True dragons are quite rare in Rhunaria, but occasionally breed with non-dragons for the sake of producing stronger servants, or more rarely out of love for a beautiful non-dragon creature.  A dragon's penchant for shapeshifting and its strange mindset only produces these hybrids on fairly-rare occasions, however.  Such offspring are almost never raised by their dragon parent, and are usually scorned or distrusted by other folk, though some achieve a degree of respect through showing their power.  Dragon-blooded hybrids usually have strong personalities, generally imposing or commanding in presence, though sometimes energetic and likeable.  Half-dragons rarely breed with anything except for the few cases of forced breeding at the command of evil dragons, trying to build up small armies of dragon-blooded servants, but a few lucky half-dragons manage to find affection with other creatures.  Regardless, the strength of a draconic heritage lends power for many generations to those few who continue the bloodline, and even creatures with only distant dragon ancestors carry a talent for sorcery.  The obvious physical qualities of a draconic bloodline only last a few generations, however, so most creatures with a dragon in their lineage don't bear any outward signs of it.  Legend says that dragons were more common and more involved with the Nari of old, sometime long ago, founding some sorcerous bloodlines.





          The child, grandchild, or great-grandchild of a dragon and some different creature.  This template may be applied to any corporeal living creature that does not otherwise have the Dragon type, nor the draconic descendant template, nor any other half-creature template.  Half-dragons have certain traits dependant on the type of dragon they are descended from, for purposes of this template.  In addition to the adjustments below, a half-dragon increases their lifespan by 50%, so increase each age category of the base creature by 50% rounded down to the nearest full year.  Half-dragons also suffer no Strength, Dexterity, or Constitution penalties for aging beyond young adulthood.

Type: The base creature's type changes to Dragon, though it retains any subtypes.

Hit Dice: The base creature's racial hit dice become d12s since they gain the Dragon type.

Armor Class: Half-dragons gain a +4 natural armor bonus to AC; if the base creature already has a natural armor bonus to AC, instead increase it by 4.

Speed: The half-dragon grows powerful wings like a dragon, and fin-like membranes on part of their lower arms, legs, or similar areas to guide them in flight.  Thus, half-dragons gain a fly speed equal to their racial base land speed (before adjustments) or 20 feet, whichever is greater.  They have average flying maneuverability.  However, half-dragons of tiny-size or smaller instead have good maneuverability while flying, while half-dragons of gargantuan-size or larger instead have poor flying maneuverability.  Any adjustments to their base speed do not affect fly speed.  If the base creature possesses a superior fly speed, then use that speed instead, and likewise, if the base creature has greater flight maneuverability, use that rating instead.

Attacks: Same as the base creature, except as follows.  As creatures of the Dragon type, half-dragons have a base attack bonus equal to their number of racial hit dice, rather than a base attack bonus typical of the base creature's former type.  Class BAB does not change.  Half-dragons gain sharp claws on each hand and foot as well as sharp fangs for teeth, so they can make claw and bite attacks similar to a dragon.  They can make two claw attacks and one bite attack as a full-attack action, with the claws as primary natural weapons and the bite as a secondary natural weapon.  They also have the option of substituting one bite or claw attack in place of a normal attack, such as during a standard attack action, full-attack action, attack of opportunity, and so on, but only if they have the appropriate claw or mouth free.  In these situations the claw counts as a primary or off-hand attack as appropriate to the action, as does the bite except that it is always a light secondary weapon for purposes of damage.

           If the base creature already has claws but no bite, they gain the capacity to make one bite attack as a secondary attack in addition to any other attacks they get with a full-attack action, and can use the bite attack on its own as mentioned already.  If the base creature already has a bite attack but no claws, it gains the two claw attacks noted above as secondary attacks in addition to any other attacks they get with a full-attack action, and can use a claw attack on its own as mentioned already.  Secondary attacks suffer a -5 penalty on the attack roll and apply only half the creature's Strength bonus to damage, if any.  If the base creature has neither arms nor legs nor equivalent limbs, it cannot gain these claw attacks, and if the base creature has no mouth it cannot gain this bite attack

Damage: Same as the base creature, except as follows.  The claws of a half-dragon deal damage as follows, based on the base creature's size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.  If the base creature already possessed claws, use the original damage or this value, whichever is better.  The bite of a half-dragon deals damage as follows, based on the base creature's size: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8.  If the base creature already possessed bite attacks, use the original damage or this value, whichever is better.

Special Attacks: A half-dragon has all the special attacks of the base creature, and gains a breath weapon based on the variety of dragon they are descended from.  This breath weapon is a supernatural ability useable once per day, as a standard action that does not provoke attacks of opportunity.  The blast of the breath weapon always starts at the half-dragon's mouth and extends in a direction of the half-dragon's choice, in an area of effect as determined below.  Creatures and magical objects within the area of effect receive a Reflex saving throw for half damage.  The damage, save DC, and area of effect for a half-dragon's breath weapon is indicated on the below table, based on the type of dragon the half-dragon is descended from.
Dragon        Damage              DC     Area
Black          6d4 Acid              17     Line, 5 ft. wide, 5 ft. high, 60 ft. long
Blue            6d8 Electricity     18     Line, 5 ft. wide, 5 ft. high, 60 ft. long
Brass          3d6 Fire               17     Line, 5 ft. wide, 5 ft. high, 60 ft. long
Bronze        6d6 Electricity     18     Line, 5 ft. wide, 5 ft. high, 60 ft. long
Copper        6d4 Acid              17     Line, 5 ft. wide, 5 ft. high, 60 ft. long
Gold            6d10 Fire            20     Cone, 30 ft. wide at end, 30 ft. long
Green          6d6 Acid             17     Cone, 30 ft. wide at end, 30 ft. long
Red             6d10 Fire            19     Cone, 30 ft. wide at end, 30 ft. long
Silver          6d8 Cold             18     Cone, 30 ft. wide at end, 30 ft. long
White          3d6 Cold             16     Cone, 30 ft. wide at end, 30 ft. long

Special Qualities: A half-dragon has all the special qualities of the base creature, plus Low-Light Vision (seeing twice as far as a human in conditions of poor illumination) if they do not have equal or superior Low-Light Vision already, and Darkvision 60 feet (seeing perfectly in natural darkness out to this range, but Darkvision sees only in shades of gray) if they do not have equal or superior Darkvision already.  Half-dragons are immune to sleep and paralysis effects, since they belong to the Dragon type, though this does not change whether or not they need sleep naturally.  Additionally, a half-dragon is immune to one kind of energy based on the type of dragon they are descended from.  Black, Green, and Copper dragons bear descendant half-dragons with immunity to acid, while Blue and Bronze dragons impart immunity to electricty, as Red, Brass, and Gold dragons bestow immunity to fire, and immunity to cold is granted to half-dragons descended from White or Silver dragons.

Saving Throws: With the Dragon type, the base creature gains strong base Fortitude, Reflex, and Will saving throw bonuses, instead of the norm for the base creature's previous type.  This only applies to racial hit dice.

Abilities: The half-dragon has the following ability score adjustments, in addition to those of the base creature: +8 Strength, +2 Constitution, +2 Intelligence, +2 Charisma.

Skills: As a creature of the Dragon type, a half-dragon's skill points from each racial hit die is equal to 6 + their Intelligence modifier, instead of the standard skill points from the base creature's former type.

Feats: As a creature of the Dragon type, a half-dragon has one feat from their first racial hit die, and gains an additional feat for every 4 extra hit dice they have, based on size.  A creature's extra hit dice is equal to their total number of racial HD, -1 if Medium-sized or smaller, -2 if Large, -4 if Huge, -8 if Gargantuan, or -16 if Colossal.  This replaces the standard feat progression of the base creature's former type.  The half-dragon template does not change the number of feats gained from character level progression, only racial hit dice.

Climate/Terrain: Same as either the base creature or the dragon's variety.

Organization: Same as the base creature.

Challenge Rating: Same as the base creature's +2, rounded up to the nearest whole number.

Treasure: Same as the base creature, adjusted for the increased Challenge Rating.

Alignment: Becomes the same as the norm for the related dragon variety.

Advancement: Same as the base creature.

Effective Character Level: A half-dragon has an Effective Character Level (ECL) adjustment of +3, in addition to any that the base creature already has.  This means that a half-dragon is equivalent in power to a character 3 levels higher than their actual character level or hit dice.  The ECL adjustment is added to the actual character level for the sole purposes of determining the half-dragon's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth.  For instance, a half-dragon human who is a 1st-level fighter would count as a 4th-level character for these purposes.  An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities.  If the base creature was not a Dragon or Outsider in type, before this template but after considering any other templates, increase its Effective Character Level adjustment from this template by +1 per 6 racial hit dice of the base creature, rounded down.





          A distant hybrid descendant of a dragon.  The draconic descendant does not have the Dragon type, unlike a half-dragon.  Some draconic descendants seek to grow closer to their dragon heritage, often by taking the Dragon Disciple or Dragon Adept prestige classes.  This template may be applied to any corporeal living creature that is not of the Dragon type and that does not have the half-dragon template.  However, a draconic descendant may gain the Dragon type and/or the half-dragon template later through prestige classes, feats, spells, or other such means.

Armor Class: Draconic descendants gain a +2 natural armor bonus to AC; if the base creature already has a natural armor bonus to AC, instead increase it by 2.  Draconic descendants have some patches of hard, draconic scales on parts of their body, typically covering portions of their arms, legs, and upper torso, sometimes the head, hands, or feet as well.

Special Qualities: A draconic descendant has all the special qualities of the base creature, plus Low-Light Vision (seeing twice as far as a human in conditions of poor illumination) if they do not have equal or superior Low-Light Vision already.  Draconic descendants are immune to sleep effects, though this does not change whether or not they need sleep naturally.  Lastly, a draconic descendant gains Energy Resistance based on the type of dragon they are descended from.  Those descended from Black, Copper, or Green dragons gain Acid Resistance 10, while those descended from Brass, Gold, or Red dragons instead gain Fire Resistance 10.  Draconic descendants who have a Blue or Bronze dragon in their not-too-distant lineage instead gain Electricity Resistance 10, while those with a Silver or White dragon in their lineage gain instead Cold Resistance 10.  The Energy Resistance granted by this template stacks with any such Resistance the base creature may already possess naturally.

Abilities: The draconic descendant has the following ability score adjustments, in addition to those of the base creature: +2 Strength, +2 Constitution, +2 Charisma.

Challenge Rating: Same as the base creature's +1, rounded up to the nearest whole number.

Effective Character Level: A draconic descendant has an Effective Character Level (ECL) adjustment of +1, in addition to any that the base creature already has.  This means that a draconic descendant is equivalent in power to a character 1 level higher than their actual character level or hit dice.  The ECL adjustment is added to the actual character level for the sole purposes of determining the draconic descendant's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth.  For instance, a draconic descendant human who is a 1st-level fighter would count as a 2nd-level character for these purposes.  An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities.





          A spellcaster descended from dragons, who acheives dragon apotheosis through arcana.  Dragon Disciples study a bit of draconic lore, meditate, and tap into their latent dragon-blooded heritage to experience dragon-dreams, which in turn strengthen the draconic elements in their blood and soul.  Through arcane techniques and great effort, these talented mages draw out their inherant bloodline traits and force them to the surface, empowering them to grow more draconic in appearance and power, until they resemble true half-dragons.  Naturally, the emphasis on arcane experiments and powers in achieving this apotheosis will also reinforce their innate spellcasting talent, though slowly.
Prerequisites: Cannot already be of the Dragon creature type; must be naturally descended from a true dragon, no more than 6 generations inbetween; must know and be able to speak the Draconic language; must know and be able to cast multiple arcane spells daily, without preparation; level 4+ in a class that grants such spellcasting ability; Knowledge (arcana) 8+ ranks; must choose one type of true dragon to be descended from, upon first taking this prestige class, subject to the DM's approval, which must be the same type of true dragon as their draconic descendant template if applicable

Hit Dice: D6
Alignment: Any
Skill Points Per Level: 2 + Int Mod
Class Skills: Bluff, Concentraton, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Listen, Knowledge (all skills, taken individually), Listen, Perform, Scry, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device.
Weapon And Armor Proficiencies: Dragon Disciples gain no additional proficiencies.

Natural Armor Boosts: A Dragon Disciple gains a +2 natural armor bonus to Armor Class at 1st-level in this prestige class, or improves their existing natural armor by +2.  They improve their natural armor to AC by a further +1 at 4th-level, and again at 8th-level.

Bonus Spells: At 1st, 4th, 6th, and 9th-level in this prestige class, the Dragon Disciple gains bonus spells known and per day with one arcane spellcasting class that allowed them to meet the spellcasting prerequisite of this prestige class.  They do not gain the normal number of new spells known or per day for that class, however, and they cannot choose a different class after 1st-level.  At each of these levels, the Dragon Disciple learns 2 new spells of any level or levels no higher than the highest level spell they can already cast with the chosen spellcasting class, and they gain 2 new spell slots per day of the highest level they can cast at that point with the chosen class.  At 4th and 9th-level, they gain access to the next-highest level of spells with that arcane spellcasting class for these purposes.  At each of these four levels, the Dragon Disciple's effective caster level in the chosen class also increases by +1, but only for purposes of spell effects, magic item creation, and meeting the requirements of feats, items, or prestige classes.

Natural Weapons: At 2nd-level in this prestige class, the Dragon Disciple grows sharp claws on their hands, and some of their teeth grow into sharp fangs, as the muscles of their mouth develop the capacity to unhinge the jaw slightly for biting more easily and powerfully.  The character gains claw attacks and bite attacks appropriate to a half-dragon of their size.  A Dragon Disciple of 2nd-level also gains proficiency in these natural weapons.

Ability Boosts: Dragon Disciples develop a more draconic physique and mentality as they delve into the arcana of their dragon heritage.  This naturally increases their ability scores as they progress in the Dragon Disciple prestige class.  Strength increases by +2 at 2nd-level, 5th-level, and 9th-level.  Constitution increases also by +2 at 5th-level.  A Dragon Disciple's Intelligence likewise increases by +2 at 7th-level in this prestige class.

Breath Weapon (Su): Once a Dragon Disciple has reached 3rd-level, they develop a special organ in their gut which allows them to produce a breath weapon just like a half-dragon of the same draconic heritage.  However, there are certain differences.  This breath weapon can only be used once per day, and both its size and power depend on the Dragon Disciple's level.  A 3rd-level Dragon Disciple whose breath weapon affects a cone-shaped area only affects a 10-foot cone, increasing to a 30-foot cone at 7th-level.  A 3rd-level Dragon Disciple whose breath weapon affects a line-shaped area has a range of only 20 feet with that breath weapon, increasing to 60 feet at 7th-level.  Dragon Disciples of 3rd-level deal only two-thirds the normal number of damage dice with their breath weapon, compared to a half-dragon of the same draconic heritage.  This increases to the full normal number of damage dice at 7th-level.  The Reflex saving throw DC against a Dragon Disciple's breath weapon is 3 points lower than normal at 3rd-level in this prestige class, but the save DC increases to full at 7th-level.

Hit Die Boosts: A Dragon Disciple grows tougher and better in combat as they force their draconic traits to the surface of their being.  Thus, starting at 3rd-level in this prestige class, the character's Dragon Disciple hit dice become d8s instead of d6s.  The Dragon Disciple hit dice improve further starting at 6th-level, becoming d10s instead of d8s.

Enlargement: Once they reach 5th-level in the Dragon Disciple prestige class, the character magically grows to be one size category larger than normal, which becomes henceforth a permanent natural size increase.  Since the initial change is magical, any gear the Dragon Disciple has on their person at the time grows with them also at this time.  The Dragon Disciple does not gain or suffer the normal size adjustments to Strength, Dexterity, Constitution, natural armor, or speed for this change.  However, they do gain the other benefits and penalties associated with their new size, such as their size bonuses or penalties to Armor Class, attack rolls, Hide checks, grapple checks, and so on.  They gain the increased carrying capacities, unarmed strike damage, grapple check damage, natural weapon damage, and sustenance requirements associated with their new size.  The Dragon Disciple's height, width, length, and weight grow proportionately to their size increase, to roughly the same proportions compared to other creatures of similar size and shape (for instance, a Dragon Disciple who was previously a bit short for their size category would now be taller, but still short for their size category).  If this enlargement increases their size to Small, then if their space was not previously at least a 5-foot-cube, it becomes such now.  If this enlargement increases their size to Large or greater, the Dragon Disciple's space increases as to fit their new dimensions, rounded up.  Dragon Disciples who enlarge to size Small, from a lesser size, now have at least a 5-foot reach.  If the Dragon Disciple is enlarged in this way to size Large or greater, they add +5 feet to their natural reach.

Resistances (Ex): A 6th-level Dragon Disciple develops minor versions of the immunities that a half-dragon would possess, though the Dragon Disciple has only resistances at this point.  They gain a +2 bonus on saving throws against paralysis effects and sleep effects.  A Dragon Disciple of 6th-level acquires Energy Resistance 10 against the type of energy related to their draconic bloodline.  This stacks wtih any other Energy Resistance against that type of energy.  This is Fire Resistance for Dragon Disciples of red, brass, or gold dragon heritage, or Cold Resistance for those of white or silver dragon descent, or Acid Resistance for Dragon Disciples related to black, green, or copper dragons, or Electricity Resistance for those descended from blue or bronze dragons.  These resistances are extraordinary abilities.

Wings: Dragon Disciples grow big, leathery wings from their back like a dragon, as well as small wing-like membranes and frills upon their arms and legs, upon reaching 8th-level in this prestige class.  This grants them the capacity for flight as per a half-dragon of their size.  However, due to the change, a Dragon Disciple cannot fly unless their worn armor and clothing is altered to fit their new form.  This change is automatic with magic armor and clothing, but mundane armor and clothing must be altered, with the changes costing 10% as much as new armor or clothing of the same sort, rounded up, and taking 1 day to fix per 50 gold pieces in the alteration cost, rounded up.  Each day of this work requires a mere DC 10 Craft check of the appropriate sort, with a failed roll wasting that day's labor but nothing more.  No new material is needed for this alteration work.  However, a crude and costless solution with cloth garments and similar armor materials would be to merely take a cutting implement to the item, while not worn, and cutting appropriate holes in the right spots.  This crude solution generally reduces the value and appeal of good clothing and armor, however.

Dragon Apotheosis: Upon reaching 10th-level in the Dragon Disciple prestige class, the character finally develops the full traits of a half-dragon.  Their Strength and Charisma scores each naturally increase by +2, as per the Ability Boosts described above.  In addition, their 10th-level Dragon Disciple hit die is a d12 instead of a d6, d8, or d10, as per the Hit Die Boosts detailed above.  Dragon Disciples of 10th-level gain immunity to one type of energy, as per a half-dragon of the same draconic heritage.  For instance, Dragon Disciples descended from red dragons gain immunity to fire.  Dragon Apotheosis does not alter the character's breath weapon or natural armor any further.

          A 10th-level Dragon Disciple also changes their creature type to Dragon, though they retain any subtypes they may have possessed.  This does not change their racial hit dice, however, nor any of the qualities or the like of their racial hit dice (for instance, a bugbear 10th-level Dragon Disciple retains the Goblinoid subtype, their bugbear racial traits, their d8 humanoid hit dice, the standard humanoid base attack bonus and skill points and such that came from their racial hit dice, and so on).  Gaining the Dragon type, however, does bestow the Dragon Disciple with the standard Dragon traits in addition to their own, such as Low-Light Vision, Darkvision 60 feet, immunity to paralysis effects, and immunity to sleep effects, just as with a half-dragon.  Though they are immune to sleep effects, they still have the normal sleep needs of their race, they just can't be forced asleep.  The Dragon Disciple does not gain the half-dragon template, though they do gain most of its traits (except, for instance, alterations to racial hit dice and such, and excluding adjustments to Effective Character Level, Challenge Rating, and alignment).  A 10th-level Dragon Discple suffers no penalties to Strength, Dexterity, or Constitution for aging beyond young adulthood, except for any such penalties already suffered.


Class     Base        Fort     Ref       Will      Special
Level     Attack     Save     Save     Save     Abilities

1          +0          +2        +0        +2        Natural Armor Boost, Bonus Spells
2           +1          +3        +0        +3        Natural Weapons, Ability Boost (+2 Str)
3           +2           +3        +1        +3        Breath Weapon (minor), Hit Die Boost
4           +3           +4        +1        +4        Natural Armor Boost, Bonus Spells
5           +3          +4        +1        +4        Enlargement, Ability Boost (+2 Str, +2 Con)
6           +4           +5        +2        +5        Resistances, Bonus Spells, Hit Die Boost
7           +5          +5        +2        +5        Ability Boost (+2 Int), Breath Weapon (true)
8           +6/+1     +6        +2        +6        Natural Armor Boost, Wings
9           +6/+1      +6        +3        +6        Ability Boost (+2 Str), Bonus Spells
10         +7/+2      +7        +3        +7        Dragon Apotheosis






          A draconic descendant who achieves dragon apotheosis through combat focus.  These warriors draw out the power of their dragon-blood and dragon-soul by training their instinctive predatory nature, bound to their draconic heritage.  Since this path does not benefit from arcane energies to fuel the apotheosis, only very determined warriors with strong draconic bloodlines may succeed along the path.  Dragon Adepts train heavily in combat prowess and instinctive development, in order to invoke dragon-dreams that channel ancestral power into their body and soul, transforming the draconic descendant into very nearly a full half-dragon.
Prerequisites: Cannot already be of the Dragon creature type; must have the draconic descendant template; must be naturally descended from a true dragon, no more than 6 generations inbetween; must know and be able to speak the Draconic language; base attack bonus +4 or higher; proficiency in all simple and martial weapons; must possess at least 4 feats that are listed in the Fighter class description as available bonus feats, but they do not have to be gained in that particular manner; Knowledge (arcana) 2+ ranks, Knowledge (war) 2+ ranks; must choose one type of true dragon to be descended from, upon first taking this prestige class, subject to the DM's approval, which must be the same type of true dragon as their draconic descendant template

Hit Dice: D8
Alignment: Any, but must be within one step of the dragon type they descend from
Skill Points Per Level: 2 + Int Mod
Class Skills: Bluff, Climb, Diplomacy, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (war), Listen, Ride, Sense Motive, Spot, Swim.
Weapon And Armor Proficiencies: Dragon Adepts gain no additional proficiencies.

Bonus Feats: A Dragon Adept trains their combat skills almost as much as they focus on drawing out their bloodline's draconic traits.  Thus, at 1st-level, 5th-level, and 9th-level in this prestige class, they gain a bonus feat of their choice from the same list as a Fighter's bonus feats.  However, they cannot choose any Special feats available to Fighters in this way, unless they already meet the Fighter level prerequisites of those feats, if any.  For instance, in order to take Weapon Specialization as a Dragon Adept bonus feat, the character must already possess 4 or more levels in the Fighter class.

Natural Weapons: At 1st-level in this prestige class, the Dragon Adept grows sharp claws on their hands, and some of their teeth grow into sharp fangs, as the muscles of their mouth develop the capacity to unhinge the jaw slightly for biting more easily and powerfully.  The character gains claw attacks and bite attacks appropriate to a half-dragon of their size.  A Dragon Adept also gains proficiency in these natural weapons.

Resistant: Dragon Adepts improve their draconic descendant Energy Resistance to 15, right at 1st-level in this prestige class.  Their flesh develops a stronger endurance for the element related to their draconic bloodline.  The Dragon Adept also gains a +3 bonus on saves against paralysis.

Natural Armor Boosts: A 2nd-level Dragon Adept improves their natural armor bonus to Armor Class by +1.  They improve it by a further +1 at 9th-level.

Ability Boosts: Dragon Adepts develop a more draconic physique and mentality as they harness the inherant power of their draconic bloodline.  This naturally increases some of their ability scores as they progress in the Dragon Adept prestige class.  Intelligence is increased at 2nd-level as nearly-draconic cunning and memorization develop.  Strength likewise increases by +2 at 3rd-level and again at 6th-level, as the Dragon Adept develops more muscle.

Breath Weapon (Su): Once a Dragon Adept has reached 4th-level, they develop a special organ in their gut which allows them to produce a breath weapon just like a half-dragon of the same draconic heritage.  However, there are certain differences.  This breath weapon can only be used once per day, and both its size and power depend on the Dragon Adept's level.  A 4th-level Dragon Adept whose breath weapon affects a cone-shaped area only affects a 10-foot cone, increasing to a 30-foot cone at 7th-level.  A 4th-level Dragon Adept whose breath weapon affects a line-shaped area has a range of only 20 feet with that breath weapon, increasing to 60 feet at 7th-level.  Dragon Adepts of 4th-level deal only two-thirds the normal number of damage dice with their breath weapon, compared to a half-dragon of the same draconic heritage.  This increases to the full normal number of damage dice at 7th-level.  The Reflex saving throw DC against a Dragon Adept's breath weapon is 3 points lower than normal at 4th-level in this prestige class, but the save DC increases to full at 7th-level.

Hit Die Boosts: A Dragon Adept grows tougher and better in combat as they force their draconic traits to the surface of their being.  Thus, starting at 5th-level in this prestige class, the character's Dragon Adept hit dice become d10s instead of d8s.  The Dragon Adept hit dice improve further starting at 8th-level, becoming d12s instead of d10s.

Enlargement: Once they reach 6th-level in the Dragon Adept prestige class, the character magically grows to be one size category larger than normal, which becomes henceforth a permanent natural size increase.  Since the initial change is magical, any gear the Dragon Adept has on their person at the time grows with them also at this time.  The Dragon Adept does not gain or suffer the normal size adjustments to Strength, Dexterity, Constitution, natural armor, or speed for this change.  However, they do gain the other benefits and penalties associated with their new size, such as their size bonuses or penalties to Armor Class, attack rolls, Hide checks, grapple checks, and so on.  They gain the increased carrying capacities, unarmed strike damage, grapple check damage, natural weapon damage, and sustenance requirements associated with their new size.  The Dragon Adept's height, width, length, and weight grow proportionately to their size increase, to roughly the same proportions compared to other creatures of similar size and shape (for instance, a Dragon Adept who was previously a bit short for their size category would now be taller, but still short for their size category).  If this enlargement increases their size to Small, then if their space was not previously at least a 5-foot-cube, it becomes such now.  If this enlargement increases their size to Large or greater, the Dragon Adept's space increases as to fit their new dimensions, rounded up.  Dragon Adepts who enlarge to size Small, from a lesser size, now have at least a 5-foot reach.  If the Dragon Adept is enlarged in this way to size Large or greater, they add +5 feet to their natural reach.

Wings: Dragon Adepts grow big, leathery wings from their back like a dragon, as well as small wing-like membranes and frills upon their arms and legs, upon reaching 8th-level in this prestige class.  This grants them the capacity for flight as per a half-dragon of their size.  However, due to the change, a Dragon Adept cannot fly unless their worn armor and clothing is altered to fit their new form.  This change is automatic with magic armor and clothing, but mundane armor and clothing must be altered, with the changes costing 10% as much as new armor or clothing of the same sort, rounded up, and taking 1 day to fix per 50 gold pieces in the alteration cost, rounded up.  Each day of this work requires a mere DC 10 Craft check of the appropriate sort, with a failed roll wasting that day's labor but nothing more.  No new material is needed for this alteration work.  However, a crude and costless solution with cloth garments and similar armor materials would be to merely take a cutting implement to the item, while not worn, and cutting appropriate holes in the right spots.  This crude solution generally reduces the value and appeal of good clothing and armor, however.

Draconic Form: Upon reaching 10th-level in this prestige class, the Dragon Adept develops more distinctive dragon-like traits from tapping into the power of their draconic bloodline.  They gain a +2 natural increase to their Strength score.  They gain immunity to the energy type that their draconic descendant template provided Energy Resistance against.  The Dragon Adept also gains immunity to paralysis effects, and acquires Darkvision with a range of 60 feet.  Lastly, they acquire the Dragon type, though retaining any subtypes they possess.  This does not change their racial hit dice, however, nor any of the qualities or the like of their racial hit dice (for instance, a bugbear 10th-level Dragon Adept retains the Goblinoid subtype, their bugbear racial traits, their d8 humanoid hit dice, the humanoid base attack bonus and skill points and such that came from their racial hit dice, and so on).  A 10th-level Dragon Adept does not suffer any penalties to Strength, Dexterity, or Constitution for aging beyond young adulthood, except for any already suffered.

Class     Base        Fort     Ref       Will      Special
Level     Attack     Save     Save     Save     Abilities
1            +0           +2         +2        +0        Bonus Feat, Natural Weapons, Resistant
2            +1           +3        +3        +0        Natural Armor Boost, Ability Boost (+2 Int)
3            +2          +3        +3        +1        Ability Boost (+2 Str)
4            +3          +4        +4        +1        Breath Weapon (minor)
5            +3           +4        +4        +1        Bonus Feat, Hit Die Boost
6            +4          +5        +5        +2        Enlargement, Ability Boost (+2 Str)
7            +5           +5        +5        +2        Breath Weapon (true)
8            +6/+1     +6        +6        +2        Wings, Hit Die Boost
9            +6/+1     +6        +6        +3        Bonus Feat, Natural Armor Boost
10          +7/+2     +7        +7        +3        Draconic Form
Dragon-Blooded Characters In Rhunaria
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Disclaimer: 3rd Edition Dungeons & Dragons, and probably also half-dragon, dragon disciple, ECL, effective character level, base attack bonus, base fortitude save, base reflex save, base will save, natural armor, ability scores, character levels, feats, natural weapons, breath weapons, size categories, fly speeds, flight maneuverability, darkvision, low-light vision, energy resistances, creature types and subtypes, hit dice, goblinoid, skill points, DCs, skill checks, skill names, feat names, skill ranks, size adjustments, prestige classes, reach, space, grapple checks, Armor Class, AC, spell-like abilities, supernatural abilities, extraordinary abilities, true dragon types, areas of effect, ranges, saving throws, light weapons, weapon and armor proficiencies, alignment, draconic language, fighter class, feat types, immunities, DM, PC, NPC, CR, BAB, caster level, effective caster level, arcane spellcasting classes, spell levels, arcane spells, challenge rating, natural 20, threat ranges, critical damage multipliers, special qualities, special attacks, advancement, treasure format, climate/terrain format, organization format, damage dice, damage types, energy types, base creature, primary-hand, off-hand, primary attacks, secondary attacks, off-hand attacks, Strength bonus to damage, full-attack action, attack action, and attacks of opportunity are property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation.  All other content on this webpage is copyright (c) 2004-2006, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom.  This material free for personal use but not for commercial distribution.
HALF-DRAGON TEMPLATE
DRACONIC DESCENDANT TEMPLATE
DRAGON DISCIPLE PRESTIGE CLASS
DRAGON ADEPT PRESTIGE CLASS