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Hidecarved Dragon
from Dragonomicon - 3.5e
Table 2–8: The Elemental Master
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special
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1st +1 +2 +2 +2 Element mastery, elemental command, energy attunement 2nd +2 +3 +3 +3 Energy substitution, summon elemental I 3rd +3 +3 +3 +3 Energy focus +1 4th +4 +4 +4 +4 Energy burst 5th +5 +4 +4 +4 Summon elemental II 6th +6 +5 +5 +5 Energy focus +2 7th +7 +5 +5 +5 Energy storm 8th +8 +6 +6 +6 Summon elemental III 9th +9 +6 +6 +6 Energy focus +3 10th +10 +7 +7 +7 Spell-like ability 11th +11 +7 +7 +7 Summon elemental IV 12th +12 +8 +8 +8 Elemental qualities, energy focus +4
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 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
(Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features of the hidecarved dragon prestige class.
Weapon and Armor Proficiency:
A hidecarved dragon gains no proficiency with any weapons, armor, or shields.
Increased Spell Resistance (Ex): A hidecarved dragon adds its class level to its natural spell resistance. Dragons without natural spell resistance do not gain spell resistance when they adopt this class. However, if a hidecarved dragon with no natural spell resistance ages to the point where it gains spell resistance, it adds its class level to the natural spell resistance it gains at its new age category.
Suppress Weakness: At 2nd level, a hidecarved dragon gains Suppress Weakness (see page 74) as a bonus feat.
Poison Resistance (Ex):
At 2nd level, a hidecarved dragon gains a +4 bonus on saving throws against poison.
Energy Resistance (Ex):
At 3rd level, a hidecarved dragon gains resistance 10 to two energy types it is not already immune, vulnerable, or resistant to.
The dragon can choose from resistance to acid, cold, electricity, fire, or sonic energy. For example, a gold hidecarved dragon could gain resistance to acid 10 and electricity 10.
Still Mind (Ex): At 4th level, a hidecarved dragon gains a +2 bonus on saving throws against spells and effects from the enchantment school. Natural Armor (Ex): At 4th level, a hidecarved dragon’s natural armor bonus increases by +2. At 8th level the increase becomes +4, and at 12th level it becomes +6. Increased Damage Reduction (Su): At 5th level, the amount of a hidecarved dragon’s natural damage reduction (the number before the slash) increases by 5, and its damage reduction can be overcome only by chaotic magic weapons. For example, a mature adult blue dragon/5th-level hidecarved dragon has damage reduction 15/magic and chaotic. Extra Energy Immunity (Ex): At 6th level, a hidecarved dragon gains immunity to an energy type it was already resistant to. Its resistance to one other energy type it has resistance 10 against increases to 20, and it gains resistance 10 against a third energy type. For this third energy type, a dragon with the fire subtype cannot choose cold, and a dragon with the cold subtype cannot choose fire. The gold hidecarved dragon from the earlier example could become immune to electricity at 6th level, increase its acid resistance to 20, and gain resistance to sonic 10. At 12th level, a hidecarved dragon’s energy resistances and immunities improve again. Its resistance 20 becomes immunity, its resistance 10 becomes resistance 20, and it gains resistance 10 to all other energy types
A hidecarved dragon
Table 2–9: The Hidecarved Dragon
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +2 Increased spell resistance 2nd +2 +3 +3 +3 Suppress Weakness, poison resistance 3rd +3 +3 +3 +3 Energy resistance 4th +4 +4 +4 +4 Still mind, natural armor +2 5th +5 +4 +4 +4 Increased damage reduction 6th +6 +5 +5 +5 Extra energy immunity 7th +7 +5 +5 +5 Overcome Weakness, death ward 8th +8 +6 +6 +6 Natural armor +4 9th +9 +6 +6 +6 Wholeness of body 10th +10 +7 +7 +7 Poison immunity 11th +11 +7 +7 +7 Superior damage reduction 12th +12 +8 +8 +8 Natural armor +6, extra energy immunity