Knightfall
World of Kulan DM
DRAGON-KIN, FALLENLANDEN
Medium Dragon
Hit Dice: 3d10+9 (25 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), glide 40 ft. (average)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+11
Attack: Claw +11 melee (1d6+12) or greatsword +11 melee (2d6+12)
Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d6+4) and tail +6 melee (1d8+4) or greatsword +11 melee (2d6+12)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Darkvision 60 ft., glide, immunities, low-light vision
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 24 (+8), Dex 16 (+3), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 17 (+3)
Skills: Climb +19*, Concentration +9, Hide +9, Jump +24*, Listen +7, Move Silently +9, Spot +7
Feats: Multidexterity, Multiattack
Continent/Region: The Fallenlands
Environment: Any deserts and volcanic
Organization: Solitary, pair, or company (2–6 plus 1 3rd-level lieutenants and 1 5th-level leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +6
Fallenlanden dragon-kin were an unknown race up until the Year of Rumors (Harqual Calendar). The dragon-kin were bought as slave warriors by the genies to help free the land from a rising tide of evil. The genie lords then left the dragon-kin behind in the Fallenlands, as unwilling guardians of an ancient ruined city. Only recently were their geas duties completed. Now able to explore the rest of the continent this draconic race is becoming more common throughout the Fallenlands.
As they are an ancient race tied to the genies, dragon-kin are treated with awe and fear by many of the other races of the Fallenlands. Both kenku and nagpa are distrustful of dragon-kins, each for their own reasons. The sahne and throkr consider them to be a decent, honorable people but too bent towards law sometimes. The mongrelfolk of the Blasted Lands consider the dragon-kins to be gods and have been known to try to worship them. The jann remember the service that the dragon-kin did for the Elemental Lords during the Ages War and show them respect but also expect it in return.
The dragon-kin of the Fallenlands are descended from blue dragons taken from another part of Harqual. However, they now hardly resemble the dragons that fostered them to the genies. Fallenlanden dragon-kin have mottled scales in all the colors of the known chromatic and metallic dragons across Kulan. The have dragon-like wings that while semi-functional, only allow them to glide, not actually fly. Dragon-kin also have a long, flexible tail that is spiked on the end. They rarely wear any sort of garment, except that which allows them their modesty. Dragon-kin never wear armor. Dragon-kin are quite long, lived although no more so than, say, a silver elf from Harqual is.
Dragon-kin speak Draconic and Ignan.
Combat
Dragon-kins are the protectors of the Balance in the Fallenlands, or at least that is what they believe their role should be. The land has been ravaged throughout history and the dragon-kin have witnessed most of it. They are keen to lend their strength, magical abilities, and beliefs in justice wherever they go. This has a tendency to get them in trouble, which they are more than capable of getting themselves out of.
Dragon-kins prefer to fight to settle disputes but always in an orderly manner. They will offer have contests to the first blood using the natural weapons but will adopt weapons, especially swords, when honor fighting with other races. A dragon-kin warrior doesn’t stray to far from his sword, no matter what the occasion. If pressured into a real combat they give it their all attempting to send a message to onlookers.
Breath Weapon (Su): Line of lightning; 5 ft. high, 5 ft. wide, and 60 ft. long; once per day; damage 6d8; Reflex half DC 18.
Glide (Ex): Dragon-kin wings do not allow them to fly, but do permit gliding. This glide is voluntary, and can slow a dragon-kin’s descent up to 10 feet per round. While gliding, a dragon-kin can move at a speed of 40 feet, as if they were flying with average ability, but with no upward movement possible. Glide also helps with their Jump and Climb skills. Attacking dragon-kins often freefall for distance before beginning their glide in order to reach the ground quickly. Dragon-kins under the influence of a levitate spell are able to fly normally (40 ft., average).
Immunities: Dragon-kin are immune to electricity, sleep, and paralysis effects.
Spell-like Abilities: Dragon-kins have a number of innate spell-like abilities, which they can employ as sorcerers of a level equal to their Hit Dice (save DC 13 + spell level); 3/day—dancing lights, mage hand. 2/day—flare, shocking grasp; 1/day—color spray.
Skills: *A dragon-kin receives a +5 racial bonus to Climb checks, and a +10 racial bonus to Jump checks due to its wings (already included in statistics block).
Dragon-Kins as Characters
Dragon-kins favor the fighter class. Unaligned dragon-kin clerics can choose any two of the following domains: Air, Earth, Law, Protection, Water.
Medium Dragon
Hit Dice: 3d10+9 (25 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), glide 40 ft. (average)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+11
Attack: Claw +11 melee (1d6+12) or greatsword +11 melee (2d6+12)
Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d6+4) and tail +6 melee (1d8+4) or greatsword +11 melee (2d6+12)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Darkvision 60 ft., glide, immunities, low-light vision
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 24 (+8), Dex 16 (+3), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 17 (+3)
Skills: Climb +19*, Concentration +9, Hide +9, Jump +24*, Listen +7, Move Silently +9, Spot +7
Feats: Multidexterity, Multiattack
Continent/Region: The Fallenlands
Environment: Any deserts and volcanic
Organization: Solitary, pair, or company (2–6 plus 1 3rd-level lieutenants and 1 5th-level leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +6
Fallenlanden dragon-kin were an unknown race up until the Year of Rumors (Harqual Calendar). The dragon-kin were bought as slave warriors by the genies to help free the land from a rising tide of evil. The genie lords then left the dragon-kin behind in the Fallenlands, as unwilling guardians of an ancient ruined city. Only recently were their geas duties completed. Now able to explore the rest of the continent this draconic race is becoming more common throughout the Fallenlands.
As they are an ancient race tied to the genies, dragon-kin are treated with awe and fear by many of the other races of the Fallenlands. Both kenku and nagpa are distrustful of dragon-kins, each for their own reasons. The sahne and throkr consider them to be a decent, honorable people but too bent towards law sometimes. The mongrelfolk of the Blasted Lands consider the dragon-kins to be gods and have been known to try to worship them. The jann remember the service that the dragon-kin did for the Elemental Lords during the Ages War and show them respect but also expect it in return.
The dragon-kin of the Fallenlands are descended from blue dragons taken from another part of Harqual. However, they now hardly resemble the dragons that fostered them to the genies. Fallenlanden dragon-kin have mottled scales in all the colors of the known chromatic and metallic dragons across Kulan. The have dragon-like wings that while semi-functional, only allow them to glide, not actually fly. Dragon-kin also have a long, flexible tail that is spiked on the end. They rarely wear any sort of garment, except that which allows them their modesty. Dragon-kin never wear armor. Dragon-kin are quite long, lived although no more so than, say, a silver elf from Harqual is.
Dragon-kin speak Draconic and Ignan.
Combat
Dragon-kins are the protectors of the Balance in the Fallenlands, or at least that is what they believe their role should be. The land has been ravaged throughout history and the dragon-kin have witnessed most of it. They are keen to lend their strength, magical abilities, and beliefs in justice wherever they go. This has a tendency to get them in trouble, which they are more than capable of getting themselves out of.
Dragon-kins prefer to fight to settle disputes but always in an orderly manner. They will offer have contests to the first blood using the natural weapons but will adopt weapons, especially swords, when honor fighting with other races. A dragon-kin warrior doesn’t stray to far from his sword, no matter what the occasion. If pressured into a real combat they give it their all attempting to send a message to onlookers.
Breath Weapon (Su): Line of lightning; 5 ft. high, 5 ft. wide, and 60 ft. long; once per day; damage 6d8; Reflex half DC 18.
Glide (Ex): Dragon-kin wings do not allow them to fly, but do permit gliding. This glide is voluntary, and can slow a dragon-kin’s descent up to 10 feet per round. While gliding, a dragon-kin can move at a speed of 40 feet, as if they were flying with average ability, but with no upward movement possible. Glide also helps with their Jump and Climb skills. Attacking dragon-kins often freefall for distance before beginning their glide in order to reach the ground quickly. Dragon-kins under the influence of a levitate spell are able to fly normally (40 ft., average).
Immunities: Dragon-kin are immune to electricity, sleep, and paralysis effects.
Spell-like Abilities: Dragon-kins have a number of innate spell-like abilities, which they can employ as sorcerers of a level equal to their Hit Dice (save DC 13 + spell level); 3/day—dancing lights, mage hand. 2/day—flare, shocking grasp; 1/day—color spray.
Skills: *A dragon-kin receives a +5 racial bonus to Climb checks, and a +10 racial bonus to Jump checks due to its wings (already included in statistics block).
Dragon-Kins as Characters
Dragon-kins favor the fighter class. Unaligned dragon-kin clerics can choose any two of the following domains: Air, Earth, Law, Protection, Water.
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