Dungeons & Dragons

Council of Wyrms

 

Racial Ability Adjustment

Dragons are designed using the DMG and the MM (3rd Edition): they should not be used with standard races since they are a lot more powerful than common characters. Even an Hatchling could be a match for a low to medium party and a group of dragons could easily defeat strong enemies; this sourcebook assumes the DM will use the setting of Council of Wyrms and let all the players generate dragons and kindred.

 

Strength Score

All dragon PCs start play as hatchlings; the Strength score rolled for the character and then modified by racial ability adjustment signifies the dragon PC's Strength when he or she reaches the mature adult stage: to determine its Strength as a hatchling reduce the score by six. Every time a dragon achieves a new age category, it increases its Strength by one. Note that this is in addition to the free Ability increment gained every four levels.

 

Dragons and Levels

Dragon can only advance to 12th level, but they don't use the standard class progression given in the PHB 3ed: dragons have five classes open to them and they use their relative progression. To advance to the next level the dragon needs: a) 1000 XP multiplied by the number of HD it is advancing to, b) a long slumber (see below), c) a treasure hoard equal in value to one gold piece for every experience point it has.

The five classes are: warrior (strandard dragon type), priest (draconic equivalent of the cleric), mage (draconic equivalent of the wizard), psionicist (similar to the psion) and sage (a peculiar class of dragonkind). Class determines the HD used by the character and even if it is very rare a dragon can multiclass (eg.: mage 7/sage 5); a warrior rolls d12, a priest rolls d10, a psionicist rolls d8, a mage rolls d6 and the sage rolls d4 in order to determine its base HP.

Every even level (2, 4, 6, 8 ,10 and 12) a dragon gains a Bonus Feat: this Feats is in addition to the Feats gained at first level and every three levels afterwards, but it must be chosen among the Draconic Feats. These are a special type of Feats avaible only to dragonkind and they are used to simulate the exceptional abilities of dragons. It must be noted that a dragon can use standard free Feat slots to gain these talents; as noted other races cannot gain Draconic Feats.

 

Draconic Feats

Aerial Combat [Special]

The dragon can fight while flying using great skill and ability.

Prerequisites: Dragon Flight

Benefit: +2 attack and +2 AC while flying.

Normal: usually the dragon doesn't get any bonus while flying

Special: this Feat can be taken more times and it stacks

 

Breath Weapon [Special]

Using this Feat the dragon learns how to use its breath attack

Prerequisites: None

Benefit: the dragon can use his breath weapon three times in a day without a problem. After the third use, a dragon must make a Constitution check (DC 10) each time it uses its breath weapon to determine wheter or not its body's capacity to generate the weapon has been exhausted. Successive Constitution checks (after the first) are made with +1 DC (so fourth try is DC 11, fifth DC 12 and so on).

Normal: a dragon cannot use its breath weapon until it learns this Feat

Special: this Feat can be taken more times to gain more daily uses (three more without checks for every Feat slot used on it)

 

Dragon Flight [Special]

Once a dragon selects this Feat, it can use its wings to propel itself through the sky.

Prerequisites: None

Benefit: the dragon can fly with grace and competence; it can cast spells while gliding and it can perform a wingover maneuver in order to turn 120 to 240 degrees regardless of its current speed. Dragons climb at half speed and dive at double speed; base speed depends on the dragon type. A diving dragon can strike with their claws at +2 attack bonus.

Normal: a dragon cannot fly until it learns this Feat

Special: without the Aerial Combat Feat a dragon can only use claws or bite (not both) while flying

 

Kick [Special]

Using this Feat the dragon learns how to use its legs to kick an opponent behind it.

Prerequisites: Very Young or older

Benefit: the dragon can use its legs to strike opponents behind it using rear claws; targets struck by a kick must use the skill Balace (DC 10 + Str modifier of the dragon) if they are equal to or smaller than the dragon to avoid falling: if they fail they are kicked backward 1d6 feet, plus 1 foot per age category of the dragon, and they must roll a Reflex save (DC 10 + age category). If the Saving Throw is failed the target falls. A dragon cannot use Tail Slap while kicking and every kick uses up a claw attack.

Normal: a dragon cannot kick without this Feat

Special: this Feat cannot be taken more times

 

Plummet [Special]

This Feat allows a dragon to leap or fly down to land atop an opponent.

Prerequisites: Very Young or older

Benefit: to leap and plummet the dragon must be at least 30 feet above its target; to plummet while flying requires the Dragon Flight Feat in order to be airborne. To plummet the dragon rolls a separate attack against each creature it plans to land one; it can land on a maximum number of creatures equal to its level. Crushing damage is equal to the dragon's bite damage and those damaged by the attack must roll a Reflex save (DC 15 + age category) to avoid being pinned under the dragon; pinned targets take crushing damage every round the dragon remains atop them. They can try to escape by making another Reflex save every round. A dragon cannot do other attacks during the rounds it plummets or pins opponents.

Normal: a dragon can use this attack form, but the DC is 10 (not modified)

Special: this Feat cannot be taken more times

 

Roll [Special]

This Feat allows a dragon to roll over and crush those opponents seeking to attack from atop a dragon's back.

Prerequisites: Very Young or older

Benefit: a successful attack roll indicates that the dragon has rolled completely over and caused crushing damage to its enemies; roll damage is equal to half a dragon's bite damage. An opponent who has endured a roll must make a Reflex save (DC 10 + special size modifier, pg. 137) or be dislodged; roll cannot be used to pin targets since the dragon rolls completely over and regains its feet all in the same round.

Normal: a dragon suffers -4 when using this form of attack without the Feat

Special: this Feat cannot be taken more times

 

Snatch [Special]

The Snatch Feat allows a flying dragon to dive and attempt to grab smaller creatures or other items in its claws.

Prerequisites: Dragon Flight

Benefit: a snatch requires a successful claw attack roll; a snatched target is pinned 50% of the time and a pinned opponent cannot strike the dragon. Dragons who have snatched creatures can then do a number of things with them: they can let them fall from great heights; they can squeeze them for automatic claw damage every round; with a successful bite attack the creature can be transferred to the mouth taking automatic bite dfamage every round, but if the bite attack fail the creature has been dropped. In order to free a target must win an opposed Strength check; a dragon can only snatch creatures which are two or more size categories smaller.

Normal: a dragon suffers -4 when using this form of attack without the Feat

Special: this Feat cannot be taken more times

 

Stall [Special]

The dragon can approach the ground and halt its forward motion for one round, ten it must land.

Prerequisites: Dragon Flight, Very Young or older

Benefit: a stalled dragon can strike with bite and four claws, or it can use its breath weapon. Stalling in an area with dust, loose earth or sand a dragon can use its stalling round to create a dust cloud of the same radius as its fear aura. The cloud lasts a round, blinds all creatures within it and makes spellcasting impossible.

Normal: a dragon cannot stall without this Feat

Special: this Feat cannot be taken more times

 

Tail Slap [Special]

The dragon can strike opponents using its tail.

Prerequisites: Very Young or older

Benefit: a dragon can use its tail to strike opponents on its rear or sides and a single slap can hit a number of targets equal to its age category. The slap inflics damage equal to adragon's two claws, but each opponents to be hit requires a successful attack roll. An opponent struck by a tail slap must make a Fortitude save (DC 10 + age category) or be stunned for 1d4+1 rounds.

Normal: a dragon cannot use tail without this Feat

Special: this Feat cannot be taken more times

 

Wing Buffet [Special]

The dragon can strike opponents to either side using wings.

Prerequisites: Very Young or older

Benefit: wings can be used like claws and they do the same damage, but the damaged target must make a Balance check (DC 10 + age category) or be knocked to the ground.

Normal: a dragon cannot use wings to attack without this Feat

Special: this Feat cannot be taken more times

 

Dragon Warrior

 

Dragon Priest

 

Dragon Mage

 

Dragon Sage

 

Dragon Psionicist