620_17668_DraconomiconA.qxd 9/8/03 11:19 AM Page 94
CHAPTER 2:
A DM’S GUIDE TO DRAGONS
Table 2–8: The Elemental Master
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Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8
Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8
Medium creatures of the appropriate kind. This ability works like the summon nature’s ally VII spell. At 11th level, an elemental master can summon one greater elemental, two Huge elementals, or four Large or Medium elementals. This ability works like the summon nature’s ally VIII spell. Energy Focus (Ex): At 3rd level, an elemental master adds 1 to the save DC of spells it casts with an energy descriptor corresponding to the dragon’s attuned energy type. This bonus increases by +1 for every additional three levels the elemental master gains (+2 at 6th level, +3 at 9th level, and +4 at 12th level), and it stacks with the bonus from the Spell Focus feat. Energy Burst (Su): A 4th-level elemental master can create a burst of damaging energy around its body. The burst consists of energy corresponding to the dragon’s attuned energy type and has a radius of 5 feet per class level of the dragon. Anything in the area takes 1d8 points of damage per class level of the dragon. A successful Reflex save (DC 10 + dragon’s class level + its Con modifier) reduces the damage by half. Creating an energy burst counts as a use of the dragon’s breath weapon. It cannot breathe or create another burst for 1d4 rounds after creating a burst. Energy Storm (Su): A 7th-level elemental master can surround itself with a vortex of swirling energy corresponding to the dragon’s attuned energy type. The vortex extends from the dragon in an emanation with a radius of 5 feet per class level. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or if targeted at creatures within the area, or if their paths take them through the area. The storm deals 2 points of damage per class level to every unprotected creature within its area each round. The storm lasts for 1 round per class level (though the dragon can dismiss it as a move action), and counts as two uses of the dragon’s breath weapon. The dragon cannot use its breath weapon (or its energy burst ability) while the storm is in place and for 2d4 rounds after it subsides. Spell-Like Ability: At 10th level, an elemental master gains a spell-like ability associated with its elemental subtype. An air dragon can use whirlwind, an earth dragon earthquake, a fire dragon incendiary cloud, a water dragon
Special Element mastery, elemental command, energy attunement Energy substitution, summon elemental I Energy focus +1 Energy burst Summon elemental II Energy focus +2 Energy storm Summon elemental III Energy focus +3 Spell-like ability Summon elemental IV Elemental qualities, energy focus +4
horrid wilting, and a cold dragon polar ray. The dragon can use this ability three times per day, with a caster level of 20th. Elemental Qualities (Ex): A 12th-level elemental master is immune to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking.
HIDECARVED DRAGON Hidecarved dragons are members of an enigmatic order of dragons and half-dragons. Their name comes from the markings engraved on their scales, which grant them incredible mystical protection. Dragons of the hidecarved order resemble monks in their strict discipline, dedication to personal perfection, and mystical transcendence. Most hidecarved dragons are true dragons, since many drakes, landwyrms, wyverns, and other creatures of the dragon type lack the thick, heavy scales necessary to receive the mystical engravings of the order. A half-dragon can become a hidecarved dragon only if its nondragon parent had very significant natural armor, although some halfdragon/half-giants have been known to use magic to thicken their hides sufficiently to qualify for the class. Some dragons advance in other classes—commonly monk, wizard, sorcerer, or cleric—before adopting this prestige class, primarily to meet the minimum base Will save requirement. Hidecarved dragons do not build monasteries, but they do gather in small groups called “lauths.” These tiny communities of three to five dragons share a large territory and come together only occasionally, but will gather quickly to help if one member of the lauth is threatened. Hit Die: d10. Requirements To qualify to become a hidecarved dragon, a dragon must fulfill all the following criteria. Race: Any dragon. Alignment: Any lawful. Natural Armor Bonus: +20. Base Save Bonus: Will +12. Feat: Iron Will. Class Skills The hidecarved dragon’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration