CHAPTER 2:
A DM’S GUIDE TO DRAGONS
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When a dragon ascendant reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on attack rolls, saves, and checks. The dragon’s foes must succeed on a Will saving throw or take a –4 penalty on attack rolls, saves, and checks. When a dragon ascendant reaches 10th level, it gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply staring at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura. All uses of a dragon’s awesome aura are mind-affecting effects. Hit Point Increase (Ex): At 2nd level, and every two levels thereafter, a dragon ascendant gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from class levels. This benefit can never increase a dragon’s hit points above the maximum for its Hit Dice and Constitution bonus. At 12th level, a dragon ascendant’s hit points are equal to the maximum for its Hit Dice and Constitution bonus. Transmutation Immunity (Ex): At 3rd level, a dragon ascendant gains immunity to polymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself. Increased Damage Reduction (Su): At 4th level, a dragon ascendant’s damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon’s damage reduction (the number before the slash) is increased by 5. For example, an ancient black dragon/8th-level dragon ascendant has damage reduction 20/epic. Lifewarding (Ex): At 6th level, a dragon ascendant is no longer vulnerable to attacks that cause energy drain, ability drain, or ability damage. Deflection Bonus (Su): At 7th level, a dragon ascendant gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any. Iron Mind (Ex): At 9th level, a dragon ascendant becomes immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Resistance to Fire (Ex): At 11th level, a dragon ascendant gains resistance to fire 20, if it does not already possess immunity to fire. Spell Resistance (Ex): At 11th level, a dragon ascendant’s spell resistance increases to 33. Immortality (Ex): A 12th-level dragon ascendant is actually a quasi-deity, and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage. Code of Conduct: A dragon ascendant must be absolutely true to the principles of its alignment, whatever they may be. A dragon ascendant loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels as a dragon ascendant. The dragon can regain its awesome
aura and once more advance in the dragon ascendant prestige class if it atones for its violations (see the atonement spell in the Player’s Handbook), as appropriate.
ELEMENTAL MASTER Dragons are creatures of raw elemental power. Two mighty forces rage within their veins: the energy that powers their breath weapons, and the elemental nature that forms the core of their being. Elemental masters strive to attain the purity of perfect attunement with both of these forces. The path of the elemental master is almost exclusively pursued by true dragons, since the class requires a connection to elemental and energy forces. Some dragons have levels in other classes, commonly wizard or sorcerer, before adopting this prestige class, but many others do not. Elemental masters are the most solitary and reclusive of dragons, spending their lives in communion with the natural forces of the universe rather than interacting with creatures they consider to be lesser life forms. When they do cooperate with other creatures, they choose elementals and outsiders from the elemental planes as their allies, and occasionally younger dragons of the same variety. Hit Die: d12. Requirements To qualify to become an elemental master, a dragon must fulfill all the following criteria. Race: Any dragon. Base Attack Bonus: +20. Feats: Any three metabreath feats. Spells: Able to cast arcane spells. Special: Elemental Attunement: The dragon must have an energy or elemental subtype, such as air, cold, earth, electricity, fire, or water. Breath Weapon: The dragon must have a breath weapon that deals energy damage. Class Skills The elemental master’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features The following are class features of the elemental master prestige class. Weapon and Armor Proficiency: An elemental master gains no proficiency with any weapons, armor, or shields. Element Mastery (Ex): At 1st level, an elemental master gains an additional attunement to the element type that corresponds to its subtype. Dragons with the air or electricity subtype (including emerald, green, crystal, fang, and song dragons) gain air mastery: Any airborne creature takes a –1 penalty on attack and damage rolls made against the dragon.