.

Death Throe (Su): The forces that were originally used to create all draconians instantly breakdown when the individual draconian reaches -10 hit points or fewer. In the case of the flame draconians, their bodies instantly immolate and explode dealing 1d4 points of fire damage to all creatures within a 15-ft. radius. Creatures that are caught in the blast are allowed to make a Reflex save against a DC equal to 10 + 1/2 the flame draconian's racial Hit Dice + his Charisma modifier to negate this damage. All items worn or carried by the flame draconian suffer full damage from his death throe. For the purposes of spells or effects which negate spells, spell-like effects or supernatural abilities or certain levels, such as globe of invulnerability, this effect is considered to be a 1st-level spell.

Automatic Languages: Draconic and Common.

Alignment: As with the other noble draconians, flame draconians inherently follow the path of good. They revel in freedom and liberty, and as such are more often than not chaotic in nature.

Favored Deities: Any from the Pantheon of Light or the Pantheon of Balance. Flame draconians particularly favor the martial and righteous deities, such as Paladine, Kiri-Jolith, Habbakuk, Reorx or Shinare.

Favored Classes: Flame draconians favor the flame draconian monster class or the barbarian class (for those above 11th level). After 11th level, the flame draconian is able to free multi-class, with all the normal benefits and penalties for doing so.

Flame Draconian Class Skills: The flame draconian's class skills (and the key ability for each skill) are Climb (Str), Craft (weaponsmsithing) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), and Survival (Wis).

Class Features

Weapon & Armor Proficiencies: Flame draconians are proficient with all simple and martial weapons and in the use of all types of armor. They have no proficiency with any type of shield.

Spell Resistance (Ex): Starting at 1st level, the flame draconian gains the ability to shake off the effects of spells and spell-like abilities. The flame draconian gains spell resistance equal to 12 + 1 per racial Hit Die.

Death Throe (Su): At 3rd level, the flame draconian's death throe improves, dealing 1d6 points of fire damage to all creatures within 20 ft. of the flame draconian and is treated as a 2nd-level spell for the purposes of spells and effects that function on spell levels.

At 5th level, the fire deals 2d6 points of fire damage to all creatures within 25 ft. of the flame draconian and is treated as a 3rd-level spell. At 7th level, the fire deals 3d6 points of fire damage to all creatures within 30 ft. of the flame draconian and is treated as a 4th-level spell. At 9th level, the fire deals 4d6 points of fire damage to all creatures within 35 ft. of the flame draconian and is treated as a 5th-level spell. At 11th level, the fire deals 6d6 points of fire damage to all creatures within 40 ft. of the flame draconian and is treated as a 6th-level spell.

Bonus Feats: The flame draconian gains the Run feat as a bonus feat at 1st level. At 4th level, the flame draconian gains the Draconian Breath Weapon feat, allowing him to breathe a 30-ft. cone of fire once per day. The fire deals 3d6 points of fire damage and those caught in it are allowed a Reflex save for half damage. The save DC is 10 + 1/2 the flame draconian's HD + his Constitution modifier.

Rage (Ex): A flame draconian can fly into a rage a certain number of times per day, starting at 1st level. The flame draconian can enter a rage an additional time per day for every four class levels (once at 1st level, twice at 4th level and three times at 8th level). This is treated exactly as the barbarian's class feature. The flame draconian uses this ability as a barbarian of a level equal to his racial Hit Dice +2. Should the flame draconian advance in barbarian levels, this ability stacks with that class's ability to determine the number of rage uses the flame draconian has per day. For example, a flame draconian with 11 levels in flame draconian and 4 levels in barbarian can use his rage ability 5 times per day.

Bite (Ex): Starting at 2nd level, the flame draconian is able to employ his powerful jaws to make a bite attack as a secondary natural weapon, dealing 1d3 points of piercing damage. At 6th level, the bite attack deals 1d4 points of piercing damage and at 10th level, the bite deals 1d6 points of piercing damage.

The flame draconian may attack using his bite as a secondary natural attack, suffering a -5 penalty to the attack roll. The flame draconian adds 1/2 his Strength modifier to all damage with his bite attack when used as a secondary attack. The flame draconian can also use his bite as a secondary attack when using a manufactured weapon, with the above penalties.

Dragon Traits (Ex): Starting at 2nd level, the flame draconian's heritage starts to exert itself. The flame draconian's bonus to resist disease, paralysis, and sleep spells and spell-like effects increases by +2 (for a total of +4). This rises again at 7th level by a further +2 (for a total of +6) and finally, at 11th level, the flame draconian becomes immune to the effects of paralysis, sleep spells and spell-like effects, and non-magical diseases.

Uncanny Dodge (Ex): At 3rd level, a flame draconian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Wings (Ex): Starting at 5th level, the flame draconian's fly speed increased by +10 ft. and increases again every three levels thereafter (at 8th and 11th) to a maximum fly speed of 60 ft. In addition, at 10th level, the lighting draconian's maneuverability improves from poor to clumsy.

Improved Claws (Ex): At 5th level, the damage dealt by the flame draconian's claw attack increases to 1d4.

Spell-Like Ability: Starting at 5th level, once per day the flame draconian can cast fireball as a standard action as if he were an 8th-level sorcerer. The flame draconian gains an additional use of this ability at 8th level and again at 11th.

Improved Uncanny Dodge (Ex): At 6th level and higher, a flame draconian can no longer be flanked. This defense denies a rogue the ability to sneak attack the flame draconian by flanking him, unless the attacker has at least four more rogue levels than the target has flame draconian's racial Hit Dice +2. For example, a flame draconian that has 11 levels in flame draconian is attacked by a rogue. to use his sneak attack against the flame draconian, the rogue would have to be 10th level. Should the flame draconian advance in a class that grants improved uncanny dodge, those class levels stack with the flame draconian's racial Hit Dice to determine the level the rogue must be to flank the flame draconian. For example, if the above flame draconian had 5 levels in barbarian, the rogue would need to be at least 15th level to flank him.

Table 1-1: The Flame Draconian
Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points CR Special
1 1d12 +1 +2 +2 +2 (6 + Int Mod) x 4 1 Bonus feat, rage 1/day, spell resistance
2 2d12 +2 +3 +3 +3 6 + Int Mod 2 Bite (1d3), dragon traits (+4 vs. disease, paralysis, sleep)
3 2d12 +3 +3 +3 +3 - 3 Death throe (1d6, 20-ft. radius), +2 Con, uncanny dodge
4 3d12 +4 +4 +4 +4 6 + Int Mod 4 Bonus feat, rage 2/day, +2 natural armor
5 3d12 +5 +4 +4 +4 - 5 Improved claws (1d4), death throe (2d6, 25-ft. radius), wings (fly 40 ft.), fireball 1/day
6 4d12 +6 +5 +5 +5 6 + Int Mod 6 Bite (1d4), +2 Dex, improved uncanny dodge
7 4d12 +6 +5 +5 +5 - 6 Death throe (3d6, 30-ft. radius), dragon traits (+6 vs. disease, paralysis, sleep)
8 5d12 +7 +5 +5 +5 6 + Int Mod 7 Rage 3/day, wings (fly 50 ft.), fireball 2/day
9 5d12 +7 +5 +5 +5 - 7 Death throe (4d6, 35-ft. radius), +2 natural armor, +2 Str
10 6d12 +8 +6 +6 +6 6 + Int Mod 8 Bite (1d6), wings (fly 50 ft. clumsy)
11 6d12 +8 +6 +6 +6 - 8 Death throe (6d6, 40-ft. radius), dragon traits (immune to disease, paralysis, sleep), wings (fly 60 ft.), fireball 3/day

Warder of Habbakuk: Barbarian Substitution Levels

The barbarian is the favored class for the flame draconian, and as many of the class's abilities match those that the flame draconian has, he may switch out certain barbarian levels, losing access to the benefits that are stated for the barbarian class (as described in the Player's Handbook) and gains the following class features instead. The flame draconian need not belong to an organization to gain access to these substitution levels, although he must meet the requirements listed below.

Substitution levels are levels of a standard class that you take to gain certain benefits instead of the level benefits described for the specified level of the standard class. This is not multi-classing - you remain within the class for which the substitution level is targeted. Substitution levels only apply to the class for which it is targeted.

The Warder of Habbakuk is a fierce protector of the animals and plants. They act to keep the damaging effects of fire on a local ecology limited and also seek out those who use fire to destroy nature and give them retribution for such crimes.
Hit Die: d12.

Requirements

To take an Warder of Habbakuk substitution level, a character must be a flame draconian and about to take his 3rd, 5th or 7th level of barbarian and have Habbakuk as his patron deity, as well as the following skills: Knowledge (nature) 1 rank, Knowledge (religion) 1 rank, Survival 1 rank.

Class Skills

The Warder of Habbakuk substitution levels have the class skills of the standard barbarian class.
Skill Points at Each Level: 4 + Int modifier.

Class Features

Selective Burning (Su): Starting at 3rd level, a Warder of Habbakuk gains the ability to make up to one creature with the animal or plant type more resistant to the effects of fire spells or effects. The Warder of Habbakuk can affect up to one creature per barbarian level, all of which must be within 30 ft. of the Warder of Habbakuk, and the creatures gain a +4 resistance bonus against all spells, spell-like effects and supernatural abilities that deal fire damage. The ward lasts for 1 round per barbarian level.

The Warder of Habbakuk gains an additional use of this ability every three levels after 3rd level (twice at 6th level, three times at 9th level, four times at 12th level, five times at 15th level, and six times at 18th level).

This ability replaces the trap sense ability of the standard barbarian, the Warder of Habbakuk never gains the trap sense ability.

Wings of the Blue Phoenix (Su): Starting at 5th level, the Warder of Habbakuk can mystically transform his wings into blazing wings of blue flame as a standard action. This allows him to add +10 ft. to his fly speed and improves his maneuverability by one category (poor to clumsy, clumsy to average, average to good, good to perfect). The wings deal 1d6 points of fire damage to any creature who grapples with the Warder of Habbakuk while they are activated.

This replaces the improved uncanny dodge ability that the standard barbarian gains at 5th level.

Fang of the Hunter's Lord (Sp): Starting at 7th level, the Warder of Habbakuk can use magic fang as a spell-like ability once per day, as if cast by a spellcaster of a level equal to the Warder of Habbakuk's barbarian level.

This replaces the damage reduction 1/- that is gained by the standard barbarian at 7th level. Instead, the Warder of Habbakuk gains damage reduction 1/- at 10th level, and this is treated as 1 point lower than normal from that point forward.

Table 1-2: Warder of Habbakuk Substitution Levels
Level BAB Fort Save Ref Save Will Save Special
3rd +3 +3 +1 +1 Selective burning
5th +5 +4 +1 +1 Wings of the blue phoenix
7 +7/+2 +5 +2 +2 Fang of the hunter's lord

Frost Draconian Monster Class


Frost Draconian Racial Traits

All frost draconians have the following racial traits:

Starting Ability Scores: Frost draconians are stronger and more resilient, while at the same time they tend to prefer action to study and careful thought. As such, they gain a +2 bonus to their initial Strength and Constitution scores and suffer a -2 penalty to their initial Intelligence and Wisdom scores.

Type and Subtype: Frost draconians have the dragon type, as such any spell or effect that affects dragons also affects frost draconians. Frost draconians also have the cold subtype. As such they are immune to cold but suffer half as much damage again from fire effects (+50% damage), regardless of the success of their saving throws.

Size: Frost draconians are medium sized creatures.

Speed: Frost draconian land speed is 30 feet.

Natural Armor (Ex): Frost draconians have toughened scales, granting them a +1 natural armor bonus.

Draconic Senses (Ex): Due to their draconic heritage, frost draconians have low-light vision and darkvision out to 60 ft.

Draconic Resistance (Ex): Frost draconians gain a +2 bonus on all saves against disease, paralysis, and sleep spells or spell-like effects.

Inspired by Dragons (Ex): When under a good dragon's command, frost draconians gain a +1 morale bonus on all attack rolls and saving throws.

Low Metabolism (Ex): A frost draconian requires one-tenth of the food and water that a human does.

Natural Attack (claws): The frost draconian is able to make 2 claw attacks, dealing 1d3 points of slashing damage, plus Strength modifier. If the frost draconian is wielding a one-handed manufactured weapon and is taking the full attack action, he can make a single claw attack as a secondary natural attack, suffering the normal -5 penalty and only adding 1/2 his Strength modifier to the damage from the claw attack.

Death Throe (Su): The forces that were originally used to create all draconians instantly breakdown when the individual draconian reaches -10 hit points or fewer. In the case of the frost draconians, their bodies instantly freeze and explode dealing 1d4 points of cold damage to all creatures within a 5-ft. radius. Creatures that are caught in the blast of icy shards are allowed to make a Reflex save against a DC equal to 10 + 1/2 the frost draconian's racial Hit Dice + his Charisma modifier to negate this damage. All items worns or carried by the frost draconian suffer full damage from his death throe. For the purposes of spells or effects which negate spells, spell-like effects or supernatural abilities or certain levels, such as globe of invulnerability, this effect is considered to be a 1st-level spell.

Automatic Languages: Draconic and Common.

Alignment: As with the other noble draconians, frost draconians inherently follow the path of good. They revel in freedom and liberty, and as such are more often than not chaotic in nature.

Favored Deities: Any from the Pantheon of Light or the Pantheon of Balance. Frost draconians particularly favor the martial deities, such as Kiri-Jolith, Habbakuk, Paladine, or Reorx.

Favored Classes: Frost draconians favor the frost draconian monster class or the fighter class (for those above 3rd level). Frost draconians may not take any levels in another class other than frost draconian. After 3rd level, the frost draconian is able to freely multi-class, with all the normal benefits and penalties for doing so.

Frost Draconian Class Skills: The frost draconian's class skills (and the key ability for each skill) are Climb (Str), Disguise (Cha), Intimidate (Cha), Listen (Wis) and Spot (Wis).

Class Features

Weapon & Armor Proficiencies: Frost draconians are proficient with all simple and martial weapons and in the use of all types of armor. They have proficiency with any type of shield.

Bonus Feat: The frost draconian gains the Run feat as a bonus feat at 1st level.

Spell Resistance (Ex): Starting at 1st level, the frost draconian gains the ability to shake off the effects of spells and spell-like abilities. The frost draconian gains spell resistance 8.

Bite (Ex): At 2nd level, the frost draconian is able to employ his powerful jaw to make a bite attack as a secondary natural weapon. His bite attack deals 1d3 points of piercing damage. The frost draconian may attack using his bite as a secondary natural attack, suffering a -5 penalty to the attack roll. The frost draconian adds 1/2 of his Strength modifier (if any, rounded down) to all damage with his bite attack when used as a secondary attack. The frost draconian can also use his bite as a secondary attack when using a manufactured weapon, with the above penalties.

Dragon Traits (Ex): Starting at 2nd level, the draconic nature of the frost draconian starts to show itself. The frost draconian's resistance to paralysis increases by +4. At 3rd level, the frost draconian becomes immune to paralysis effects.

Death Throe (Su): At 3rd level, the frost draconian's death throe improves, dealing 1d6 points of cold damage to all creatures within 10 ft. and is treated as a 2nd-level spell.

Table 2-1: The Frost Draconian
Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points CR Special
1 1d12 +1 +2 +2 +2 (6 + Int Mod) x 4 1 Bonus feat, spell resistance
2 2d12 +2 +3 +3 +3 6 + Int Mod 2 Bite (1d3), dragon traits (+4 vs. disease, paralysis, sleep)
3 2d12 +2 +3 +3 +3 - 2 Death throe (1d6, 10-ft. radius), dragon traits (immune to disease, paralysis, sleep)

Icy Razor: Fighter Substitution Levels

The Icy Razor is the elite warrior of the frost draconians. They spend hours of their time in meditation and practicing their arts of combining cold and steel.
Hit Die: d10.

Requirements

To take an Icy Razor substitution level, a character must be a frost draconian and about to take his 2nd, 4th or 6th level of fighter, and have the following skills: Concentration 1 rank, Knowledge (arcana) 1 rank.

Class Skills

Icy Razor substitution levels have the class skills of the standard fighter class plus Concentration.
Skill Points at Each Level: 4 + Int modifier.

Class Features

Bonus Feat: An Icy Razor's choice of feats is identical to a standard fighter's bonus feats.

South Wind (Su): An Icy Razor can make any metal bladed weapon that he is holding act as if it had the frost weapon quality, dealing an additional 1d6 points of cold damage. The weapon loses the benefits of this one round after the Icy Razor has ceased to touch the weapon. This effect does not stack with weapons that already have the frost quality.

Deep Winter (Sp): Starting at 4th level, the Icy Razor is able to treat any metal bladed weapon he holds in his hand that has the frost or icy burst qualities as having the keen quality as well. This increases the weapon's critical range. This effect does not stack with the keen quality or the Improved Critical feat. The weapon loses the benefits of this one round after the Icy Razor has ceased to touch the weapon.

Breath of Icewall (Sp): Starting at 6th level, the Icy Razor can endow any metal bladed weapon he is holding with the intense cold of Icewall Glacier. Once per day, the Icy Razor is able to evoke an effect similar to cone of cold as if the Icy Razor were a 6th-level sorcerer.

Table 2-2: Icy Razor Substitution Levels
Level BAB Fort Save Ref Save Will Save Special
2nd +2 +3 +0 +0 Bonus feat, south wind
4th +4 +4 +1 +1 Bonus feat, deep winter
6th +6/+1 +5 +2 +2 Bonus feat, breath of Icewall

Lightning Draconian Monster Class


Lightning Draconian Racial Traits

All lightning draconians have the following racial traits:

Starting Ability Scores: Lightning draconians are no stronger or more physically endowed than a normal human. However, they are far more diplomatic and personable, gaining a +2 bonus to their initial Charisma score.

Type: Lightning draconians have the dragon type, as such any spell or effect that affects dragons also affects flame draconians.

Size: As a large creature, lightning draconians have a -1 penalty to their Armor Class, a -1 penalty on attack rolls, a -4 penalty on Hide skill checks, and a +4 bonus on all grapple checks. Their lifting and carrying limits are double those of a medium character with the same strength.

Speed: Lightning draconian land speed is 30 feet. The lightning draconian has a fly speed of 30 ft. with poor maneuverability, this increases as the character progresses further in the monster class.

Natural Armor (Ex): A lightning draconian has tough scales, granting it +2 natural armour.

Draconic Senses (Ex): Due to their draconic heritage, lightning draconians have low-light vision and darkvision out to 60 ft.

Draconic Resistance (Ex): Lightning draconians gain a +2 bonus on all saves against disease, paralysis, and sleep spells or spell-like effects.

Inspired by Dragons (Ex): When under a good dragon's command, lightning draconians gain a +1 morale bonus on all attack rolls and saving throws.

Low Metabolism (Ex): A lightning draconian requires one-tenth of the food and water that a human does.

Natural Attack (claws): The lightning draconian is able to make 2 claw attacks, dealing 1d3 points of slashing damage plus Strength modifier. If the lightning draconian is wielding a one-handed manufactured weapon and is taking the full attack action, he can make a single claw attack as a secondary natural attack, suffering the normal -5 penalty and only adding 1/2 his Strength modifier to the damage from the claw attack.

Death Throe (Su): The forces that were originally used to create all draconians instantly breakdown when the individual draconian reaches -10 hit points or fewer. In the case of the lightning draconian, his body is instantly engulfed in a massive charge of electricity. This charge deals 1d4 points of damage to the offending weapon. If the weapon is metallic and is held by a creature, the creature is allowed a Reflex save against a DC equal to 10 + 1/2 the lightning draconian's racial Hit Dice + his Charisma modifier, failure means it suffers 1d4 points of electrical damage. If the offending weapon was a ranged weapon or any non-metallic weapon (ranged or melee), the charge in the lightning draconian arcs outwards to the first creature within close range (25 ft. + 5 ft. per 2 racial HD), who is allowed a Reflex save against the effect. The lightning draconian's death throe allows the affected target to make a reflex saving throw to negate the damage (objects receive no saving throw). The death throe of the lightning draconian is treated as a 1st-level spell for the purposes of spells such as globe of invulnerability. All objects that the lightning draconian is wearing or carrying suffers maximum effect from his death throe.

Automatic Languages: Draconic and Common.

Alignment: As with the other noble draconians, lightning draconians inherently follow the path of good. Unlike other noble draconians though, lightning draconians suffer a loss of all spell-like abilities, supernatural abilities and spellcasting ability if they have any alignment other than lawful good. The lightning draconian can regain lost abilities through atonement (see the atonement spell).

Favored Deities: Any from the Pantheon of Light or the Pantheon of Balance. Lightning draconians particularly favor the martial and righteous deities, such as Paladine, Kiri-Jolith, Habbakuk or Shinare.

Favored Classes: Lightning draconians favor the lightning draconian monster class or the paladin class (for those above 11th level). After 11th level, the lightning draconian is able to freely multi-class, with all the normal benefits and penalties for doing so.

Lightning Draconian Class Skills: The lightning draconian's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), and Listen (Wis).

Class Features

Weapon & Armor Proficiencies: Lightning draconians are proficient with all simple and martial weapons and in the use of all types of armor. They have no proficiency with any type of shield.

Spell Resistance (Ex): Starting at 1st level, the lightning draconian gains the ability to shake off the effects of spells and spell-like abilities. The lightning draconian gains spell resistance equal to 10 + 1 per lightning draconian racial Hit Die.

Bite (Ex): At 2nd level, the lightning draconian is able to employ his powerful jaw to make a bite attack as a secondary natural weapon. His bite attack deals 1d3 points of piercing damage. At 4th level, the bite attack deals 1d4 points of piercing damage. At 7th level, the bite deals 1d6 points of piercing damage. At 10th level, the bite deals 1d8 points of piercing damage. The lightning draconian may attack using his bite as a secondary natural attack, suffering a -5 penalty to the attack roll. The lightning draconian adds 1/2 (if any, rounded down) to all damage with his bite attack when used as a secondary attack. The lightning draconian can also use his bite as a secondary attack when using a manufactured weapon, with the above penalties.

Tail (Ex): At 3rd level, the lightning draconian is able to use his tail as a natural attack, dealing 1d4 points of bludgeoning damage. This damage increases at 5th level, dealing 1d6 points of bludgeoning damage, and again at 7th level, dealing 1d8 points of bludgeoning damage and finally at 11th level, dealing 2d4 points of damage. The lightning draconian's tail attack is a primary weapon that can be used only as a full attack action. The lightning draconian adds 1 1/2 times his Strength modifier to all damage rolls when using his tail.

Aura of Good (Ex): At 1st level, the connection that the lightning draconian has to the Pantheon of Good is strengthened. He gains an aura of good equal to that of a 1st-level paladin. The strength of this aura stacks with auras of good offered by other classes.

Death Throe (Su): At 3rd level, the lightning draconian's death throe improves, dealing 1d6 points of electrical damage to the offending weapon and affects creatures as above, including the Reflex save negating the effect is successful. This is treated as a 2nd-level spell.

At 5th level, the electric charge deals 2d6 points of electrical damage to the offending weapon and affects creatures as above, including the Reflex save negating the spell if successful and is treated as a 3rd-level spell.

At 7th level, the electrical discharge alters slightly. The charge acts more like a lightning bolt, dealing 3d6 points of electrical damage to the nearest, random creature. The creature is allowed a Reflex save to halve the damage and this effect is treated as a 4th-level spell. The electrical discharge's range increases to Medium (100 ft. + 10 ft. per racial HD).

At 9th level, the death throe starts to imitate chain lightning, except that it deals 4d6 points of electrical damage and deals full normal damage to the first random creature, and then arcs from that creature to deal half as much damage to a second random creature within a 30-ft. range of the primary target. Both creatures are allowed a Reflex save to halve the damage and the effect is considered a 5th-level spell.

At 11th level, the lightning draconian's death throes imitate chain lightning. The effect deals 6d6 points of electrical damage per racial HD to the primary target before arcing to as many as 6 other secondary targets, each of which suffer half the primary target's damage. All targets are allowed normal saving throws against the effect and the effect is considered a 6th-level spell. The range that the electrical charge can leap is increased to Long (400 ft. +40 ft. per racial HD) and the distance between the secondary targets can be no greater than 30 ft.

Smite Evil (Su): At 1st level, the lightning draconian is able to use his links to the Pantheon of Light to make a smite attack against an evil creature once per day. The lightning draconian adds his Charisma modifier (if any) to the attack roll and deals an extra 1 point of damage per racial HD to the target. If the target creature is not evil or if the attack misses the creature, the effect is wasted and has no effect and is used up for the day. At 8th level, the lightning draconian gains an additional use per day from his smite evil ability. Any class that allows a smite evil stacks with the number of attempts of the lightning draconian's smite evil. For example, a lightning draconian with 11 levels of lightning draconian and 4 paladin levels can smite evil 3 times per day.

Detect Evil (Sp): At 1st level, the lightning draconian is able to use detect evil as a spell-like ability at will. The lightning draconian's caster level is equal to his racial Hit Die.

Bonus Feat: The lightning draconian gains the Run feat as a bonus feat at 1st level.

Dragon Heritage (Ex): Starting at 2nd level, the lightning draconian's heritage starts to exert itself. The lightning draconian's bonus to resist disease, paralysis, and sleep spells and spell-like effects increases by +2. This rises again at 7th level by a further +2 (making a total of +6) and finally, at 11th level, the lightning draconian becomes immune to the effects of paralysis, sleep spells and spell-like effects, and non-magical diseases.

Divine Grace (Su): Starting at 2nd level, the lightning draconian's stalwart faith in the True Gods allows him to add his Charisma modifier (if any) as a bonus to all his saving throws. If the lightning draconian multi-classes with another class that offers the divine grace class feature, the abilities do not stack.

Lay on Hands (Su): Starting at 2nd level, a lightning draconian that has a Charisma score of 12 or greater is able to channel positive energy to heal either himself or others by touch. Each day the lightning draconian can heal up to a maximum amount of damage equal to his lightning draconian racial Hit Dice times his Charisma modifier. A lightning draconian may choose to divide this healing among multiple targets and doesn't have to use it all at once. Using this ability is a standard action.

Alternatively, the lightning draconian can use this positive energy to deal damage to undead and creatures harmed by positive energy. The lighting draconian may either make a melee touch attack or channel the damage through one of his natural attacks (claws, bite). The lightning draconian determines how many of his daily allotment of points to use after successfully attacking the creature. If the lightning draconian gains the lay on hands ability from another source, such as from paladin levels. His racial Hit Dice stack with his paladin level to determine how much healing he can perform per day using his lay on hands.

Aura of Courage (Su): Starting at 3rd level, the lightning draconian becomes immune to fear (magical or otherwise). The aura that surrounds the lightning draconian grants all allies within a 10-ft. radius a +4 morale bonus on all saves against fear effects. This bonus functions while the lightning draconian is conscious, but not if it is unconscious or dead. If the lightning draconian multi-classes with another class that offers the aura of courage class feature, the abilities do not stack.

Shocking Grasp (Sp): Starting at 3rd level, the lightning draconian is able to use shocking grasp as a spell-like effect a number of times per day equal to 3 + his Charisma modifier. This is cast as if the lightning draconian were a 6th-level sorcerer. The lightning draconian may use this ability in conjunction with an attack, when using the full attack action. It can be applied to any of the lightning draconian's natural weapons or any metallic manufactured weapon that the lightning draconian uses for the attack.

Trip Attack (Ex): At 3rd level, when the lightning draconian successfully attacks with his tail attack, he can attempt to make a trip action against the target as a free action. The lightning draconian need not make the touch attack to start the action and does not provoke attacks of opportunity when doing so. If the trip action fails, the target of the action cannot make a trip attack against the lightning draconian.

Divine Health (Ex): Starting at 4th level, the lightning draconian gains immunity to all diseases, including supernatural or magical diseases. If the lightning draconian multi-classes with another class that offers the divine health class feature, the abilities do not stack.

Spells: Beginning at 4th level, a lightning draconian gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A lightning draconian must choose and prepare his spells in advance. To prepare or cast a spell, a lightning draconian must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a lightning draconian's spell is 10 + the spell level + the lightning draconian's Wisdom modifier.

Like other spellcasters, a lightning draconian can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the lightning draconian gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The lightning draconian does not gain access to a Domain nor can he spontaneously cast cure spells. The lighting draconian prepares his spells the same way a cleric does, and may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Until 4th level, a lighting draconian has no caster level. At 4th level and higher, his caster level is 1/2 his lightning draconian racial Hit Dice (rounding down, minimum of 1st). If the lightning draconian advances in paladin, his racial Hit Dice stack with his paladin level to determine how many spells he can cast per day and to determine his caster level. For example, a lightning draconian that has 11 levels in lightning draconian and has 6 levels of paladin, has the spells per day of a 12th-level paladin and a caster level of 6th level.

Improved Claws (Ex): As the lightning draconian progresses further in the class, his claw attack damage increases to 1d4 at 5th level.

Wings (Ex): Starting at 5th level, the lightning draconian's fly speed increased by +10 ft. and increases again every thee levels thereafter (at 8th and 11th) to a maximum fly speed of 60 ft. At 7th level, the lighting draconian's maneuverability improves from poor to clumsy.

Turn Undead (Su): Starting at 6th level, a lightning draconian gains the blessings of the Pantheon of Light and is able to channel divine energy to turn undead, much like a good cleric. He may attempt to do so a number of times per day equal to 3 + his Charisma modifier. The lightning draconian turns undead as a 3rd-level cleric. If the lightning draconian gains the turn undead class feature from another source, his ability stacks with the class feature to determine the effects of his turn undead ability. For example, a lightning draconian with 11 levels in lightning draconian and 4 levels in cleric deals turning damage as a 7th-level cleric.

Remove Disease (Sp): Starting at 10th level, the lightning draconian can produce a remove disease effect, as the spell, once per week. If the lightning draconian advances in paladin and gains remove disease from that class, the abilities stack to determine the total number of uses per week he can remove disease.

Table 3-1: The Lightning Draconian
Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points CR Special
1 1d12 +1 +2 +2 +2 (6 + Int Mod) x 4 1 Aura of good, smite evil 1/day, detect evil, bonus feat, spell resistance
2 2d12 +2 +3 +3 +3 6 + Int Mod 2 Bite (1d3), dragon heritage (+4 vs. disease, paralysis, sleep), +2 Str, divine grace, lay on hands
3 2d12 +2 +3 +3 +3 - 2 Tail (1d4), death throe (1d6), aura of courage, shocking grasp, trip attack
4 3d12 +3 +3 +3 +3 6 + Int Mod 4 Bite (1d4), +2 Con, divine health, spells
5 3d12 +3 +3 +3 +3 - 3 Improved claws (1d4), tail (2d6), death throe (1d8+1/HD), wings (fly 40 ft.)
6 4d12 +4 +4 +4 +4 6 + Int Mod 4 +2 Str, turn undead
7 4d12 +4 +4 +4 +4 - 4 Bite (1d6), tail (1d8), death throe (3d6, medium range), +2 natural armor, dragon heritage (+6 vs. disease, paralysis, sleep), wings (fly 40 ft. clumsy)
8 5d12 +5 +4 +4 +4 6 + Int Mod 5 Smite evil 2/day, +2 Wis, wings (fly 50 ft.)
9 5d12 +5 +4 +4 +4 - 5 Death throe (4d6, 1 secondary target)
10 6d12 +6 +5 +5 +5 6 + Int Mod 6 Bite (1d8), +2 Con, remove disease
11 6d12 +6 +5 +5 +5 - 7 Tail (2d4), death throe (6d6, secondary targets, long range), dragon heritage (immune to disease, paralysis, sleep), wings (fly 60 ft.)

Table 3-2: Lightning Draconian Spells per Day
Level 1st 2nd 3rd
1st - - -
2nd - - -
3rd - - -
4th 0 - -
5th 0 - -
6th 1 - -
7th 1 - -
8th 1 0 -
9th 1 0 -
10th 1 1 -
11th 1 1 0

Righteous Blade: Paladin Substitution Levels

Lightning draconians that are more martial in tendency often walk the path of open warfare on the forces of darkness and become Righteous Blades. These devout holy warriors are in the vanguard in the war against the ever-present forces of evil. While the Knights of the Sword and Rose lead the constant war against the darkness, the Righteous Blades are their strong arm, first into battle and always at the battle's fore.
Hit Die: d10.

Requirements

To take a Righteous Blade substitution level, a character must be a lightning draconian, and have Kiri-Jolith as his patron deity, and be about to take his 1st, 3rd, or 5th level of paladin. He must also have the following skills: Knowledge (religion) 1 rank, Sense Motive 1 rank.

Class Skills

Righteous Blade substitution levels have the class skills of the standard paladin.
Skill Points at Each Level: 2 + Int modifier.

Class Features

Sword of the Righteous (Su): At 6th level, a Righteous Blade can use any longsword that he is holding in his hand as if it were a holy keen longsword, once per day for a number of rounds equal to 3 + his Charisma modifier. The longsword gains a +1 enhancement bonus for every four levels of the paladin (to a maximum of +5), deals an extra 2d6 points of damage to evil creatures and has the longsword's threat range increased from 19-20 to 17-20. The critical multiplier is not affected. If the longsword was already magical, the magical qualities of the weapon are dampened for the duration of this ability. The holy property of the blade stacks with any class feature or feat that grants a similar benefit. The keen property does not stack with any similar ability, such as from the Improved Critical feat or the keen edge spell. The weapon loses the gained properties 1 round after the paladin stops touching it.

Every three paladin levels after 6th level (9th, 12th, 15th and 18th), the paladin can use this ability an extra time per day. This ability replaces the remove disease ability of the standard paladin. All references to remove disease in the standard paladin advancement table should be replaced with sword of the righteous.

Immolating Smite (Su): Once per day, when the paladin has successfully hit an evil creature using his smite evil ability, but before damage is rolled, the Righteous Blade can declare the smite to be an immolating smite. The creature suffers the extra damage that the paladin's smite evil deals as sacred damage for the following 1 round per paladin level. During this time, the effected creature suffers a sacred penalty equal to the paladin's Charisma modifier to all attack rolls, saves and skill checks.

The Righteous Blade prepares one less 2nd-level spell per day.

Embrace the Truth (Su): At 12th level, the Righteous Blade can make special grapple action against a creature that the paladin believes to have an evil alignment. If the grapple check succeeds, the Righteous Blade invokes this ability as a free action. The paladin and the target are both engulfed within a pillar of divine flame, much like that of the flame strike spell. While sheathed in flames, the paladin berates the target over their evil ways, this acts like the redemption part of an atonement spell. The target is allowed to feely make the decision on whether to change alignment or not. If the creature is evil and decides to change alignment the flames deal no damage and instantly die down. If the creature is evil and decides not to change alignment, the flames fan up to 80 ft. high and deal the creature 1d6 points of damage per paladin caster level (maximum of 10d6). The creature is allowed to make a Rortitude save against this effect as if this were a 3rd-level paladin spell to halve the damage. Any resistances or immunities the creature may have to fire have no effect on the damage from embrace the truth, as the fire damage is divine in nature. If the creature was not evil and chose to become evil, the paladin suffers the damage instead of the target. Creatures that are not evil and keep their alignment cause the flames to splutter and go out.

The Knight of the Righteous Blade prepares one less 3rd-level spell per day.

Table 3-3: Righteous Blade Substitution Levels
Level BAB Fort Save Ref Save Will Save Special
6th +6/+1 +5 +2 +2 Sword of the righteous 1/day
10th +10/+5 +7 +3 +3 Smite evil 3/day, immolating smite
12th +12/+7/+2 +8 +4 +4 Sword of the righteous 3/day, embrace the truth

Vapor Draconian Monster Class


Vapor draconian Racial Traits

All vapor draconians have the following racial traits:

Starting Ability Scores: Vapor draconians tend to be more in tune with the feelings of others and have strong empathy with living creatures. They gain a +2 bonus to their initial Wisdom scores.

Type: Vapor draconians have the dragon type, as such any spell or effect that affects dragons also affects them.

Size: Vapor draconians are medium sized creatures.

Speed: Vapor draconian land speed is 30 feet.

Natural Armor (Ex): A vapor draconian has tough scales, granting it +2 natural armor.

Draconic Senses (Ex): Due to their draconic heritage, vapor draconians have low-light vision and darkvision out to 60 ft.

Draconic Resistance (Ex): Vapor draconians gain a +2 bonus on all saves against disease, paralysis, and sleep spells or spell-like effects.

Inspired by Dragons (Ex): When under a good dragon's command, vapor draconians gain a +1 morale bonus on all attack rolls and saving throws.

Low Metabolism (Ex): A vapor draconian requires one-tenth of the food and water that a human does.

Natural Attack (claws): The vapor draconian is able to make 2 claw attacks, dealing 1d3 points of slashing damage plus Strength modifier. If the vapor draconian is wielding a one-handed manufactured weapon and is taking the full attack action, he can make a single claw attack as a secondary natural attack, suffering the normal -5 penalty and only adding 1/2 his Strength modifier to the damage from the claw attack.

Death Throe (Su): The forces that were originally used to create all draconians instantly breakdown when the individual draconian reaches -10 hit points or fewer. In the case of the vapor draconian, his body instantly dissolves its flesh into a cloud of vapor. This charge deals 1d4 points of acid damage to all creatures within 5 ft. or the vapor draconian. The vapor draconian's death throe allows the affected target to make a Reflex save to negate the damage (objects receive no saving throw) against a DC of 10 + 1/2 the vapor draconians racial HD + his Charisma modifier. The death throe of the vapor draconian is treated as a 1st-level spell for the purposes of spells such as globe of invulnerability. All objects that the vapor draconian is wearing or carrying suffers maximum effect from his death throe.

Automatic Languages: Draconic and Common.

Alignment: As with the other noble draconians, vapor draconians inherently follow the path of good. Vapor draconians have strong tendencies towards law and order.

Favored Deities: Any from the Pantheon of Light or the Pantheon of Balance. Vapor draconians particularly favor the deities of nature, such as Majere, Branchala, Habbakuk, Chislev or Zivilyn.

Favored Classes: Vapor draconians favor the vapor draconian monster class or the mystic class. After 7th level, the vapor draconian is able to freely multi-class, with all the normal benefits and penalties for doing so.

Vapor Draconian Class Skills: The vapor draconian's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (nature), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Survival (Wis).

Class Features

Weapon & Armor Proficiencies: Vapor draconians are proficient with all simple weapons. They have no proficiency with any type of armor or shield.

Spell Resistance (Ex): Starting at 1st level, the vapor draconian gains the ability to shake off the effects of spells and spell-like abilities. The vapor draconian gains spell resistance 8.

Bite (Ex): At 2nd level, the vapor draconian is able to employ his powerful jaw to make a bite attack as a secondary natural weapon. His bite attack deals 1d3 points of piercing damage. At 6th level, the bite attack deals 1d4 points of piercing damage. The vapor draconian may attack using his bite as a secondary natural attack, suffering a -5 penalty to the attack roll. The vapor draconian adds 1/2 his Strength bonus (if any, rounded down) to all damage with his bite attack when used as a secondary attack. The vapor draconian can also use his bite as a secondary attack when using a manufactured weapon, with the above penalties.

Improved Claws (Ex): As the vapor draconian progresses further in the class, this damage increases to 1d4 at 5th level.

Death Throe (Su): At 3rd level, the vapor draconian's death throe improves, dealing 1d6 points of acid to all creatures within 5 ft., otherwise it is the same as above, including the Reflex save negating the effect is successful. This is treated as a 2nd-level spell. At 5th level, it deals 1d6 points of acid damage to all creatures within 10 ft. and is treated as a 3rd-level spell.

Bonus Feat: The vapor draconian gains the Run feat as a bonus feat at 1st level.

Dragon Heritage (Ex): Starting at 2nd level, the vapor draconian's heritage starts to exert itself. The vapor draconian's bonus to resist disease, paralysis, and sleep spells and spell-like effects increases by +2. This rises again at 4th level by a further +2 (making a total of +6) and finally, at 6th level, the vapor draconian becomes immune to the effects of paralysis, sleep spells and spell-like effects, and non-magical diseases.

Spells: A vapor draconian can cast a limited number of spells starting at 4th level. Vapor draconians cast divine spells which are drawn primarily from the cleric/mystic spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a vapor draconian must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vapor draconian's spell is 10 + the spell level + the vapor draconian's Wisdom modifier.

Like other spellcasters, a vapor draconian can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. A vapor draconian's selection of spells is extremely limited. A venom draconian begins play knowing four 0-level spells and two 1st-level spells of your choice, plus an additional spell as dictated by the domain the player has chosen (see domains below).

At each new vapor draconian level after 3rd, he gains one or more new spells, as indicated on the table below. Unlike spells per day, the number of spells a vapor draconian knows is not affected by his Wisdom score; the numbers are fixed. These new spells can be common spells chosen from the cleric/mystic spell list, or they can be unusual spells that the vapor draconian has gained some understanding of by study. The mystic can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 7th level, a vapor draconian can choose to learn a new spell in place of one he already knows. In effect, the vapor draconian "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the vapor draconian can cast.

The vapor draconian may swap only a single spell at 7th level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, the vapor draconian need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.

A vapor draconian's spellcasting level is equal to his racial Hit Dice. A vapor draconian of 3rd level or lower has no spellcasting level. If the vapor draconian multi-classes with the mystic class, his spellcasting level is added to his mystic level to determine his spells per day and spell known. For example, a vapor draconian that has 7 level in vapor draconian and 4 levels in mystic has the spells per day and spells known of a 7th-level mystic.

Domain: A vapor draconian that reaches 4th level chooses one domain from among those available to clerics, including the Sun domain, which is no longer granted by any living deity, with the exception of the Illusion, Magic, and Spell domains, which are not granted by any deity. The vapor draconian can choose an alignment domain (chaos, good or law) only if their own alignment matches that domain, but they are otherwise able to choose without further restrictions.

A vapor draconian's single domain gives them one additional spell known at each spell level, from 1st on up, as well as the granted power. Unlike a cleric, a mystic doesn't have to prepare a domain spell and can freely cast all her known spells without special consideration for the domain spell. A vapor draconian that chooses the Sun domain, gains the ability to turn undead as their granted power, and they cannot perform a greater turning. A vapor draconian that advances in levels as a mystic gains an additional domain, he may not select the same domain twice.

Table 4-1: The Vapor Draconian
Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points CR Special
1 1d12 +1 +2 +2 +2 (6 + Int Mod) x 4 1 Bonus feat, spell resistance
2 2d12 +2 +3 +3 +3 6 + Int Mod 2 Bite (1d3), dragon heritage (+4 vs. disease, paralysis, sleep)
3 2d12 +2 +3 +3 +3 - 2 Death throe (1d6, 5-ft. radius), +2 natural armor
4 3d12 +3 +3 +3 +3 6 + Int Mod 3 Dragon heritage (+6 vs. disease, paralysis, sleep), +2 Int, spells, domain
5 3d12 +3 +3 +3 +3 - 4 Improved claws (1d4), death throe (1d6, 10-ft. radius), +2 natural armor
6 4d12 +4 +4 +4 +4 6 + Int Mod 4 Bite (1d4), dragon heritage (immune to disease, paralysis, sleep), +2 Str
7 4d12 +4 +4 +4 +4 - 5 +2 natural armor

Table 4-2: Vapor Draconian Spells Per Day (Spells Known)
Level 0th 1st 2nd
1st - - -
2nd - - -
3rd - - -
4th 5 (4) 3 (2+d) -
5th 6 (5) 4 (2+d) -
6th 6 (5) 5 (3+d) -
7th 6 (6) 6 (3+d) 3 (1+d)

Venom Draconian Monster Class


Venom Draconian Racial Traits

All venom draconians have the following racial traits:

Starting Ability Scores: Venom draconians are graceful and light-footed but tend to be rather self-obsessed. As such, they gain a +2 bonus to their initial Dexterity score and suffer a -2 penalty to their initial Wisdom scores.

Type: Venom draconians have the dragon type, as such any spell or effect that affects dragons also affects venom draconians.

Size: Venom draconians are medium sized creatures.

Speed: Venom draconian land speed is 30 feet.

Natural Armor (Ex): A venom draconian has tough scales, granting it +2 natural armor.

Draconic Senses (Ex): Due to their draconic heritage, venom draconians have low-light vision and darkvision out to 60 ft.

Draconic Resistance (Ex): Venom draconians gain a +2 bonus on all saving throws against disease, paralysis, and sleep spells or spell-like effects.

Inspired by Dragons (Ex): When under a good dragon's command, venom draconians gain a +1 morale bonus on all attack rolls and saving throws.

Low Metabolism (Ex): A venom draconian requires one-tenth of the food and water that a human does.

Death Throe (Su): The forces that were originally used to create all draconians instantly breakdown when the individual draconian reaches -10 hit points or fewer. In the case of the venom draconian, his body is instantly dissolves into a 5-ft.-radius pool of acid. This acid deals 1d4 points of acid damage to all creatures within 5 ft. of the venom draconian. Those caught within the area of effect are allowed a Reflex save against a DC of 10 + 1/2 the venom draconian's monster class level + his Charisma modifier. The death throe of the venom draconian is treated as a 1st-level spell for the purposes of spells such as globe of invulnerability. All objects that the venom draconian is wearing or carrying suffers maximum effect from his death throe.

Automatic Languages: Draconic and Common.

Alignment: As with the other noble draconians, venom draconians inherently follow the path of good. Venom draconians have strong tendencies towards freedom and individualism, and thus often have a chaotic alignment.

Favored Deities: Any from the Pantheon of Light or the Pantheon of Balance. Venom draconians particularly favor the stealthy or entrepreneurial deities, such as Branchala, Habbakuk or Shinare.

Favored Classes: Venom draconians favor the venom draconian monster class or the rogue class (for those beyond 4th level). After 4th level, the venom draconian is able to freely multi-class, with all the normal benefits and penalties for doing so.

Venom Draconian Class Skills: The venom draconian's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int) and Spot (Wis).

Class Features

Weapon & Armor Proficiencies: Venom draconians are proficient with all simple as well as the short sword and in the use of all types of light armor. They have no proficiency with any type of shield.

Bonus Feat: The lighting draconian gains the Run feat as a bonus feat at 1st level.

Spell Resistance (Ex): Starting at 1st level, the venom draconian gains the ability to shake off the effects of spells and spell-like abilities. The venom draconian gains spell resistance equal to 9 + 1 per venom draconian class level.

Poison Spit (Ex): Starting at 1st level, the venom draconian has a poisonous bite that deals initial and secondary damage of 1d6 points of Constitution damage. Targets affected are allowed to make a Fortitude save against a DC of 10 + 1/2 the vennom draconian's racial Hit Dice + his Constitution modifier to negate each effect. The venom draconian is immune to its own poison.

Bite (Ex): At 2nd level, the venom draconian is able to employ his powerful jaw to make a bite attack as a secondary natural weapon. His bite attack deals 1d3 points of piercing damage. The venom draconian may attack using his bite as a secondary natural attack, suffering a -5 penalty to the attack roll. The venom draconian adds 1/2 his Strength bonus (if any, rounded down) to all damage with his bite attack when used as a secondary attack. The venom draconian can also use his bite as a secondary attack when using a manufactured weapon, with the above penalties.

Dragon Heritage (Ex): Starting at 2nd level, the venom draconian's heritage starts to exert itself. The lightning draconian's bonus to resist disease, paralysis, and sleep spells and spell-like effects increases by +2. This rises again at 3rd level by a further +2 (making a total of +6) and finally, at 4th level, the lightning draconian becomes immune to the effects of paralysis, sleep spells and spell-like effects, and non-magical diseases.

Death Throe (Su): At 3rd level, the venom draconian's death throe improves, dealing 1d6 points of acid damage to all creatures within a 5-ft. radius, otherwise it is the same as above, including the Reflex save negating the effect is successful. This is treated as a 2nd-level spell.

Sneak Attack (Ex): Starting at 4th level, the venom draconian is able to inflict extra damage when attacking those that are unable to defend themselves. Any time the venom draconian's target would be denied their Dexterity modifier to their Armor Class (whether they have a Dexterity modifier or not), the venom draconian's attack deals an extra 1d6 points of damage. Should the venom draconian score a critical hit, this damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if they are within 30 ft.

A venom draconian can only make sneak attacks against living creatures with discernable anatomies - undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also the venom draconian cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vital areas are beyond reach. If the venom draconian gains the sneak attack class feature from another source, such as from levels in rogue, the damage bonuses stack.

Table 5-1: The Venom Draconian
Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points CR Special
1 1d12 +1 +2 +2 +2 (6 + Int Mod) x 4 1 Bonus feat, spell resistance, poison spit
2 1d12 +1 +2 +2 +2 - 2 Bite (1d3), dragon heritage (+4 vs. disease, paralysis, sleep)
3 2d12 +2 +3 +3 +3 6 + Int Mod 3 +2 Cha, dragon heritage (+6 vs. disease, paralysis, sleep)
4 2d12 +2 +3 +3 +3 - 4 Death throe (1d6, 5 ft. radius), dragon heritage (immune to disease, paralysis, sleep)

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