Dragon Kits (CWS)

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Dragon kits must be used when players create dragon PCs. Kindred demihumans and half-dragons don't have to use kits, though some are provided in this chapter. All kits, whether for use by dragon, kindred, or half-dragon PCs, include descriptions that tie them to the Council of Wyrms campaign option. If a player uses a half-dragon PC in another campaign setting, the background information included with the kit must be modified. 
As an added bonus, the Appendix at the end of this book includes the dragon-sage kit and a variety of dragon slayer kits. Use them as you see fit. 
Kits require the use of the proficiency rules outlined in Chapter Five of the Player's Handbook and in Chapter 2 of this volume. Unless otherwise noted in the kit description, a character receives the number of proficiency slots listed for characters of the same class (or dragon type). Each kit begins with a brief overview, providing an example of the type of character that can be created with the kit. Other sections of the kit description include: 
Requirements: This details who can use the kit and who cannot. In most cases, a particular race or dragon type will be noted, though a kit is sometimes limited to certain alignments. 
Role: This elaborates on a character's place within dragon society. It also shows how a member of the kit typically behaves, though PCs can always create their own motivations. 
Combat/Weapon Proficiencies: Some kits require that certain combat or weapon proficiencies be selected when the PC is created. The cost is as described in the proficiency descriptions unless otherwise noted. Some kits may also receive bonus proficiencies that do not use up slots. Dragon PCs may select combat proficiencies only from those detailed in Chapter 1\vo. 
Noncombat/Nonweapon Proficiencies: Some kits specify that certain noncombat or nonweapon proficiencies be selected when a PC is created. Bonus proficiencies do not use up slots. Required ones use up slots and must be taken. Recommended ones are optional but take up the usual number of slots. All dragons must select from the noncombat proficiencies in Chapter 2; they are not restricted by groups as are other races. 
Equipment: Restrictions concerning equipment available to each kit are given here. 
Special Benefits: Advantages that set one kit apart from another are given here. Bonuses are always expressed as positive numbers, and penalties as negative numbers. In many cases, bonuses will actually have to be subtracted from a die roll to work in a character's favor. 
Special Hindrances: Like benefits, these are unique to each kit and are designed to balance the benefits each kit receives. 
Wealth Options: Each dragon starts play with a single item in its bonded hoard. This item, a gem or lump of precious metal appropriate to the dragon's type, starts with a value of 1,000 gold pieces multiplied by the hatchling's Hit Dice total. Part of the item is consumed during incubation, so that when the hatchling emerges from its egg, the item is reduced in value. This reduction is equal to the total of the hatchling's Strength and Constitution scores multiplied by 100 gp. 
==Dragon Kits==
There are four kits available to dragon player characters, starting with the basic dragon PC. This kit is the closest to the traditional AD&D game dragon. The other kits are the dragon-mage, the dragon-priest, and the dragon-psionicist. All dragons, regardless of their kit, start play as hatchlings that have not yet reached 1st level. 
A bonus kit, the dragon-sage, can be found in the Appendix at the end of this book. 
* Dragon PC
* Dragon Mage
* Dragon Priest
* Dragon Psionicist
* Dragon Sage