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==Playing Draconians== ===3e=== Draconians were not playable in [[Advanced Dungeons & Dragons]], but were converted to a PC option in [[Dungeons & Dragons 3rd Edition]]. Unfortunately, there were some... hiccups. ...Oh, let's be honest: the authors of the 3e Dragonlance line had a blind spot you could have marched an Imperial [[Titan]] through about the very important fact that AD&D and 3e operated under different paradigms. In AD&D, monsters were given racial abilities equating to different PC classes because they ''couldn't take class levels'' under 2e's mechanics, but in 3e, they ''could'' take class levels. So instead they made all the draconian races overpowered by baking in equivalent hit points, skills and abilities to their AD&D counterparts, instead of just presuming any standard draconian PC would ''have appropriate class levels''. They seemed to realize that maybe this was a mistake by the time Dragons of Krynn came out, which caused them to offer racial class alternatives to the front-loaded design that fell afoul of [[Level Adjustment]]... but it was too little, too late, and they'd basically ruined the viability of draconians as a whole. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the 3e Draconian racial traits. <div class="mw-collapsible-content"> The base racial traits of all draconians, base or noble, are: ::Dragon Type: This grants immunity to paralysis and magical sleep, as well as Darkvision 60ft and low-light vision. ::Base Land Speed: 30 feet ::Disease Immunity (Ex) ::Inspired By Dragons (Ex): A draconian that is being commanded by a dragon whose [[Alignment]] is within 1 step of their own gains a +1 morale bonus to attack rolls and saving throws. ::Low Metabolism: Draconians require 1/10th the food and water a human does. ::Death Throes (Su): Upon death, a magical effect is triggered based on the draconian's race. The subsequent annihilation of their body means that a dead draconian can only be restored to life through ''Resurrection'', ''True Resurrection'' or ''Wish'' spells. ::Gallop: A winged draconian gains Run as a bonus feat. ::Glide (Ex): A winged draconian takes no damage from falls, and can travel horizontally 4 times the vertical distance they descend. '''Auraks''' have these unique racial traits: ::+2 Dexterity, +4 Intelligence, +4 Charisma ::Medium size ::Racial Hit Dice: 8 levels of Dragon (8d12 Hit Dice, BAB +8, Fort +6, Ref + 6, Will +6) ::Racial Skills: 11 X (6+ Int modifier, minimum 1) skill points, racial skills are Concentration, Diplomacy, Intimidate, Knowlege (Arcana), Listen, Spellcraft, Search, and Spot. ::Racial Feats: Simple Weapon Proficiency, plus 3 feats due to dragon levels. ::Natural Weapons: 2 claws (1d4), 1 bite (1d4) ::+6 Natural Armor Bonus ::Beast Form (Su): Male auraks can shapeshift into the form of any Small or Medium-sized animal 3/day, which functions as Polymorph cast by an 8th level sorcerer, except that the aurak does not regain HP, can only assume the aforementioned animal forms, and the duration is indefinite. ::Breath Weapon (Su): An aurak can spew 5ft-cone of noxious vapors 3/day. Affected creatures must make a DC 16 Fortitude save or suffer 1d4 Strength damage and be blinded for 1d4 rounds. ::Death Throes (Su): A slain aurak explodes in a blast of magical energy. All creatures within 5 feet take 3d6 damage (Reflex save, DC 16 + aurak's Con modifier, to halve damage). ::Dimensional Shift (Sp): An aurak can teleport itself 3/day. Treat as Dimensional Door (3rd level spell, caster level equal to aurak's hit dice), except it only reaches 60 feet and only transports the aurak & its belongings. ::Disguise Self (Sp): 3/day, an aurak can use a variant of the Disguise Self spell that lasts for 2d6+6 minutes to assume the form and voice of a humanoid it has seen. Using energy rays does not dispel this illusion. ::Energy Ray (Sp): An aurak can shoot 60ft long energy rays from its hands at will. An energy ray does 4d6 Force damage, requires a ranged touch attack to hit, is the equivalent of a 1st level spell, and has a caster level equal to the aurak's hit dice. ::Wingless: An aurak does '''not''' benefit from the Gallop or Glide draconian abilities. ::Sorcerer Abilities: An aurak has the spellcasting ability of an 8th level [[Sorcerer (Dungeons & Dragons)|sorcerer]]. These stack with actual sorcerer levels. ::Spell-Like Abilities: Greater Invisibility at-will, Suggestion (DC 15) at-will, Dominate Person (DC 17) 1/day, all have Caster Level 8th and save DC 12 + spell level. ::Spell Resistance: 20 + class levels ::[[Favored Class]]: [[Sorcerer (Dungeons & Dragons)|Sorcerer]] [[Level Adjustment]]: +4, ECL is 12 + class levels. '''Baaz''' have these unique racial traits: ::+2 Constitution, -2 Intelligence, -2 Wisdom ::Medium size ::Racial Hit Dice: 2 levels in Dragon (2d12 Hit Dice, BAB +2, Fort +3, Ref +3, Will +3) ::Racial Skills: 5 X (6+ Int modifier, minimum 1) skill points, racial skills are Disguise, Intimidate, Listen and Spot. Male baaz also treat Bluff as a racial skill, whilst female baaz instead get Diplomacy. ::Racial Feats: Light Armor Proficiency, Longsword Proficiency, Shield Proficiency, Simple Weapon Proficiency, and 1 feat due to dragon levels. ::Natural Weapons: 2 claws (1d4) and bite (1d4) ::+2 Natural Armor Bonus ::Death Throes (Su): A baaz petrifies when slain. If the attacker used a slashing or piercing weapon to deliver the killing blow, they must make a Reflex save (DC 11 + baaz's Con modifier) or the weapon is trapped inside the baaz's body until it disintegrates 1d4 minutes later. ::Spell Resistance: 8 + Class Levels ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1, ECL is 3 + class levels '''Bozak''' have these unique racial traits: ::+2 Strength, +2 Intelligence, +2 Charisma ::Medium size ::Racial Hit Dice: 4 levels in Dragon (4d12 Hit Dice, BAB +4, Fort +4, Ref +4, Will +4) ::Racial Skills: 7 X (6+ Int modifier, minimum 1) skill points, racial skills are Bluff, Concentration, Diplomacy, Intimidate, Knowledge (Arcana), Listen, Search, Spellcraft, and Spot. ::Racial Feats: Longbow Proficiency, Short Sword Proficiency, Simple Weapon Proficiency, and 2 feats from Dragon levels. ::Natural Weapons: 2 claws (1d4), and bite (1d4). ::+8 Natural Armor Bonus. ::Death Throes (Su): A slain bozak explodes in a cascade of bone shrapnel that fills a 10ft radius. All creatures within take 1d6 damage (Reflex save at DC 14 + bozak's Con modifier for half damage). ::Sorcerer Abilities: A bozak has the spellcasting ability of a 4th level [[Sorcerer (Dungeons & Dragons)|sorcerer]]. These stack with actual sorcerer levels. ::Spell Resistance: 14 + class levels ::[[Favored Class]]: [[Sorcerer (Dungeons & Dragons)|Sorcerer]] [[Level Adjustment]]: +3, ECL is 7 + class levels. '''Kapak''' have these unique racial traits: ::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom ::Medium size ::Racial Hit Dice: 2 levels in Dragon (2d12 Hit Dice, BAB +2, Fort +3, Ref +3, Will +3) ::Racial Skills: 5 X (6+ Int modifier, minimum 1) skill points, racial skills are Hide, Listen, Move Silently, Search and Spot. ::Racial Feat: Light Armor Proficiency, Shortsword Proficiency, Shortbow Proficiency, Simple Weapon Proficiency, plus 1 bonus feat from Dragon levels. ::+8 racial bonus to Move Silently. ::Natural Weapons: Bite (1d4) ::+2 Natural Armor ::Death Throes (Su): A slain kapak dissolves into a 5ft wide puddle of acid that remains corrosive for 1d6 rounds before going inert. Whilst it is active, any creature or object touched by it takes 1d6 Acid damage. ::Toxic Saliva (Ex): Male kapaks only. A male kapak's saliva contains a paralytic venom (Fort DC 11 + kapak's Con modifier, intitial damage 1d6 Dex, secondary damage 1d6 Dex). In addition to being injected by a bite attack, a kapak can use a full-round action that provokes an attack of opportunity to lick a piercing weapon; the licked weapon carries the poison for 3 rounds or until a successful hit is made, whichever comes first. ::Healing Saliva (Su): Female kapaks only. A female kapak can heal 2d6 damage by using a standard action to lick an injured creature. A single creature can only benefit from female kapak saliva once every 4 hours. This saliva does not impact the female's bite attack. ::Sneak Attack (Ex): As the [[Rogue]] special ability, does +1d6 damage whenever the target would be denied their Dexterity bonus or the kapak is flanking the target. Stacks with Sneak Attack as a class feature. ::Spell Resistance: 11 + Class Levels ::[[Favored Class]]: [[Rogue]] ::[[Level Adjustment]]: +2, ECL is 4 + class levels. '''Sivak''' have these unique racial traits: ::+6 Strength, +4 Constitution ::Large size ::Flight (Ex): 60 feet, Poor Maneuverability. ::Racial Hit Dice: 6 levels in Dragon (6d12 Hit Dice, BAB +6, Fort +5, Ref +5, Will +5) ::Racial Skills: 9 X (6+ Int modifier, minimum 1) skill points, racial skills are Bluff, Climb, Diplomacy, Disguise, Gather Information, Intimidate, Jump, and Listen. ::Racial Feats: Armor Proficiency (Light, Medium, Heavy), Greatsword Proficiency, Simple Weapon Proficiency, and 3 feats due to Dragon levels. ::Natural Weapons: 2 claws (1d6), bite (1d8) and tail (d24). ::+4 natural armor bonus. ::Death Throes (Su): If a male sivak dies due to having been killed by a Large or smaller Humanoid, the corpse transforms into the shape of its killer for 3 days, then disintegrates. If killed by any other source, the sivak explodes in a 10ft burst of fire that does 2d4 fire damage (Reflex Save DC 15 + sivak's Con modifier to avoid damage). Female sivaks simply explode, as per the latter scenario. ::Blend (Ex): Female sivaks can cast Disguise Self at-will and have a +10 circumstance bonus on Hide checks. ::Shapeshift (Su): Male sivaks that have killed a Large or smaller Humanoid can spend a standard action within 1 round of doing so to shapeshift into the semblance of their kill. They look and sound identical, but do not gain the memories or abilities of the target. The sivak remains shapeshifted until they choose to either take a new form or revert to their true form. ::Trip (Ex): A sivak that hits with its tail attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the sivak. ::Spell Resistance: 16 + class levels ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +4, ECL 10 + class levels. '''Flame Draconians''' have these unique racial traits: ::+4 Strength, +2 Dexterity, +2 Constitution ::Fire Subtype: Immune to Fire Damage, Vulnerable to Cold Damage. ::Large Size ::Flight (Ex): 60 feet, Poor Maneuverability. ::Racial Hit Dice: 8 levels in Dragon (8d12 Hit Dice, BAB +8, Fort +6, Ref +6, Will +6) ::Racial Skills: 11 X (6+ Int modifier, minimum 1) skill points, racial skills are Climb, Craft, Intimidate, Jump, Listen, and Survival. ::Racial Feats: Armor Proficiency (Light/Medium/Heavy), Greatsword Proficiency, Draconian Breath Weapon, 3 bonus feats from dragon levels. ::Natural Weapons: 2 claws (1d4) and bite (1d8) ::+6 natural armor bonus. ::Death Throes (Su): A flame draconian explodes in a 40ft fireball that does 6d6 points of fire damage (Reflex Save DC 10 + 1/2 draconian's Hit Dice plus Charisma modifier to halve damage). ::Barbarian Abilities: A flame draconian has the Improved Uncanny Dodge and Rage abilities of an 8th level [[Barbarian]]. These "free" 8 Barbarian levels stack with clss levels to determine rages per day, greater rage, tireless rage, mighty rage, and rogue level required to flank. ::Spell-Like Abilities (Sp): Fireball (caster level = Hit Dice) 3/day. ::Breath Weapon (Su): 30ft cone of fire that deals 3d8 fire damage (Reflex Save DC 10 + 1/2 draconian's Hit Dice plus Constitution modifier to halve damage). ::Spell Resistance: 20 + class levels. ::[[Favored Class]]: [[Barbarian]] ::[[Level Adjustment]]: +3, ECL 11 + class levels. '''Frost Draconians''' have these unique racial traits: ::+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom ::Medium size ::Cold Subtype: Immune to Cold Damage, Vulnerable to Frost Damage (weirdly, the ''race'' writeup lacks this entry whilst the ''racial class'' writeup gives it to them as a 3rd level feature. Given the obvious counterpart to the Flame Draconian, this is obviously an editing mistake.) ::Racial Hit Dice: 2 levels in Dragon (2d12 Hit Dice, BAB +2, Fort +3, Ref +3, Will +3) ::Racial Skills: 5 X (6+ Int modifier, minimum 1) skill points, racial skills are Climb, Disguise, Intimidate, Listen and Spot. ::Racial Feats: Armor Proficiency (Light & Medium), Longsword Proficiency, 1 bonus feat due to dragon levels. ::Natural Weapons: 2 claws (1d4) and bite (1d3). ::+3 natural armor bonus. ::Death Throes (Su): A slain frost draconian transforms into a statue of solid ice that then explodes in a shower of razor shrapnel. All creatures in a 10ft radius take 1d6 damage (Reflex save DC 14 for half damage). ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1, ECL 3 + class levels. '''Lightning Draconians''' have these unique racial traits: ::+4 Strength, +4 Constitutioon, +2 Wisdom, +2 Charisma ::Large size ::Base Land Speed: 40 feet ::Flight (Ex): 60 feet, Poor Maneuverability. ::Racial Hit Dice: 6 levels in Dragon (6d12 Hit Dice, BAB +6, Fort +5, Ref +5, Will +5) ::Racial Skills: 9 X (6+ Int modifier, minimum 1) skill points, racial skills are Bluff, Climb, Concentration, Diplomacy, Disguise, Gather Information, Jump, Intimidate, and Listen. ::Racial Feats: Armor Proficiency (Light/Medium/Heavy), Greatsword Proficiency, Simple Weapon Proficiency, +3 bonus feats due to dragon levels. ::Natural Weapons: 2 claws (1d4), bite (1d8), tail (1d8). ::+4 natural armor bonus. ::Death Throes (Su): A slain lightning draconian erupts in a crackling cascade of high voltage; treat as a Chain Lightning (Caster Level 6th, save DC 14) that initially targets the creature nearest to the draconian before arcing. ::Paladin Abilities: A lightning draconian has the Aura of Courage, Aura of Good, Divine Grace, Divine Health, Lay on Hands, Smite Evil, Spells and Turn Undead abilities of a 6th level [[Paladin]]. These 6 "free" levels stack with actual class levels in Paladin for determining level-dependent effects and when paladin abilities are gained. ::Spell-Like Ability (Sp): Shocking Grasp (Caster Level = Hit Dice) 3 + Cha modifier times per day. This ability can be used in tandem with a natural weapon attack or an attack with a metallic weapon. ::Trip (Ex): A lightning draconian that hits with its tail attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lightning draconian. ::Spell Resistance: 16 + class levels. ::[[Favored Class]]: [[Paladin]] ::[[Level Adjustment]]: +5, ECL 11 + class levels. '''Vapor Draconians''' have these unique racial traits: ::+2 Strength, +2 Intelligence, +2 Wisdom ::Medium size ::Racial Hit Dice: 4 levels in Dragon (4d12 Hit Dice, BAB +4, Fort +4, Ref +4, Will +4) ::Racial Skills: 7 X (6+ Int modifier, minimum 1) skill points, racial skills are Bluff, Concentration, Intimidate, Knowledge (nature), Search, Spellcraft, Spot, and Survival. ::Racial Feats: Simple Weapon Proficiency, 2 feats from dragon levels. ::Natural Weapons: 2 claws (1d4), and bite (1d4). ::+8 natural armor bonus. ::Death Throes (Su): A slain vapor draconian dissolves into a writhing, 10ft radius cloud of corrosive fumes. All creatures caught in the area of effect take 1d6 Acid damage (Reflex Save DC 12 + 1/2 draconian's Hit Dice plus Constitution modifier to halve damage). ::Mystic Abilities: A vapor draconian has the spellcasting abilities of a 4th level [[Mystic]], and adds these 4 "innate" levels to actual Mystic class levels to determine caster levels, spells known, and spells per day. ::Mystic Domain: A vapor draconian has access to a single Mystic-available [[Clerical Domain]], gaining that domain's granted power and bonus spells. Taking levels in Mystic does not grant the draconian an additional domain. The most common domains for vapor draconians are Air, Animal, Earth and Plant. ::Spell Resistance: 14 + class levels ::[[Favored Class]]: [[Mystic]] ::[[Level Adjustment]]: +3, ECL 7 + class levels. '''Venom Draconians''' have these unique racial traits: ::+2 Dexterity, -2 Wisdom, +2 Charisma ::Medium size ::Racial Hit Dice: 2 levels in Dragon (2d12 Hit Dice, BAB +2, Fort +3, Ref +3, Will +3) ::Racial Skills: 5 X (6+ Int modifier, minimum 1) skill points, racial skills are Bluff, Hide, Listen, Move Silently, Search and Spot. ::Racial Feats: Light Armor Proficiency, Short Sword Proficiency, Shortbow Proficiency, plus 1 feat due to dragon levels. ::Natural Weapons: Bite (1d4) ::+2 natural armor bonus. ::Death Throes (Su): A slain venom draconian dissolves into a 5ft wide puddle of acid that remains corrosive for 1d6 rounds before going inert. Whilst it is active, any creature or object touched by it takes 1d6 Acid damage. ::Poisonous Bite (Ex): A venom draconian's bite attack carries an Injury poison that does 1d6 Con/1d6 Con damage, DC (10 + 1/2 draconian's Hit Dice + Constitution modifier). ::Sneak Attack (Ex): As the [[Rogue]] special ability, does +1d6 damage whenever the target would be denied their Dexterity bonus or the venom draconian is flanking the target. Stacks with Sneak Attack as a class feature. ::Spell Resistance: 11 + class levels ::[[Favored Class]]: [[Rogue]] ::[[Level Adjustment]]: +2, ECL 4 + class levels. </div></div> ===4e=== In Dragon Magazine #421, playable Draconians were offered as [[Dragonborn]] variants.
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