Dragon |Prestige Class


Class Requirements:

Bonuses by Level

Level Base Attack Fortitude Reflex Will Special
1st +0 +2 +2 +2 Primary Spell
2nd +1 +3 +3 +3 Secondary Breath Weapon/Additional Ability; +1 Armor; +2 Intimidate
3rd +2 +3 +3 +3 Tail; +2 Strength
4th +3 +4 +4 +4 +1 breath weapon use/day; +1 Armor
5th +3 +4 +4 +4 Secondary Spell
6th +4 +5 +5 +5 Larger Size; Bonus Hit Points; +1 Armor
7th +5 +5 +5 +5 Wings
8th +6/1 +6 +6 +6 +1 breath weapon use/day; +1 Armor
9th +6/1 +6 +6 +6 +2 Str; +10 Speed (Large Size)
10th +7/2 +7 +7 +7 Dragon form 1/day

GAME RULE INFORMATION

Dragons have the following game statistics.

Class Skills:

The Dragon's class skills (and the key ability for each skill) are Appraise (Int)*, Climb (Str)*^, Craft (Int)*, Intimidate (Cha)*, Jump (Str)*^, Knowledge (arcane, geography, local, nature, the planes) (Int), Listen (Wis)*, Profession (Wis), Spellcraft (Int), Spot (Wis)*, and Wilderness Lore (Wis)*.

Skill points per level = 2 + Int Modifier.

Hit Dice: d10 (with the Half Dragon Template it is actually d12)

Other Abilities:

Weapon and Armor Proficiency: A Dragon is proficient with all simple weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

* Primary/Secondary Spell (Sp): As spell of the same name cast by a Sorcerer of a level equal to the class level of the Dragon.

** Secondary Breath Weapon/Additional Abilities: Breath weapon uses can be either primary or secondary breath weapon. If there is no secondary breath weapon they are granted another ability in place of it. Normal: Half Dragons only have the primary breath weapon of their dragon type.

Tail: During the first three levels of the Dragon prestige class, the dragon starts to grow a tail. At 3rd level it is full grown. This tail allows an extra attack when using the Multiattack feat and a +2 to Balance.

* Secondary Spell (Sp): As spell of the same name cast by a Sorcerer of a level equal to the class level of the Dragon.

Larger Size: During the first six levels of the Dragon prestige class, the dragon starts to grow. At 6th level the Dragon is almost full size and gains all of the bonuses and penalties of the next size up: -1 size modifier to Armor Class, -1 size modifier on attack rolls, and a -4 size modifier on Hide checks, but they are +4 to grapple and may use larger weapons than humans. If going from Medium to Large, gain 10 foot reach.

At 9th level they are full size and their speed is increased by 10 feet.

Bonus Hit Points: Starting at 6th level, the Dragon gains 2 extra Hit Points per level. Any class the character goes up in, they receive this bonus in addition to any other Hit Points they would otherwise receive.

Wings (Flight: poor): During the first seven levels of the Dragon prestige class, the Dragon grows a set of wings. At 7th level they are full grown. Flight is now possible with poor maneuverability.

Dragon Form (Su): At 10th level the dragon gains the ability to turn into a full size dragon of (size and age).

Individual Dragon Abilities:

These abilities are gained as an Additional Ability (in place of a Secondary Breath Weapon), as a Primary Spell at 1st Level or as a Secondary Spell at 5th Level.

Charm Reptiles (Sp): A black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Corrupt Water (Sp): Once per day a black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature�s possession must succeed on a Will save (DC equal to that of the dragon�s Character Level + Charisma Modifier) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon�s Character Level + Charisma Modifier.

Create/Destroy Water (Sp): A blue dragon can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature�s possession must succeed on a Will save (DC equal to that of the dragon�s Character Level + Charisma Modifier) or be ruined. This ability is the equivalent of a 1st-level spell.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the white dragon climbs must be icy. It is always in effect.

Luck Bonus (Sp): Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon�s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Sound Imitation (Ex): A blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to the Dragon�s Character Level + Charisma Modifier) to detect the ruse.

Water Breathing (Ex): A black, bronze, or green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.